void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray) { char err_out[256]; if (do_xray) { if (!fx->depth_buffer_xray && !(fx->depth_buffer_xray = GPU_texture_create_depth(fx->gbuffer_dim[0], fx->gbuffer_dim[1], err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return; } } else { if (fx->depth_buffer_xray) { GPU_framebuffer_texture_detach(fx->depth_buffer_xray); GPU_texture_free(fx->depth_buffer_xray); fx->depth_buffer_xray = NULL; } return; } GPU_framebuffer_texture_detach(fx->depth_buffer); /* first depth buffer, because system assumes read/write buffers */ if(!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0, err_out)) printf("%.256s\n", err_out); }
void GPU_framebuffer_free(GPUFrameBuffer *fb) { if (fb->depthtex) GPU_framebuffer_texture_detach(fb, fb->depthtex); if (fb->colortex) GPU_framebuffer_texture_detach(fb, fb->colortex); if (fb->object) { glDeleteFramebuffersEXT(1, &fb->object); if (GG.currentfb == fb->object) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); GG.currentfb = 0; } } MEM_freeN(fb); }
static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo) { if (fx->color_buffer) { GPU_framebuffer_texture_detach(fx->color_buffer); GPU_texture_free(fx->color_buffer); fx->color_buffer = NULL; } if (fx->color_buffer_sec) { GPU_framebuffer_texture_detach(fx->color_buffer_sec); GPU_texture_free(fx->color_buffer_sec); fx->color_buffer_sec = NULL; } if (fx->depth_buffer) { GPU_framebuffer_texture_detach(fx->depth_buffer); GPU_texture_free(fx->depth_buffer); fx->depth_buffer = NULL; } if (fx->depth_buffer_xray) { GPU_framebuffer_texture_detach(fx->depth_buffer_xray); GPU_texture_free(fx->depth_buffer_xray); fx->depth_buffer_xray = NULL; } cleanup_fx_dof_buffers(fx); if (fx->ssao_concentric_samples_tex) { GPU_texture_free(fx->ssao_concentric_samples_tex); fx->ssao_concentric_samples_tex = NULL; } if (fx->jitter_buffer && do_fbo) { GPU_texture_free(fx->jitter_buffer); fx->jitter_buffer = NULL; } if (fx->gbuffer && do_fbo) { GPU_framebuffer_free(fx->gbuffer); fx->gbuffer = NULL; } }
void GPU_fx_compositor_XRay_resolve(GPUFX *fx) { GPUShader *depth_resolve_shader; GPU_framebuffer_texture_detach(fx->depth_buffer_xray); /* attach regular framebuffer */ GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, NULL); /* full screen quad where we will always write to depth buffer */ glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_SCISSOR_BIT); glDepthFunc(GL_ALWAYS); /* disable scissor from sculpt if any */ glDisable(GL_SCISSOR_TEST); /* disable writing to color buffer, it's depth only pass */ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); /* 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); depth_resolve_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_RESOLVE, false); if (depth_resolve_shader) { int depth_uniform; depth_uniform = GPU_shader_get_uniform(depth_resolve_shader, "depthbuffer"); GPU_shader_bind(depth_resolve_shader); GPU_texture_bind(fx->depth_buffer_xray, 0); GPU_texture_filter_mode(fx->depth_buffer_xray, false, true); GPU_shader_uniform_texture(depth_resolve_shader, depth_uniform, fx->depth_buffer_xray); /* draw */ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); /* disable bindings */ GPU_texture_filter_mode(fx->depth_buffer_xray, true, false); GPU_texture_unbind(fx->depth_buffer_xray); GPU_shader_unbind(); } glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glBindBuffer(GL_ARRAY_BUFFER, 0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glPopAttrib(); }
void GPU_framebuffer_free(GPUFrameBuffer *fb) { int i; if (fb->depthtex) GPU_framebuffer_texture_detach(fb->depthtex); for (i = 0; i < GPU_FB_MAX_SLOTS; i++) { if (fb->colortex[i]) { GPU_framebuffer_texture_detach(fb->colortex[i]); } } if (fb->object) { glDeleteFramebuffersEXT(1, &fb->object); if (GG.currentfb == fb->object) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); GG.currentfb = 0; } } MEM_freeN(fb); }
void GPU_texture_free(GPUTexture *tex) { tex->refcount--; if (tex->refcount < 0) fprintf(stderr, "GPUTexture: negative refcount\n"); if (tex->refcount == 0) { if (tex->fb) GPU_framebuffer_texture_detach(tex->fb, tex); if (tex->bindcode && !tex->fromblender) glDeleteTextures(1, &tex->bindcode); MEM_freeN(tex); } }
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; /* 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; /* 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 */ glVertexPointer(2, GL_FLOAT, 0, fullscreencos); glTexCoordPointer(2, GL_FLOAT, 0, fullscreenuvs); 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[4]; sample_params[0] = fx->ssao_sample_count; /* multiplier so we tile the random texture on screen */ sample_params[2] = fx->gbuffer_dim[0] / 64.0; sample_params[3] = fx->gbuffer_dim[1] / 64.0; 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, 4, 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_depth_texture_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_concentric_samples_tex, numslots++); GPU_shader_uniform_texture(ssao_shader, ssao_concentric_tex, fx->ssao_concentric_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_depth_texture_mode(fx->depth_buffer, true, false); GPU_texture_unbind(fx->depth_buffer); GPU_texture_unbind(fx->jitter_buffer); GPU_texture_unbind(fx->ssao_concentric_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; GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3, *dof_shader_pass4, *dof_shader_pass5; 