コード例 #1
0
ファイル: gpu_framebuffer.c プロジェクト: mgschwan/blensor
void GPU_framebuffer_bind_no_save(GPUFrameBuffer *fb, int slot)
{
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
	/* last bound prevails here, better allow explicit control here too */
	glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);
	glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);

	/* push matrices and set default viewport and matrix */
	glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
	GG.currentfb = fb->object;
	GG.currentfb = fb->object;
}
コード例 #2
0
ファイル: gpu_framebuffer.c プロジェクト: mgschwan/blensor
void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
{
	GPUFrameBuffer *fb = GPU_texture_framebuffer(tex);
	int fb_attachment = GPU_texture_framebuffer_attachment(tex);

	if (!fb) {
		fprintf(stderr, "Error, texture not bound to framebuffer!\n");
		return;
	}

	/* push attributes */
	glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
	glDisable(GL_SCISSOR_TEST);

	/* bind framebuffer */
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);

	if (GPU_texture_depth(tex)) {
		glDrawBuffer(GL_NONE);
		glReadBuffer(GL_NONE);
	}
	else {
		/* last bound prevails here, better allow explicit control here too */
		glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment);
		glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment);
	}
	
	if (GPU_texture_target(tex) == GL_TEXTURE_2D_MULTISAMPLE) {
		glEnable(GL_MULTISAMPLE);
	}

	/* push matrices and set default viewport and matrix */
	glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
	GG.currentfb = fb->object;

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
}
コード例 #3
0
ファイル: gpu_framebuffer.c プロジェクト: mgschwan/blensor
void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
{
	int numslots = 0, i;
	GLenum attachments[4];
	
	if (!fb->colortex[slot]) {
		fprintf(stderr, "Error, framebuffer slot empty!\n");
		return;
	}
	
	for (i = 0; i < 4; i++) {
		if (fb->colortex[i]) {
			attachments[numslots] = GL_COLOR_ATTACHMENT0_EXT + i;
			numslots++;
		}
	}
	
	/* push attributes */
	glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
	glDisable(GL_SCISSOR_TEST);

	/* bind framebuffer */
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);

	/* last bound prevails here, better allow explicit control here too */
	glDrawBuffers(numslots, attachments);
	glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + slot);

	/* push matrices and set default viewport and matrix */
	glViewport(0, 0, GPU_texture_width(fb->colortex[slot]), GPU_texture_height(fb->colortex[slot]));
	GG.currentfb = fb->object;

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
}
コード例 #4
0
ファイル: gpu_compositing.c プロジェクト: sadmansk/blender
bool GPU_fx_do_composite_pass(
        GPUFX *fx, float projmat[4][4], bool is_persp,
        struct Scene *scene, struct GPUOffScreen *ofs)
{
	GPUTexture *src, *target;
	int numslots = 0;
	float invproj[4][4];
	int i;
	float dfdyfac[2];
	/* number of passes left. when there are no more passes, the result is passed to the frambuffer */
	int passes_left = fx->num_passes;
	/* view vectors for the corners of the view frustum. Can be used to recreate the world space position easily */
	float viewvecs[3][4] = {
	    {-1.0f, -1.0f, -1.0f, 1.0f},
	    {1.0f, -1.0f, -1.0f, 1.0f},
	    {-1.0f, 1.0f, -1.0f, 1.0f}
	};

	if (fx->effects == 0)
		return false;

	GPU_get_dfdy_factors(dfdyfac);
	/* first, unbind the render-to-texture framebuffer */
	GPU_framebuffer_texture_detach(fx->color_buffer);
	GPU_framebuffer_texture_detach(fx->depth_buffer);

	if (fx->restore_stencil)
		glPopAttrib();

	src = fx->color_buffer;
	target = fx->color_buffer_sec;

	/* set up quad buffer */
	glBindBuffer(GL_ARRAY_BUFFER, fx->vbuffer);
	glVertexPointer(2, GL_FLOAT, 0, NULL);
	glTexCoordPointer(2, GL_FLOAT, 0, ((GLubyte *)NULL + 8 * sizeof(float)));
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);

	/* full screen FX pass */

	/* invert the view matrix */
	invert_m4_m4(invproj, projmat);

