ebd79c0099
All `#include`s to other subsystem now use angle brackets, e.g., `#include <Core/Math.h>`.
162 lines
5.0 KiB
C++
162 lines
5.0 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <vector>
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#include <Core/Debug.h>
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#include <Core/Math.h>
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#include "GLBloomFilter.h"
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#include "GLProgram.h"
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#include "GLProgramAttribute.h"
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#include "GLProgramUniform.h"
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#include "GLQuadRenderer.h"
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#include "GLRenderer.h"
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#include "IGLDevice.h"
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namespace spades {
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namespace draw {
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GLBloomFilter::GLBloomFilter(GLRenderer *renderer) : renderer(renderer) {
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thru = renderer->RegisterProgram("Shaders/PostFilters/PassThrough.program");
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}
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#define Level BloomLevel
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struct Level {
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int w, h;
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GLColorBuffer buffer;
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};
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GLColorBuffer GLBloomFilter::Filter(GLColorBuffer input) {
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SPADES_MARK_FUNCTION();
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std::vector<Level> levels;
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IGLDevice *dev = renderer->GetGLDevice();
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GLQuadRenderer qr(dev);
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static GLProgramAttribute thruPosition("positionAttribute");
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static GLProgramUniform thruColor("colorUniform");
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static GLProgramUniform thruTexture("mainTexture");
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static GLProgramUniform thruTexCoordRange("texCoordRange");
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thruPosition(thru);
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thruColor(thru);
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thruTexture(thru);
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thruTexCoordRange(thru);
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GLProgram *gammaMix = renderer->RegisterProgram("Shaders/PostFilters/GammaMix.program");
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static GLProgramAttribute gammaMixPosition("positionAttribute");
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static GLProgramUniform gammaMixTexture1("texture1");
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static GLProgramUniform gammaMixTexture2("texture2");
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static GLProgramUniform gammaMixMix1("mix1");
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static GLProgramUniform gammaMixMix2("mix2");
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gammaMixPosition(gammaMix);
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gammaMixTexture1(gammaMix);
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gammaMixTexture2(gammaMix);
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gammaMixMix1(gammaMix);
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gammaMixMix2(gammaMix);
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thru->Use();
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thruColor.SetValue(1.f, 1.f, 1.f, 1.f);
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thruTexture.SetValue(0);
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dev->Enable(IGLDevice::Blend, false);
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// create downsample levels
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for (int i = 0; i < 6; i++) {
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GLColorBuffer prevLevel;
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if (i == 0) {
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prevLevel = input;
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} else {
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prevLevel = levels.back().buffer;
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}
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int prevW = prevLevel.GetWidth();
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int prevH = prevLevel.GetHeight();
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int newW = (prevW + 1) / 2;
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int newH = (prevH + 1) / 2;
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GLColorBuffer newLevel = input.GetManager()->CreateBufferHandle(newW, newH);
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thru->Use();
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qr.SetCoordAttributeIndex(thruPosition());
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dev->BindTexture(IGLDevice::Texture2D, prevLevel.GetTexture());
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dev->BindFramebuffer(IGLDevice::Framebuffer, newLevel.GetFramebuffer());
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dev->Viewport(0, 0, newLevel.GetWidth(), newLevel.GetHeight());
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thruTexCoordRange.SetValue(0.f, 0.f,
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(float)newLevel.GetWidth() * 2.f / (float)prevW,
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(float)newLevel.GetHeight() * 2.f / (float)prevH);
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qr.Draw();
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dev->BindTexture(IGLDevice::Texture2D, 0);
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Level lv;
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lv.w = newW;
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lv.h = newH;
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lv.buffer = newLevel;
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levels.push_back(lv);
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}
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dev->Enable(IGLDevice::Blend, true);
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dev->BlendFunc(IGLDevice::SrcAlpha, IGLDevice::OneMinusSrcAlpha);
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// composite levels in the opposite direction
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thruTexCoordRange.SetValue(0.f, 0.f, 1.f, 1.f);
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for (int i = (int)levels.size() - 1; i >= 1; i--) {
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int cnt = (int)levels.size() - i;
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float alpha = (float)cnt / (float)(cnt + 1);
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alpha = sqrtf(alpha);
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GLColorBuffer curLevel = levels[i].buffer;
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GLColorBuffer targLevel = levels[i - 1].buffer;
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thru->Use();
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qr.SetCoordAttributeIndex(thruPosition());
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dev->BindTexture(IGLDevice::Texture2D, curLevel.GetTexture());
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dev->BindFramebuffer(IGLDevice::Framebuffer, targLevel.GetFramebuffer());
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dev->Viewport(0, 0, targLevel.GetWidth(), targLevel.GetHeight());
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thruColor.SetValue(1.f, 1.f, 1.f, alpha);
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qr.Draw();
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dev->BindTexture(IGLDevice::Texture2D, 0);
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}
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// composite to the final image
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GLColorBuffer output = input.GetManager()->CreateBufferHandle();
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GLColorBuffer topLevel = levels[0].buffer;
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gammaMix->Use();
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qr.SetCoordAttributeIndex(gammaMixPosition());
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dev->ActiveTexture(0);
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dev->BindTexture(IGLDevice::Texture2D, input.GetTexture());
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dev->ActiveTexture(1);
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dev->BindTexture(IGLDevice::Texture2D, topLevel.GetTexture());
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dev->BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer());
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dev->Viewport(0, 0, output.GetWidth(), output.GetHeight());
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gammaMixTexture1.SetValue(0);
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gammaMixTexture2.SetValue(1);
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gammaMixMix1.SetValue(.8f, .8f, .8f);
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gammaMixMix2.SetValue(.2f, .2f, .2f);
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qr.Draw();
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dev->BindTexture(IGLDevice::Texture2D, 0);
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dev->ActiveTexture(0);
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return output;
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}
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}
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}
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