f8d980cbd7
alt+tab is less annoying (doesnt grab the mouse on hover anymore, only when explicitly activated)
128 lines
4.4 KiB
C++
128 lines
4.4 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 "GLFogFilter.h"
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#include "IGLDevice.h"
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#include "../Core/Math.h"
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#include <vector>
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#include "GLQuadRenderer.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 "GLRenderer.h"
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#include "../Core/Debug.h"
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#include "GLMapShadowRenderer.h"
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namespace spades {
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namespace draw {
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GLFogFilter::GLFogFilter(GLRenderer *renderer):
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renderer(renderer){
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lens = renderer->RegisterProgram("Shaders/PostFilters/Fog.program");
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}
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GLColorBuffer GLFogFilter::Filter(GLColorBuffer input) {
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SPADES_MARK_FUNCTION();
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IGLDevice *dev = renderer->GetGLDevice();
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GLQuadRenderer qr(dev);
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static GLProgramAttribute lensPosition("positionAttribute");
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static GLProgramUniform lensShadowMapTexture("shadowMapTexture");
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static GLProgramUniform lensCoarseShadowMapTexture("coarseShadowMapTexture");
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static GLProgramUniform lensColorTexture("colorTexture");
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static GLProgramUniform lensDepthTexture("depthTexture");
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static GLProgramUniform lensFov("fov");
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static GLProgramUniform lensViewOrigin("viewOrigin");
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static GLProgramUniform lensViewAxisUp("viewAxisUp");
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static GLProgramUniform lensViewAxisSide("viewAxisSide");
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static GLProgramUniform lensViewAxisFront("viewAxisFront");
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static GLProgramUniform zNearFar("zNearFar");;
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static GLProgramUniform fogColor("fogColor");
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static GLProgramUniform fogDistance("fogDistance");
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dev->Enable(IGLDevice::Blend, false);
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lensPosition(lens);
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lensShadowMapTexture(lens);
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lensCoarseShadowMapTexture(lens);
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lensColorTexture(lens);
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lensDepthTexture(lens);
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lensFov(lens);
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lensViewOrigin(lens);
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lensViewAxisUp(lens);
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lensViewAxisSide(lens);
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lensViewAxisFront(lens);
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zNearFar(lens);
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fogColor(lens);
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fogDistance(lens);
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lens->Use();
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client::SceneDefinition def = renderer->GetSceneDef();
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lensFov.SetValue(tanf(def.fovX * .5f), tanf(def.fovY * .5f));
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if(renderer->IsRenderingMirror()) {
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def.viewOrigin.z = 63.f * 2.f - def.viewOrigin.z;
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def.viewAxis[0].z = -def.viewAxis[0].z;
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def.viewAxis[1].z = -def.viewAxis[1].z;
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def.viewAxis[2].z = -def.viewAxis[2].z;
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}
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lensViewOrigin.SetValue(def.viewOrigin.x, def.viewOrigin.y, def.viewOrigin.z);
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lensViewAxisUp.SetValue(def.viewAxis[1].x, def.viewAxis[1].y, def.viewAxis[1].z);
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lensViewAxisSide.SetValue(def.viewAxis[0].x, def.viewAxis[0].y, def.viewAxis[0].z);
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lensViewAxisFront.SetValue(def.viewAxis[2].x, def.viewAxis[2].y, def.viewAxis[2].z);
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zNearFar.SetValue(def.zNear, def.zFar);
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Vector3 fogCol = renderer->GetFogColor();
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fogCol *= fogCol; // linearize
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fogColor.SetValue(fogCol.x, fogCol.y, fogCol.z);
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fogDistance.SetValue(128.f);
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lensColorTexture.SetValue(0);
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lensDepthTexture.SetValue(1);
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lensShadowMapTexture.SetValue(2);
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lensCoarseShadowMapTexture.SetValue(3);
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// composite to the final image
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GLColorBuffer output = input.GetManager()->CreateBufferHandle();
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dev->Enable(IGLDevice::Blend, false);
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qr.SetCoordAttributeIndex(lensPosition());
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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, input.GetManager()->GetDepthTexture());
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dev->ActiveTexture(2);
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dev->BindTexture(IGLDevice::Texture2D, renderer->GetMapShadowRenderer()->GetTexture());
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dev->ActiveTexture(3);
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dev->BindTexture(IGLDevice::Texture2D, renderer->GetMapShadowRenderer()->GetCoarseTexture());
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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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qr.Draw();
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dev->ActiveTexture(0);
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dev->BindTexture(IGLDevice::Texture2D, 0);
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return output;
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}
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}
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} |