187 lines
5.4 KiB
C++
187 lines
5.4 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 "GLCameraBlurFilter.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 "GLProfiler.h"
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namespace spades {
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namespace draw {
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GLCameraBlurFilter::GLCameraBlurFilter(GLRenderer *renderer):
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renderer(renderer){
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prevMatrix = Matrix4::Identity();
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program = renderer->RegisterProgram("Shaders/PostFilters/CameraBlur.program");
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}
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#define M(r,c) (d.m[(r)+(c)*4])
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static Matrix4 ReverseMatrix(Matrix4 d){
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return Matrix4(M(1,2)*M(2,1)-M(1,1)*M(2,2),
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M(1,0)*M(2,2)-M(1,2)*M(2,0),
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M(1,1)*M(2,0)-M(1,0)*M(2,1),
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0,
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M(0,1)*M(2,2)-M(0,2)*M(2,1),
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M(0,2)*M(2,0)-M(0,0)*M(2,2),
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M(0,0)*M(2,1)-M(0,1)*M(2,0),
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0,
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0, 0, 0, 0,
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M(0,2)*M(1,1)-M(0,1)*M(1,2),
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M(0,0)*M(1,2)-M(0,2)*M(1,0),
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M(0,1)*M(1,0)-M(0,0)*M(1,1),
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1);
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}
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static float MyACos(float v){
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if(v >= 1.f)
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return 0.f;
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else
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return acosf(v);
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}
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GLColorBuffer GLCameraBlurFilter::Filter(GLColorBuffer input, float radialBlur) {
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SPADES_MARK_FUNCTION();
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if(radialBlur > 0.f)
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radialBlur = 1.f - radialBlur;
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else
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radialBlur = 1.f;
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bool hasRadialBlur = radialBlur < .9999f;
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IGLDevice *dev = renderer->GetGLDevice();
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GLQuadRenderer qr(dev);
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dev->Enable(IGLDevice::Blend, false);
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static GLProgramAttribute programPosition("positionAttribute");
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static GLProgramUniform programTexture("texture");
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static GLProgramUniform programDepthTexture("depthTexture");
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static GLProgramUniform programReverseMatrix("reverseMatrix");
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static GLProgramUniform programShutterTimeScale("shutterTimeScale");
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programPosition(program);
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programTexture(program);
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programDepthTexture(program);
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programReverseMatrix(program);
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programShutterTimeScale(program);
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const client::SceneDefinition& def = renderer->GetSceneDef();
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Matrix4 newMatrix = Matrix4::Identity();
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newMatrix.m[0] = def.viewAxis[0].x;
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newMatrix.m[1] = def.viewAxis[1].x;
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newMatrix.m[2] = def.viewAxis[2].x;
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newMatrix.m[4] = def.viewAxis[0].y;
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newMatrix.m[5] = def.viewAxis[1].y;
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newMatrix.m[6] = def.viewAxis[2].y;
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newMatrix.m[8] = def.viewAxis[0].z;
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newMatrix.m[9] = def.viewAxis[1].z;
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newMatrix.m[10] = def.viewAxis[2].z;
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// othrogonal matrix can be reversed fast
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Matrix4 inverseNewMatrix = newMatrix.Transposed();
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Matrix4 diffMatrix = prevMatrix * inverseNewMatrix;
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prevMatrix = newMatrix;
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Matrix4 reverseMatrix = ReverseMatrix(diffMatrix);
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if(diffMatrix.m[0] < .3f ||
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diffMatrix.m[5] < .3f ||
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diffMatrix.m[10] < .3f){
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// too much change
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if(hasRadialBlur) {
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diffMatrix = Matrix4::Identity();
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}else{
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// skip blur
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return input;
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}
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}
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float movePixels = MyACos(diffMatrix.m[0]);
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float shutterTimeScale = .3f;
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movePixels = std::max(movePixels, MyACos(diffMatrix.m[5]));
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movePixels = std::max(movePixels, MyACos(diffMatrix.m[10]));
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movePixels = tanf(movePixels) / tanf(def.fovX * .5f);
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movePixels *= (float)dev->ScreenWidth() * .5f;
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movePixels *= shutterTimeScale;
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movePixels = std::max(movePixels,
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(1.f - radialBlur) * dev->ScreenWidth() * 0.5f);
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if(movePixels < 1.f){
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// too less change, skip camera blur
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return input;
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}
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int levels = (int)ceilf(logf(movePixels) / logf(5.f));
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if(levels <= 0)
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levels = 1;
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if(hasRadialBlur)
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radialBlur *= radialBlur;
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reverseMatrix = Matrix4::Scale(radialBlur, radialBlur, 1.f)
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* reverseMatrix;
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program->Use();
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programTexture.SetValue(0);
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programDepthTexture.SetValue(1);
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programReverseMatrix.SetValue(reverseMatrix);
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// composite to the final image
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GLColorBuffer buf = input;
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qr.SetCoordAttributeIndex(programPosition());
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dev->ActiveTexture(1);
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dev->BindTexture(IGLDevice::Texture2D, renderer->GetFramebufferManager()->GetDepthTexture());
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dev->ActiveTexture(0);
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for(int i = 0; i < levels; i++){
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GLProfiler measure(dev, "Apply [%d / %d]", i+1,levels);
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GLColorBuffer output = input.GetManager()->CreateBufferHandle();
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programShutterTimeScale.SetValue(shutterTimeScale);
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dev->BindTexture(IGLDevice::Texture2D, buf.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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qr.Draw();
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dev->BindTexture(IGLDevice::Texture2D, 0);
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shutterTimeScale /= 5.f;
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buf = output;
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}
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dev->ActiveTexture(1);
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dev->BindTexture(IGLDevice::Texture2D, 0);
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dev->ActiveTexture(0);
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return buf;
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}
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}
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}
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