	/* convert the view vectors to view space */
	for (i = 0; i < 3; i++) {
		mul_m4_v4(invproj, viewvecs[i]);
		/* normalized trick see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
		mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
		if (is_persp)
			mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
		viewvecs[i][3] = 1.0;
	}

	/* we need to store the differences */
	viewvecs[1][0] -= viewvecs[0][0];
	viewvecs[1][1] = viewvecs[2][1] - viewvecs[0][1];

	/* calculate a depth offset as well */
	if (!is_persp) {
		float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
		mul_m4_v4(invproj, vec_far);
		mul_v3_fl(vec_far, 1.0f / vec_far[3]);
		viewvecs[1][2] = vec_far[2] - viewvecs[0][2];
	}

	/* set invalid color in case shader fails */
	glColor3f(1.0, 0.0, 1.0);
	glDisable(GL_DEPTH_TEST);

	/* ssao pass */
	if (fx->effects & GPU_FX_FLAG_SSAO) {
		GPUShader *ssao_shader;
		ssao_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_SSAO, is_persp);
		if (ssao_shader) {
			const GPUSSAOSettings *fx_ssao = fx->settings.ssao;
			int color_uniform, depth_uniform;
			int ssao_uniform, ssao_color_uniform, viewvecs_uniform, ssao_sample_params_uniform;
			int ssao_jitter_uniform, ssao_concentric_tex;
			float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, fx_ssao->attenuation, 0.0f};
			float sample_params[3];

			sample_params[0] = fx->ssao_sample_count_cache;
			/* multiplier so we tile the random texture on screen */
			sample_params[1] = fx->gbuffer_dim[0] / 64.0;
			sample_params[2] = fx->gbuffer_dim[1] / 64.0;

			ssao_params[3] = (passes_left == 1 && !ofs) ? dfdyfac[0] : dfdyfac[1];

			ssao_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_params");
			ssao_color_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_color");
			color_uniform = GPU_shader_get_uniform(ssao_shader, "colorbuffer");
			depth_uniform = GPU_shader_get_uniform(ssao_shader, "depthbuffer");
			viewvecs_uniform = GPU_shader_get_uniform(ssao_shader, "viewvecs");
			ssao_sample_params_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_sample_params");
			ssao_concentric_tex = GPU_shader_get_uniform(ssao_shader, "ssao_concentric_tex");
			ssao_jitter_uniform = GPU_shader_get_uniform(ssao_shader, "jitter_tex");

			GPU_shader_bind(ssao_shader);

			GPU_shader_uniform_vector(ssao_shader, ssao_uniform, 4, 1, ssao_params);
			GPU_shader_uniform_vector(ssao_shader, ssao_color_uniform, 4, 1, fx_ssao->color);
			GPU_shader_uniform_vector(ssao_shader, viewvecs_uniform, 4, 3, viewvecs[0]);
			GPU_shader_uniform_vector(ssao_shader, ssao_sample_params_uniform, 3, 1, sample_params);

			GPU_texture_bind(src, numslots++);
			GPU_shader_uniform_texture(ssao_shader, color_uniform, src);

			GPU_texture_bind(fx->depth_buffer, numslots++);
			GPU_texture_filter_mode(fx->depth_buffer, false, true);
			GPU_shader_uniform_texture(ssao_shader, depth_uniform, fx->depth_buffer);

			GPU_texture_bind(fx->jitter_buffer, numslots++);
			GPU_shader_uniform_texture(ssao_shader, ssao_jitter_uniform, fx->jitter_buffer);

			GPU_texture_bind(fx->ssao_spiral_samples_tex, numslots++);
			GPU_shader_uniform_texture(ssao_shader, ssao_concentric_tex, fx->ssao_spiral_samples_tex);

			/* draw */
			gpu_fx_bind_render_target(&passes_left, fx, ofs, target);

			glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

			/* disable bindings */
			GPU_texture_unbind(src);
			GPU_texture_filter_mode(fx->depth_buffer, true, false);
			GPU_texture_unbind(fx->depth_buffer);
			GPU_texture_unbind(fx->jitter_buffer);
			GPU_texture_unbind(fx->ssao_spiral_samples_tex);

			/* may not be attached, in that case this just returns */
			if (target) {
				GPU_framebuffer_texture_detach(target);
				if (ofs) {
					GPU_offscreen_bind(ofs, false);
				}
				else {
					GPU_framebuffer_restore();
				}
			}

