Пример #1
0
		GLColorBuffer GLCameraBlurFilter::Filter(GLColorBuffer input, float radialBlur) {
			SPADES_MARK_FUNCTION();
			
			if(radialBlur > 0.f)
				radialBlur = 1.f - radialBlur;
			else
				radialBlur = 1.f;
			
			bool hasRadialBlur = radialBlur < .9999f;
			
			IGLDevice *dev = renderer->GetGLDevice();
			GLQuadRenderer qr(dev);
			
			
			
			dev->Enable(IGLDevice::Blend, false);
			
			static GLProgramAttribute programPosition("positionAttribute");
			static GLProgramUniform programTexture("texture");
			static GLProgramUniform programDepthTexture("depthTexture");
			static GLProgramUniform programReverseMatrix("reverseMatrix");
			static GLProgramUniform programShutterTimeScale("shutterTimeScale");
			
			programPosition(program);
			programTexture(program);
			programDepthTexture(program);
			programReverseMatrix(program);
			programShutterTimeScale(program);
			
			const client::SceneDefinition& def = renderer->GetSceneDef();
			Matrix4 newMatrix = Matrix4::Identity();
			newMatrix.m[0] = def.viewAxis[0].x;
			newMatrix.m[1] = def.viewAxis[1].x;
			newMatrix.m[2] = def.viewAxis[2].x;
			newMatrix.m[4] = def.viewAxis[0].y;
			newMatrix.m[5] = def.viewAxis[1].y;
			newMatrix.m[6] = def.viewAxis[2].y;
			newMatrix.m[8] = def.viewAxis[0].z;
			newMatrix.m[9] = def.viewAxis[1].z;
			newMatrix.m[10] = def.viewAxis[2].z;
			
			// othrogonal matrix can be reversed fast
			Matrix4 inverseNewMatrix = newMatrix.Transposed();
			Matrix4 diffMatrix = prevMatrix * inverseNewMatrix;
			prevMatrix = newMatrix;
			Matrix4 reverseMatrix = ReverseMatrix(diffMatrix);
			
			if(diffMatrix.m[0] < .3f ||
			   diffMatrix.m[5] < .3f ||
			   diffMatrix.m[10] < .3f){
				// too much change
				if(hasRadialBlur) {
					diffMatrix = Matrix4::Identity();
				}else{
					// skip blur
					return input;
				}
			}
			
			float movePixels = MyACos(diffMatrix.m[0]);
			float shutterTimeScale = .3f;
			movePixels = std::max(movePixels, MyACos(diffMatrix.m[5]));
			movePixels = std::max(movePixels, MyACos(diffMatrix.m[10]));
			movePixels = tanf(movePixels) / tanf(def.fovX * .5f);
			movePixels *= (float)dev->ScreenWidth() * .5f;
			movePixels *= shutterTimeScale;
			
			movePixels = std::max(movePixels,
								  (1.f - radialBlur) * dev->ScreenWidth() * 0.5f);
			
			if(movePixels < 1.f){
				// too less change, skip camera blur
				return input;
			}
			
			int levels = (int)ceilf(logf(movePixels) / logf(5.f));
			if(levels <= 0)
				levels = 1;
			
			if(hasRadialBlur)
				radialBlur *= radialBlur;
			reverseMatrix = Matrix4::Scale(radialBlur, radialBlur, 1.f)
				* reverseMatrix;
			
			program->Use();
			
			programTexture.SetValue(0);
			programDepthTexture.SetValue(1);
			programReverseMatrix.SetValue(reverseMatrix);
			
			// composite to the final image
			GLColorBuffer buf = input;
			
			qr.SetCoordAttributeIndex(programPosition());
			dev->ActiveTexture(1);
			dev->BindTexture(IGLDevice::Texture2D, renderer->GetFramebufferManager()->GetDepthTexture());
			dev->ActiveTexture(0);
			
			for(int i = 0; i < levels; i++){
				GLProfiler measure(dev, "Apply [%d / %d]", i+1,levels);
				GLColorBuffer output = input.GetManager()->CreateBufferHandle();
				programShutterTimeScale.SetValue(shutterTimeScale);
				dev->BindTexture(IGLDevice::Texture2D, buf.GetTexture());
				dev->BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer());
				dev->Viewport(0, 0, output.GetWidth(), output.GetHeight());
				qr.Draw();
				dev->BindTexture(IGLDevice::Texture2D, 0);
				shutterTimeScale /= 5.f;
				buf = output;
			}
			
			dev->ActiveTexture(1);
			dev->BindTexture(IGLDevice::Texture2D, 0);
			dev->ActiveTexture(0);
			
			
			return buf;
		}
Пример #2
0
		GLColorBuffer GLDepthOfFieldFilter::Filter(GLColorBuffer input, float blurDepthRange, float vignetteBlur, float globalBlur) {
			SPADES_MARK_FUNCTION();
			
			IGLDevice *dev = renderer->GetGLDevice();
			GLQuadRenderer qr(dev);
			
			int w = dev->ScreenWidth();
			int h = dev->ScreenHeight();
			
			dev->Enable(IGLDevice::Blend, false);
			
			GLColorBuffer coc;
            
			globalBlur = std::min(globalBlur * 3.f, 1.f);
            {
                GLProfiler p(dev, "CoC Computation");
                coc = GenerateCoC(blurDepthRange, vignetteBlur, globalBlur);
            }
			
			float maxCoc = (float)std::max(w, h) / 100.f;
			float cos60 = cosf(static_cast<float>(M_PI) / 3.f);
			float sin60 = sinf(static_cast<float>(M_PI) / 3.f);
			
			maxCoc *= .7f + vignetteBlur * 0.5f;
			maxCoc *= 1.f + 3.f * globalBlur;
			
			// reduce resolution to make it faster
			int divide = 1;
			int siz = std::max(w, h);
			GLColorBuffer lowbuf = input;
			while(siz >= 768) {
				divide <<= 1;
				siz >>= 1;
				lowbuf = UnderSample(lowbuf);
			}
			maxCoc /= (float)divide;
			
			dev->Viewport(0, 0, w / divide, h / divide);
			
            GLColorBuffer buf1, buf2;
            {
                GLProfiler p(dev, "Blur 1");
                buf1 = Blur(lowbuf, coc,
                            MakeVector2(0.f, -1.f) * maxCoc);
            }
            {
                GLProfiler p(dev, "Blur 2");
                buf2 = Blur(lowbuf, coc,
							MakeVector2(-sin60, cos60) * maxCoc);
				lowbuf.Release();
            }
            {
                GLProfiler p(dev, "Mix 1");
                buf2 = AddMix(buf1, buf2);
			}
                //return buf2;
            {
                GLProfiler p(dev, "Blur 3");
                buf1 = Blur(buf1, coc,
						MakeVector2(-sin60, cos60) * maxCoc);
			}
            {
                GLProfiler p(dev, "Blur 4");
                buf2 = Blur(buf2, coc,
						MakeVector2(sin60, cos60) * maxCoc);
            }
			
			dev->Viewport(0, 0, w, h);
            {
                GLProfiler p(dev, "Mix 2");
                GLColorBuffer output = FinalMix(input,
												buf1, buf2,
												coc);
                return output;
            }
			
		}