openspades/Sources/Draw/GLFogFilter.cpp
learn_more f8d980cbd7 add openal logging
alt+tab is less annoying (doesnt grab the mouse on hover anymore, only when explicitly activated)
2013-11-27 00:33:16 +01:00

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