			/* swap here, after src/target have been unbound */
			SWAP(GPUTexture *, target, src);
			numslots = 0;
		}
	}

	/* second pass, dof */
	if (fx->effects & GPU_FX_FLAG_DOF) {
		const GPUDOFSettings *fx_dof = fx->settings.dof;
		float dof_params[4];
		float scale = scene->unit.system ? scene->unit.scale_length : 1.0f;
		/* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
		 * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
		 * because the shader reads coordinates in world space, which is in blender units. */
		float scale_camera = 0.001f / scale;
		/* we want radius here for the aperture number  */
		float aperture = 0.5f * scale_camera * fx_dof->focal_length / fx_dof->fstop;

		dof_params[0] = aperture * fabsf(scale_camera * fx_dof->focal_length /
		                                 ((fx_dof->focus_distance / scale) - scale_camera * fx_dof->focal_length));
		dof_params[1] = fx_dof->focus_distance / scale;
		dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor);
		dof_params[3] = fx_dof->num_blades;

		if (fx->dof_high_quality) {
			GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3;

			/* custom shaders close to the effect described in CryEngine 3 Graphics Gems */
			dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE, is_persp);
			dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO, is_persp);
			dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE, is_persp);

			/* error occured, restore framebuffers and return */
			if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3)) {
				GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
				GPU_framebuffer_restore();
				glDisableClientState(GL_VERTEX_ARRAY);
				glDisableClientState(GL_TEXTURE_COORD_ARRAY);

				GPU_shader_unbind();
				glBindBuffer(GL_ARRAY_BUFFER, 0);
				return false;
			}

			/* pass first, downsample the color buffer to near/far targets and calculate coc texture */
			{
				int depth_uniform, dof_uniform;
				int viewvecs_uniform;
				int invrendertargetdim_uniform, color_uniform;

				float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h};

				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
				color_uniform = GPU_shader_get_uniform(dof_shader_pass1, "colorbuffer");
				dof_uniform = GPU_shader_get_uniform(dof_shader_pass1, "dof_params");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
				depth_uniform = GPU_shader_get_uniform(dof_shader_pass1, "depthbuffer");
				viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass1, "viewvecs");

				GPU_shader_bind(dof_shader_pass1);

				GPU_shader_uniform_vector(dof_shader_pass1, dof_uniform, 4, 1, dof_params);
				GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass1, viewvecs_uniform, 4, 3, viewvecs[0]);

				GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);

				GPU_texture_bind(fx->depth_buffer, numslots++);
				GPU_texture_filter_mode(fx->depth_buffer, false, false);
				GPU_shader_uniform_texture(dof_shader_pass1, depth_uniform, fx->depth_buffer);

				GPU_texture_bind(src, numslots++);
				/* disable filtering for the texture so custom downsample can do the right thing */
				GPU_texture_filter_mode(src, false, false);
				GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, src);

				/* target is the downsampled coc buffer */
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0, NULL);
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1, NULL);
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2, NULL);
				/* binding takes care of setting the viewport to the downsampled size */
				GPU_framebuffer_slots_bind(fx->gbuffer, 0);

				GPU_framebuffer_check_valid(fx->gbuffer, NULL);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
				/* disable bindings */
				GPU_texture_filter_mode(src, false, true);
				GPU_texture_unbind(src);
				GPU_texture_filter_mode(fx->depth_buffer, true, false);
				GPU_texture_unbind(fx->depth_buffer);

				GPU_framebuffer_texture_detach(fx->dof_half_downsampled_near);
				GPU_framebuffer_texture_detach(fx->dof_half_downsampled_far);
				GPU_framebuffer_texture_detach(fx->dof_nearfar_coc);
				GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_half_downsampled_near);

				numslots = 0;
			}

			/* second pass, shoot quads for every pixel in the downsampled buffers, scaling according
			 * to circle of confusion */
			{
				int rendertargetdim_uniform, coc_uniform, color_uniform, select_uniform, dof_uniform;
				int rendertargetdim[2] = {fx->dof_downsampled_w, fx->dof_downsampled_h};
				float selection[2] = {0.0f, 1.0f};

				rendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass2, "rendertargetdim");

				color_uniform = GPU_shader_get_uniform(dof_shader_pass2, "colorbuffer");
				coc_uniform = GPU_shader_get_uniform(dof_shader_pass2, "cocbuffer");
				select_uniform = GPU_shader_get_uniform(dof_shader_pass2, "layerselection");
				dof_uniform = GPU_shader_get_uniform(dof_shader_pass2, "dof_params");

