openspades/Sources/Draw/GLLensDustFilter.cpp

307 lines
10 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include <vector>
#include "GLImage.h"
#include "GLLensDustFilter.h"
#include "GLProgram.h"
#include "GLProgramAttribute.h"
#include "GLProgramUniform.h"
#include "GLQuadRenderer.h"
#include "GLRenderer.h"
#include "IGLDevice.h"
#include <Core/Debug.h>
#include <Core/Math.h>
#include <Core/Settings.h>
namespace spades {
namespace draw {
GLLensDustFilter::GLLensDustFilter(GLRenderer &renderer) : renderer(renderer) {
thru = renderer.RegisterProgram("Shaders/PostFilters/PassThroughConstAlpha.program");
gauss1d = renderer.RegisterProgram("Shaders/PostFilters/Gauss1D.program");
dust = renderer.RegisterProgram("Shaders/PostFilters/LensDust.program");
dustImg = renderer.RegisterImage("Textures/LensDustTexture.jpg").Cast<GLImage>();
IGLDevice &dev = renderer.GetGLDevice();
noiseTex = dev.GenTexture();
dev.BindTexture(IGLDevice::Texture2D, noiseTex);
dev.TexImage2D(IGLDevice::Texture2D, 0, IGLDevice::RGBA8, 128, 128, 0, IGLDevice::BGRA,
IGLDevice::UnsignedByte, NULL);
dev.TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMagFilter, IGLDevice::Nearest);
dev.TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter, IGLDevice::Nearest);
dev.TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapS, IGLDevice::Repeat);
dev.TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapT, IGLDevice::Repeat);
}
GLLensDustFilter::~GLLensDustFilter() { renderer.GetGLDevice().DeleteTexture(noiseTex); }
#define Level GLLensDustFilterLevel
GLColorBuffer GLLensDustFilter::DownSample(GLColorBuffer tex, bool linearize) {
SPADES_MARK_FUNCTION();
GLProgram *program = thru;
IGLDevice &dev = renderer.GetGLDevice();
GLQuadRenderer qr(dev);
int w = tex.GetWidth();
int h = tex.GetHeight();
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform("mainTexture");
static GLProgramUniform blur_colorUniform("colorUniform");
static GLProgramUniform blur_texCoordRangeUniform("texCoordRange");
static GLProgramUniform blur_texCoordOffsetUniform("texCoordOffset");
program->Use();
blur_positionAttribute(program);
blur_textureUniform(program);
blur_textureUniform.SetValue(0);
dev.ActiveTexture(0);
dev.BindTexture(IGLDevice::Texture2D, tex.GetTexture());
blur_texCoordOffsetUniform(program);
blur_texCoordOffsetUniform.SetValue(1.f / w, 1.f / h, -1.f / w, -1.f / h);
blur_colorUniform(program);
blur_colorUniform.SetValue(1.f, 1.f, 1.f, 1.f);
blur_texCoordRangeUniform(program);
blur_texCoordRangeUniform.SetValue(0.f, 0.f, (float)((w + 1) & ~1) / w,
(float)((h + 1) & ~1) / h);
qr.SetCoordAttributeIndex(blur_positionAttribute());
if (linearize) {
dev.Enable(IGLDevice::Blend, true);
dev.BlendFunc(IGLDevice::SrcColor, IGLDevice::Zero);
} else {
dev.Enable(IGLDevice::Blend, false);
}
GLColorBuffer buf2 =
renderer.GetFramebufferManager()->CreateBufferHandle((w + 1) / 2, (h + 1) / 2, false);
dev.Viewport(0, 0, buf2.GetWidth(), buf2.GetHeight());
dev.BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
qr.Draw();
return buf2;
}
GLColorBuffer GLLensDustFilter::GaussianBlur(GLColorBuffer tex, bool vertical) {
SPADES_MARK_FUNCTION();
GLProgram *program = gauss1d;
IGLDevice &dev = renderer.GetGLDevice();
GLQuadRenderer qr(dev);
int w = tex.GetWidth();
int h = tex.GetHeight();
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform("mainTexture");
static GLProgramUniform blur_unitShift("unitShift");
program->Use();
blur_positionAttribute(program);
blur_textureUniform(program);
blur_textureUniform.SetValue(0);
dev.ActiveTexture(0);
dev.BindTexture(IGLDevice::Texture2D, tex.GetTexture());
blur_unitShift(program);
blur_unitShift.SetValue(vertical ? 0.f : 1.f / w, vertical ? 1.f / h : 0.f);
qr.SetCoordAttributeIndex(blur_positionAttribute());
dev.Enable(IGLDevice::Blend, false);
GLColorBuffer buf2 = renderer.GetFramebufferManager()->CreateBufferHandle(w, h, false);
dev.Viewport(0, 0, buf2.GetWidth(), buf2.GetHeight());
dev.BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
qr.Draw();
return buf2;
}
void GLLensDustFilter::UpdateNoise() {
SPADES_MARK_FUNCTION();
noise.resize(128 * 128);
for (size_t i = 0; i < 128 * 128; i++) {
noise[i] = static_cast<std::uint32_t>(SampleRandom());
}
IGLDevice &dev = renderer.GetGLDevice();
dev.BindTexture(IGLDevice::Texture2D, noiseTex);
dev.TexSubImage2D(IGLDevice::Texture2D, 0, 0, 0, 128, 128, IGLDevice::BGRA,