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] = 0.0f; /* 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(); 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_depth_texture_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_depth_texture_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_opengl_width(fx->dof_near_coc_blurred_buffer), 1.0f / GPU_texture_opengl_height(fx->dof_near_coc_blurred_buffer)}; float tmp = invrendertargetdim[0]; invrendertargetdim[0] = 0.0f; dof_params[2] = GPU_texture_opengl_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_depth_texture_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_depth_texture_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_opengl_width(fx->dof_near_coc_blurred_buffer), 1.0f / GPU_texture_opengl_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_depth_texture_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_depth_texture_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); GPU_shader_unbind(); return true; }
bool GPU_fx_compositor_initialize_passes( GPUFX *fx, const rcti *rect, const rcti *scissor_rect, const GPUFXSettings *fx_settings) { int w = BLI_rcti_size_x(rect), h = BLI_rcti_size_y(rect); char err_out[256]; int num_passes = 0; char fx_flag; fx->effects = 0; if (!fx_settings) { cleanup_fx_gl_data(fx, true); return false; } fx_flag = fx_settings->fx_flag; /* disable effects if no options passed for them */ if (!fx_settings->dof) { fx_flag &= ~GPU_FX_FLAG_DOF; } if (!fx_settings->ssao || fx_settings->ssao->samples < 1) { fx_flag &= ~GPU_FX_FLAG_SSAO; } if (!fx_flag) { cleanup_fx_gl_data(fx, true); return false; } /* scissor is missing when drawing offscreen, in that case, dimensions match exactly. In opposite case * add one to match viewport dimensions */ if (scissor_rect) { w++, h++; } fx->num_passes = 0; /* dof really needs a ping-pong buffer to work */ if (fx_flag & GPU_FX_FLAG_DOF) num_passes++; if (fx_flag & GPU_FX_FLAG_SSAO) num_passes++; if (!fx->gbuffer) fx->gbuffer = GPU_framebuffer_create(); /* try creating the jitter texture */ if (!fx->jitter_buffer) fx->jitter_buffer = create_jitter_texture(); if (!fx->gbuffer) return false; /* check if color buffers need recreation */ if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) { cleanup_fx_gl_data(fx, false); if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) { printf(".256%s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } if (!(fx->depth_buffer = GPU_texture_create_depth(w, h, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } } if (fx_flag & GPU_FX_FLAG_SSAO) { if (fx_settings->ssao->samples != fx->ssao_sample_count || !fx->ssao_concentric_samples_tex) { if (fx_settings->ssao->samples < 1) fx_settings->ssao->samples = 1; fx->ssao_sample_count = fx_settings->ssao->samples; if (fx->ssao_concentric_samples_tex) { GPU_texture_free(fx->ssao_concentric_samples_tex); } fx->ssao_concentric_samples_tex = create_spiral_sample_texture(fx_settings->ssao->samples); } } else { if (fx->ssao_concentric_samples_tex) { GPU_texture_free(fx->ssao_concentric_samples_tex); fx->ssao_concentric_samples_tex = NULL; } } /* create textures for dof effect */ if (fx_flag & GPU_FX_FLAG_DOF) { if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) { fx->dof_downsampled_w = w / 4; fx->dof_downsampled_h = h / 4; if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D( fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D( fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D( fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, err_out))) { printf("%.256s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } } } else { /* cleanup unnecessary buffers */ cleanup_fx_dof_buffers(fx); } /* we need to pass data between shader stages, allocate an extra color buffer */ if (num_passes > 1) { if(!fx->color_buffer_sec) { if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) { printf(".256%s\n", err_out); cleanup_fx_gl_data(fx, true); return false; } } } else { if (fx->color_buffer_sec) { GPU_framebuffer_texture_detach(fx->color_buffer_sec); GPU_texture_free(fx->color_buffer_sec); fx->color_buffer_sec = NULL; } } /* bind the buffers */ /* first depth buffer, because system assumes read/write buffers */ if(!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, err_out)) printf("%.256s\n", err_out); if(!GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, err_out)) printf("%.256s\n", err_out); if(!GPU_framebuffer_check_valid(fx->gbuffer, err_out)) printf("%.256s\n", err_out); GPU_texture_bind_as_framebuffer(fx->color_buffer); /* enable scissor test. It's needed to ensure sculpting works correctly */ if (scissor_rect) { int w_sc = BLI_rcti_size_x(scissor_rect) + 1; int h_sc = BLI_rcti_size_y(scissor_rect) + 1; glPushAttrib(GL_SCISSOR_BIT); glEnable(GL_SCISSOR_TEST); glScissor(scissor_rect->xmin - rect->xmin, scissor_rect->ymin - rect->ymin, w_sc, h_sc); fx->restore_stencil = true; } else { fx->restore_stencil = false; } fx->effects = fx_flag; if (fx_settings) fx->settings = *fx_settings; fx->gbuffer_dim[0] = w; fx->gbuffer_dim[1] = h; fx->num_passes = num_passes; return true; }