				GPU_shader_bind(dof_shader_pass2);

				GPU_shader_uniform_vector(dof_shader_pass2, dof_uniform, 4, 1, dof_params);
				GPU_shader_uniform_vector_int(dof_shader_pass2, rendertargetdim_uniform, 2, 1, rendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass2, select_uniform, 2, 1, selection);

				GPU_texture_bind(fx->dof_nearfar_coc, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass2, coc_uniform, fx->dof_nearfar_coc);

				GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
				GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_half_downsampled_far);
				GPU_texture_filter_mode(fx->dof_half_downsampled_far, false, false);

				/* target is the downsampled coc buffer */
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0, NULL);
				GPU_texture_bind_as_framebuffer(fx->dof_far_blur);

				glDisable(GL_DEPTH_TEST);
				glEnable(GL_BLEND);
				glBlendFunc(GL_ONE, GL_ONE);
				glPointSize(1.0f);
				/* have to clear the buffer unfortunately */
				glClearColor(0.0, 0.0, 0.0, 0.0);
				glClear(GL_COLOR_BUFFER_BIT);
				/* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */
				glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);

				GPU_texture_unbind(fx->dof_half_downsampled_far);
				GPU_framebuffer_texture_detach(fx->dof_far_blur);

				GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_half_downsampled_near);
				GPU_texture_filter_mode(fx->dof_half_downsampled_near, false, false);

				selection[0] = 1.0f;
				selection[1] = 0.0f;

				GPU_shader_uniform_vector(dof_shader_pass2, select_uniform, 2, 1, selection);

				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0, NULL);
				/* have to clear the buffer unfortunately */
				glClear(GL_COLOR_BUFFER_BIT);
				/* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */
				glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);

				/* disable bindings */
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glDisable(GL_BLEND);

				GPU_framebuffer_texture_detach(fx->dof_near_blur);

				GPU_texture_unbind(fx->dof_half_downsampled_near);
				GPU_texture_unbind(fx->dof_nearfar_coc);

				GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_far_blur);
			}

			/* third pass, accumulate the near/far blur fields */
			{
				int invrendertargetdim_uniform, near_uniform, color_uniform;
				int dof_uniform, far_uniform, viewvecs_uniform, depth_uniform;

				float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h};

				dof_uniform = GPU_shader_get_uniform(dof_shader_pass3, "dof_params");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass3, "invrendertargetdim");
				color_uniform = GPU_shader_get_uniform(dof_shader_pass3, "colorbuffer");
				far_uniform = GPU_shader_get_uniform(dof_shader_pass3, "farbuffer");
				near_uniform = GPU_shader_get_uniform(dof_shader_pass3, "nearbuffer");
				viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass3, "viewvecs");
				depth_uniform = GPU_shader_get_uniform(dof_shader_pass3, "depthbuffer");

				GPU_shader_bind(dof_shader_pass3);

				GPU_shader_uniform_vector(dof_shader_pass3, dof_uniform, 4, 1, dof_params);

				GPU_shader_uniform_vector(dof_shader_pass3, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass3, viewvecs_uniform, 4, 3, viewvecs[0]);

				GPU_texture_bind(fx->dof_near_blur, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass3, near_uniform, fx->dof_near_blur);
				GPU_texture_filter_mode(fx->dof_near_blur, false, true);

				GPU_texture_bind(fx->dof_far_blur, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass3, far_uniform, fx->dof_far_blur);
				GPU_texture_filter_mode(fx->dof_far_blur, false, true);

				GPU_texture_bind(fx->depth_buffer, numslots++);
				GPU_texture_filter_mode(fx->depth_buffer, false, false);
				GPU_shader_uniform_texture(dof_shader_pass3, depth_uniform, fx->depth_buffer);

				GPU_texture_bind(src, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass3, color_uniform, src);

				/* if this is the last pass, prepare for rendering on the frambuffer */
				gpu_fx_bind_render_target(&passes_left, fx, ofs, target);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

				/* disable bindings */
				GPU_texture_unbind(fx->dof_near_blur);
				GPU_texture_unbind(fx->dof_far_blur);
				GPU_texture_unbind(src);
				GPU_texture_filter_mode(fx->depth_buffer, true, false);
				GPU_texture_unbind(fx->depth_buffer);