IGLDevice::UnsignedByte, noise.data());
}
struct Level {
int w, h;
GLColorBuffer buffer;
GLColorBuffer retBuf[4];
};
GLColorBuffer GLLensDustFilter::Filter(GLColorBuffer input) {
SPADES_MARK_FUNCTION();
UpdateNoise();
std::vector<Level> levels;
IGLDevice &dev = renderer.GetGLDevice();
GLQuadRenderer qr(dev);
GLSettings &settings = renderer.GetSettings();
static GLProgramAttribute thruPosition("positionAttribute");
static GLProgramUniform thruColor("colorUniform");
static GLProgramUniform thruTexture("mainTexture");
static GLProgramUniform thruTexCoordRange("texCoordRange");
thruPosition(thru);
thruColor(thru);
thruTexture(thru);
thruTexCoordRange(thru);
GLColorBuffer downSampled = DownSample(input, settings.r_hdr ? false : true);
downSampled = GaussianBlur(downSampled, false);
downSampled = GaussianBlur(downSampled, true);
thru->Use();
thruColor.SetValue(1.f, 1.f, 1.f, 1.f);
thruTexture.SetValue(0);
dev.Enable(IGLDevice::Blend, false);
levels.reserve(10);
// create downsample levels
for (int i = 0; i < 10; i++) {
GLColorBuffer prevLevel;
if (i == 0) {
prevLevel = downSampled;
} else {
prevLevel = levels.back().buffer;
}
int prevW = prevLevel.GetWidth();
int prevH = prevLevel.GetHeight();
int newW = (prevW + 1) / 2;
int newH = (prevH + 1) / 2;
if (newW <= 1 || newH <= 1)
break;
GLColorBuffer newLevel = DownSample(prevLevel);
newLevel = GaussianBlur(newLevel, false);
newLevel = GaussianBlur(newLevel, true);
Level lv;
lv.w = newW;
lv.h = newH;
lv.buffer = newLevel;
levels.push_back(lv);
}
dev.Enable(IGLDevice::Blend, true);
dev.BlendFunc(IGLDevice::SrcAlpha, IGLDevice::OneMinusSrcAlpha);
// composite levels in the opposite direction
thru->Use();
qr.SetCoordAttributeIndex(thruPosition());
for (int i = (int)levels.size() - 1; i >= 1; i--) {
int cnt = (int)levels.size() - i;
float alpha = (float)cnt / (float)(cnt + 1);
alpha = alpha;
GLColorBuffer curLevel = levels[i].buffer;
for (int j = 0; j < 1; j++) {
if (i < (int)levels.size() - 1) {
curLevel = levels[i].retBuf[j];
}
GLColorBuffer targLevel = levels[i - 1].buffer;
GLColorBuffer targRet = input.GetManager()->CreateBufferHandle(
targLevel.GetWidth(), targLevel.GetHeight(), false);
levels[i - 1].retBuf[j] = targRet;
dev.BindFramebuffer(IGLDevice::Framebuffer, targRet.GetFramebuffer());
dev.Viewport(0, 0, targRet.GetWidth(), targRet.GetHeight());
dev.BindTexture(IGLDevice::Texture2D, targLevel.GetTexture());
thruColor.SetValue(1.f, 1.f, 1.f, 1.f);
thruTexCoordRange.SetValue(0.f, 0.f, 1.f, 1.f);
dev.Enable(IGLDevice::Blend, false);
qr.Draw();
float cx = 0.f, cy = 0.f;
dev.BindTexture(IGLDevice::Texture2D, curLevel.GetTexture());
thruColor.SetValue(1.f, 1.f, 1.f, alpha);
thruTexCoordRange.SetValue(cx, cy, 1.f, 1.f);
dev.Enable(IGLDevice::Blend, true);
qr.Draw();
dev.BindTexture(IGLDevice::Texture2D, 0);
}
}
static GLProgramAttribute dustPosition("positionAttribute");
static GLProgramUniform dustDustTexture("dustTexture");
static GLProgramUniform dustBlurTexture1("blurTexture1");
static GLProgramUniform dustInputTexture("inputTexture");
static GLProgramUniform dustNoiseTexture("noiseTexture");
static GLProgramUniform dustNoiseTexCoordFactor("noiseTexCoordFactor");
dustPosition(dust);
dustDustTexture(dust);
dustBlurTexture1(dust);
dustInputTexture(dust);
dustNoiseTexture(dust);
dustNoiseTexCoordFactor(dust);
dust->Use();
float facX = renderer.ScreenWidth() / 128.f;
float facY = renderer.ScreenHeight() / 128.f;
dustNoiseTexCoordFactor.SetValue(facX, facY, facX / 128.f, facY / 128.f);
// composite to the final image
GLColorBuffer output = input.GetManager()->CreateBufferHandle();
GLColorBuffer topLevel1 = levels[0].retBuf[0];
qr.SetCoordAttributeIndex(dustPosition());
dev.ActiveTexture(0);
dev.BindTexture(IGLDevice::Texture2D, input.GetTexture());
dev.ActiveTexture(1);
dev.BindTexture(IGLDevice::Texture2D, topLevel1.GetTexture());
dev.ActiveTexture(5);
dustImg->Bind(IGLDevice::Texture2D);
dev.ActiveTexture(6);
dev.BindTexture(IGLDevice::Texture2D, noiseTex);
dev.BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer());
dev.Viewport(0, 0, output.GetWidth(), output.GetHeight());
dustBlurTexture1.SetValue(1);
dustDustTexture.SetValue(5);
dustNoiseTexture.SetValue(6);
dustInputTexture.SetValue(0);
qr.Draw();
dev.BindTexture(IGLDevice::Texture2D, 0);
dev.ActiveTexture(0);
return output;
}
} // namespace draw
} // namespace spades