				/* may not be attached, in that case this just returns */
				if (target) {
					GPU_framebuffer_texture_detach(target);
					if (ofs) {
						GPU_offscreen_bind(ofs, false);
					}
					else {
						GPU_framebuffer_restore();
					}
				}

				numslots = 0;
			}
		}
		else {
			GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3, *dof_shader_pass4, *dof_shader_pass5;

			/* DOF effect has many passes but most of them are performed
			 * on a texture whose dimensions are 4 times less than the original
			 * (16 times lower than original screen resolution).
			 * Technique used is not very exact but should be fast enough and is based
			 * on "Practical Post-Process Depth of Field"
			 * see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */
			dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE, is_persp);
			dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO, is_persp);
			dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE, is_persp);
			dof_shader_pass4 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR, is_persp);
			dof_shader_pass5 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE, is_persp);

			/* error occured, restore framebuffers and return */
			if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3 && dof_shader_pass4 && dof_shader_pass5)) {
				GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
				GPU_framebuffer_restore();
				glDisableClientState(GL_VERTEX_ARRAY);
				glDisableClientState(GL_TEXTURE_COORD_ARRAY);

				GPU_shader_unbind();
				glBindBuffer(GL_ARRAY_BUFFER, 0);
				return false;
			}

			/* pass first, first level of blur in low res buffer */
			{
				int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform;
				int viewvecs_uniform;

				float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};

				dof_uniform = GPU_shader_get_uniform(dof_shader_pass1, "dof_params");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
				color_uniform = GPU_shader_get_uniform(dof_shader_pass1, "colorbuffer");
				depth_uniform = GPU_shader_get_uniform(dof_shader_pass1, "depthbuffer");
				viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass1, "viewvecs");

				GPU_shader_bind(dof_shader_pass1);

				GPU_shader_uniform_vector(dof_shader_pass1, dof_uniform, 4, 1, dof_params);
				GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass1, viewvecs_uniform, 4, 3, viewvecs[0]);

				GPU_texture_bind(src, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass1, color_uniform, src);

				GPU_texture_bind(fx->depth_buffer, numslots++);
				GPU_texture_filter_mode(fx->depth_buffer, false, true);
				GPU_shader_uniform_texture(dof_shader_pass1, depth_uniform, fx->depth_buffer);

				/* target is the downsampled coc buffer */
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
				/* binding takes care of setting the viewport to the downsampled size */
				GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
				/* disable bindings */
				GPU_texture_unbind(src);
				GPU_texture_filter_mode(fx->depth_buffer, true, false);
				GPU_texture_unbind(fx->depth_buffer);

				GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);
				numslots = 0;
			}

			/* second pass, gaussian blur the downsampled image */
			{
				int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform;
				int viewvecs_uniform;
				float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer),
				                               1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)};
				float tmp = invrendertargetdim[0];
				invrendertargetdim[0] = 0.0f;

				dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor);

				dof_uniform = GPU_shader_get_uniform(dof_shader_pass2, "dof_params");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass2, "invrendertargetdim");
				color_uniform = GPU_shader_get_uniform(dof_shader_pass2, "colorbuffer");
				depth_uniform = GPU_shader_get_uniform(dof_shader_pass2, "depthbuffer");
				viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass2, "viewvecs");

				/* Blurring vertically */
				GPU_shader_bind(dof_shader_pass2);

				GPU_shader_uniform_vector(dof_shader_pass2, dof_uniform, 4, 1, dof_params);
				GPU_shader_uniform_vector(dof_shader_pass2, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass2, viewvecs_uniform, 4, 3, viewvecs[0]);

				GPU_texture_bind(fx->depth_buffer, numslots++);
				GPU_texture_filter_mode(fx->depth_buffer, false, true);
				GPU_shader_uniform_texture(dof_shader_pass2, depth_uniform, fx->depth_buffer);

				GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_near_coc_buffer);

				/* use final buffer as a temp here */
				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);

				/* Drawing quad */
				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

				/* *unbind/detach */
				GPU_texture_unbind(fx->dof_near_coc_buffer);
				GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer);

				/* Blurring horizontally */
				invrendertargetdim[0] = tmp;
				invrendertargetdim[1] = 0.0f;
				GPU_shader_uniform_vector(dof_shader_pass2, invrendertargetdim_uniform, 2, 1, invrendertargetdim);

				GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_near_coc_final_buffer);

				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, NULL);
				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

				/* *unbind/detach */
				GPU_texture_filter_mode(fx->depth_buffer, true, false);
				GPU_texture_unbind(fx->depth_buffer);

				GPU_texture_unbind(fx->dof_near_coc_final_buffer);
				GPU_framebuffer_texture_detach(fx->dof_near_coc_blurred_buffer);

				dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor);

				numslots = 0;
			}

			/* third pass, calculate near coc */
			{
				int near_coc_downsampled, near_coc_blurred;

				near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass3, "colorbuffer");
				near_coc_blurred = GPU_shader_get_uniform(dof_shader_pass3, "blurredcolorbuffer");

				GPU_shader_bind(dof_shader_pass3);

				GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass3, near_coc_downsampled, fx->dof_near_coc_buffer);

				GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass3, near_coc_blurred, fx->dof_near_coc_blurred_buffer);

				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
				/* disable bindings */
				GPU_texture_unbind(fx->dof_near_coc_buffer);
				GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);

				/* unbinding here restores the size to the original */
				GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer);

				numslots = 0;
			}

			/* fourth pass blur final coc once to eliminate discontinuities */
			{
				int near_coc_downsampled;
				int invrendertargetdim_uniform;
				float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer),
				                               1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)};

				near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass4, "colorbuffer");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass4, "invrendertargetdim");

				GPU_shader_bind(dof_shader_pass4);

				GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass4, near_coc_downsampled, fx->dof_near_coc_final_buffer);
				GPU_shader_uniform_vector(dof_shader_pass4, invrendertargetdim_uniform, 2, 1, invrendertargetdim);

				GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
				/* disable bindings */
				GPU_texture_unbind(fx->dof_near_coc_final_buffer);

				/* unbinding here restores the size to the original */
				GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_near_coc_buffer);
				GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);

				numslots = 0;
			}

			/* final pass, merge blurred layers according to final calculated coc */
			{
				int medium_blurred_uniform, high_blurred_uniform, original_uniform, depth_uniform, dof_uniform;
				int invrendertargetdim_uniform, viewvecs_uniform;
				float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};

				medium_blurred_uniform = GPU_shader_get_uniform(dof_shader_pass5, "mblurredcolorbuffer");
				high_blurred_uniform = GPU_shader_get_uniform(dof_shader_pass5, "blurredcolorbuffer");
				dof_uniform = GPU_shader_get_uniform(dof_shader_pass5, "dof_params");
				invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass5, "invrendertargetdim");
				original_uniform = GPU_shader_get_uniform(dof_shader_pass5, "colorbuffer");
				depth_uniform = GPU_shader_get_uniform(dof_shader_pass5, "depthbuffer");
				viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass5, "viewvecs");

				GPU_shader_bind(dof_shader_pass5);

				GPU_shader_uniform_vector(dof_shader_pass5, dof_uniform, 4, 1, dof_params);
				GPU_shader_uniform_vector(dof_shader_pass5, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
				GPU_shader_uniform_vector(dof_shader_pass5, viewvecs_uniform, 4, 3, viewvecs[0]);

				GPU_texture_bind(src, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass5, original_uniform, src);

				GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass5, high_blurred_uniform, fx->dof_near_coc_blurred_buffer);

				GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
				GPU_shader_uniform_texture(dof_shader_pass5, medium_blurred_uniform, fx->dof_near_coc_buffer);

				GPU_texture_bind(fx->depth_buffer, numslots++);
				GPU_texture_filter_mode(fx->depth_buffer, false, true);
				GPU_shader_uniform_texture(dof_shader_pass5, depth_uniform, fx->depth_buffer);

				/* if this is the last pass, prepare for rendering on the frambuffer */
				gpu_fx_bind_render_target(&passes_left, fx, ofs, target);

				glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
				/* disable bindings */
				GPU_texture_unbind(fx->dof_near_coc_buffer);
				GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
				GPU_texture_unbind(src);
				GPU_texture_filter_mode(fx->depth_buffer, true, false);
				GPU_texture_unbind(fx->depth_buffer);

				/* may not be attached, in that case this just returns */
				if (target) {
					GPU_framebuffer_texture_detach(target);
					if (ofs) {
						GPU_offscreen_bind(ofs, false);
					}
					else {
						GPU_framebuffer_restore();
					}
				}

				SWAP(GPUTexture *, target, src);
				numslots = 0;
			}
		}
	}

	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	GPU_shader_unbind();

	return true;
}
コード例 #5
0
ファイル: gpu_framebuffer.c プロジェクト: mgschwan/blensor
int GPU_offscreen_height(const GPUOffScreen *ofs)
{
	return GPU_texture_height(ofs->color);
}
コード例 #6
0
ファイル: gpu_framebuffer.c プロジェクト: mgschwan/blensor
void GPU_offscreen_read_pixels(GPUOffScreen *ofs, int type, void *pixels)
{
	const int w = GPU_texture_width(ofs->color);
	const int h = GPU_texture_height(ofs->color);

	if (GPU_texture_target(ofs->color) == GL_TEXTURE_2D_MULTISAMPLE) {
		/* For a multi-sample texture,
		 * we need to create an intermediate buffer to blit to,
		 * before its copied using 'glReadPixels' */

		/* not needed since 'ofs' needs to be bound to the framebuffer already */
// #define USE_FBO_CTX_SWITCH

		GLuint fbo_blit = 0;
		GLuint tex_blit = 0;
		GLenum status;

		/* create texture for new 'fbo_blit' */
		glGenTextures(1, &tex_blit);
		if (!tex_blit) {
			goto finally;
		}

		glBindTexture(GL_TEXTURE_2D, tex_blit);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_RGBA, type, 0);

#ifdef USE_FBO_CTX_SWITCH
		/* read from multi-sample buffer */
		glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, ofs->color->fb->object);
		glFramebufferTexture2DEXT(
		        GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + ofs->color->fb_attachment,
		        GL_TEXTURE_2D_MULTISAMPLE, ofs->color->bindcode, 0);
		status = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER_EXT);
		if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
			goto finally;
		}
#endif

		/* write into new single-sample buffer */
		glGenFramebuffersEXT(1, &fbo_blit);
		glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, fbo_blit);
		glFramebufferTexture2DEXT(
		        GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
		        GL_TEXTURE_2D, tex_blit, 0);
		status = glCheckFramebufferStatusEXT(GL_DRAW_FRAMEBUFFER_EXT);
		if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
			goto finally;
		}

		/* perform the copy */
		glBlitFramebufferEXT(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);

		/* read the results */
		glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, fbo_blit);
		glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);

#ifdef USE_FBO_CTX_SWITCH
		/* restore the original frame-bufer */
		glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ofs->color->fb->object);
#undef USE_FBO_CTX_SWITCH
#endif


finally:
		/* cleanup */
		if (tex_blit) {
			glDeleteTextures(1, &tex_blit);
		}
		if (fbo_blit) {
			glDeleteFramebuffersEXT(1, &fbo_blit);
		}

		GPU_ASSERT_NO_GL_ERRORS("Read Multi-Sample Pixels");
	}
	else {
		glReadPixels(0, 0, w, h, GL_RGBA, type, pixels);
	}
}
コード例 #7
0
ファイル: gpu_framebuffer.c プロジェクト: mgschwan/blensor
void GPU_framebuffer_blur(
        GPUFrameBuffer *fb, GPUTexture *tex,
        GPUFrameBuffer *blurfb, GPUTexture *blurtex)
{
	const float scaleh[2] = {1.0f / GPU_texture_width(blurtex), 0.0f};
	const float scalev[2] = {0.0f, 1.0f / GPU_texture_height(tex)};

	GPUShader *blur_shader = GPU_shader_get_builtin_shader(GPU_SHADER_SEP_GAUSSIAN_BLUR);
	int scale_uniform, texture_source_uniform;

	if (!blur_shader)
		return;

	scale_uniform = GPU_shader_get_uniform(blur_shader, "ScaleU");
	texture_source_uniform = GPU_shader_get_uniform(blur_shader, "textureSource");
		
	/* Blurring horizontally */

	/* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid
	 * pushing unnecessary matrices onto the OpenGL stack. */
	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, blurfb->object);
	glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
	
	/* avoid warnings from texture binding */
	GG.currentfb = blurfb->object;

	GPU_shader_bind(blur_shader);
	GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scaleh);
	GPU_shader_uniform_texture(blur_shader, texture_source_uniform, tex);
	glViewport(0, 0, GPU_texture_width(blurtex), GPU_texture_height(blurtex));

	/* Preparing to draw quad */
	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	glDisable(GL_DEPTH_TEST);

	GPU_texture_bind(tex, 0);

	/* Drawing quad */
	glBegin(GL_QUADS);
	glTexCoord2d(0, 0); glVertex2f(1, 1);
	glTexCoord2d(1, 0); glVertex2f(-1, 1);
	glTexCoord2d(1, 1); glVertex2f(-1, -1);
	glTexCoord2d(0, 1); glVertex2f(1, -1);
	glEnd();

	/* Blurring vertically */

	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
	glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
	
	GG.currentfb = fb->object;
	
	glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
	GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scalev);
	GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
	GPU_texture_bind(blurtex, 0);

	glBegin(GL_QUADS);
	glTexCoord2d(0, 0); glVertex2f(1, 1);
	glTexCoord2d(1, 0); glVertex2f(-1, 1);
	glTexCoord2d(1, 1); glVertex2f(-1, -1);
	glTexCoord2d(0, 1); glVertex2f(1, -1);
	glEnd();

	GPU_shader_unbind();
}
コード例 #8
0
ファイル: eevee_lightcache.c プロジェクト: wangyxuan/blender
/* Cache as in draw cache not light cache. */
static void eevee_lightbake_cache_create(EEVEE_Data *vedata, EEVEE_LightBake *lbake)
{
  EEVEE_TextureList *txl = vedata->txl;
  EEVEE_StorageList *stl = vedata->stl;
  EEVEE_FramebufferList *fbl = vedata->fbl;
  EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
  Scene *scene_eval = DEG_get_evaluated_scene(lbake->depsgraph);
  lbake->sldata = sldata;

  /* Disable all effects BUT high bitdepth shadows. */
  scene_eval->eevee.flag &= SCE_EEVEE_SHADOW_HIGH_BITDEPTH;
  scene_eval->eevee.taa_samples = 1;
  scene_eval->eevee.gi_irradiance_smoothing = 0.0f;

  stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
  stl->g_data->background_alpha = 1.0f;

  /* XXX TODO remove this. This is in order to make the init functions work. */
  DRWMatrixState dummy_mats = {{{{{0}}}}};
  DRW_viewport_matrix_override_set_all(&dummy_mats);

  if (sldata->common_ubo == NULL) {
    sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data),
                                                  &sldata->common_data);
  }
  if (sldata->clip_ubo == NULL) {
    sldata->clip_ubo = DRW_uniformbuffer_create(sizeof(sldata->clip_data), &sldata->clip_data);
  }

  /* HACK: set txl->color but unset it before Draw Manager frees it. */
  txl->color = lbake->rt_color;
  int viewport_size[2] = {
      GPU_texture_width(txl->color),
      GPU_texture_height(txl->color),
  };
  DRW_render_viewport_size_set(viewport_size);

  EEVEE_effects_init(sldata, vedata, NULL, true);
  EEVEE_materials_init(sldata, stl, fbl);
  EEVEE_lights_init(sldata);
  EEVEE_lightprobes_init(sldata, vedata);

  EEVEE_effects_cache_init(sldata, vedata);
  EEVEE_materials_cache_init(sldata, vedata);
  EEVEE_lights_cache_init(sldata, vedata);
  EEVEE_lightprobes_cache_init(sldata, vedata);

  EEVEE_lightbake_cache_init(sldata, vedata, lbake->rt_color, lbake->rt_depth);

  if (lbake->probe) {
    EEVEE_LightProbesInfo *pinfo = sldata->probes;
    LightProbe *prb = *lbake->probe;
    pinfo->vis_data.collection = prb->visibility_grp;
    pinfo->vis_data.invert = prb->flag & LIGHTPROBE_FLAG_INVERT_GROUP;
    pinfo->vis_data.cached = false;
  }
  DRW_render_object_iter(vedata, NULL, lbake->depsgraph, EEVEE_render_cache);

  EEVEE_materials_cache_finish(vedata);
  EEVEE_lights_cache_finish(sldata, vedata);
  EEVEE_lightprobes_cache_finish(sldata, vedata);

  txl->color = NULL;

  DRW_render_instance_buffer_finish();
  DRW_hair_update();
}