Пример #1
0
void MotionBlurVelocityBufferApp::dilateVelocity()
{
    gl::ScopedFramebuffer fbo( mVelocityDilationBuffer );
    gl::ScopedViewport viewport( ivec2( 0, 0 ), mVelocityDilationBuffer->getSize() );
    gl::ScopedMatrices	matrices;
    gl::setMatricesWindowPersp( mVelocityDilationBuffer->getSize() );

    {   // downsample velocity into tilemax
        gl::ScopedTextureBind tex( mGBuffer->getTexture2d( G_VELOCITY ), 0 );
        gl::ScopedGlslProg prog( mTileProg );
        gl::drawBuffer( DILATE_TILE_MAX );

        mTileProg->uniform( "uVelocityMap", 0 );
        mTileProg->uniform( "uTileSize", mTileSize );

        gl::drawSolidRect( mVelocityDilationBuffer->getBounds() );
    }
    {   // build max neighbors from tilemax
        gl::ScopedTextureBind tex( mVelocityDilationBuffer->getTexture2d( DILATE_TILE_MAX ), 0 );
        gl::ScopedGlslProg prog( mNeighborProg );
        gl::drawBuffer( DILATE_NEIGHBOR_MAX );

        mNeighborProg->uniform( "uTileMap", 0 );

        gl::drawSolidRect( mVelocityDilationBuffer->getBounds() );
    }
}
Пример #2
0
void SMAA::apply( gl::FboRef destination, gl::FboRef source )
{
	gl::ScopedFramebuffer fbo( destination );
	gl::ScopedViewport viewport( 0, 0, destination->getWidth(), destination->getHeight() );
	gl::ScopedMatrices matrices;
	gl::setMatricesWindow( destination->getSize() );

	// Make sure our source is linearly interpolated.
	GLenum minFilter = source->getFormat().getColorTextureFormat().getMinFilter();
	GLenum magFilter = source->getFormat().getColorTextureFormat().getMagFilter();
	bool filterChanged = ( minFilter != GL_LINEAR || magFilter != GL_LINEAR );
	if( filterChanged ) {
		source->getColorTexture()->setMinFilter( GL_LINEAR );
		source->getColorTexture()->setMagFilter( GL_LINEAR );
	}

	// Perform SMAA anti-aliasing.
	gl::clear( ColorA( 0, 0, 0, 0 ) );
	draw( source->getColorTexture(), destination->getBounds() );

	// Restore texture parameters.
	if( filterChanged ) {
		source->getColorTexture()->setMinFilter( minFilter );
		source->getColorTexture()->setMagFilter( magFilter );
	}
}
Пример #3
0
void ciApp::draw()
{
	auto viewport = getWindowBounds();
	gl::clear();

	{
		auto rect = Rectf(fbo->getBounds()).getCenteredFit(viewport, false);
		gl::draw(fbo->getColorTexture(), rect);
	}

	if (is_debug_visible)
	{
		params->draw();

		const gl::ScopedColor scpColor(Color::white());
		auto tex = getInfoTexture(getAverageFps(), time_step, elapsed_time, time_value);
		ivec2 pos(20, getWindowHeight() - tex->getHeight() - 20);
		gl::draw(tex, pos);
	}
}
Пример #4
0
void FXAA::apply( const gl::FboRef &destination, const gl::FboRef &source )
{
	gl::ScopedFramebuffer fbo( destination );
	gl::ScopedViewport viewport( 0, 0, destination->getWidth(), destination->getHeight() );
	gl::ScopedMatrices matrices;
	gl::setMatricesWindow( destination->getSize(), false );

	// Make sure our source is linearly interpolated.
	GLenum minFilter = source->getFormat().getColorTextureFormat().getMinFilter();
	GLenum magFilter = source->getFormat().getColorTextureFormat().getMagFilter();
	source->getColorTexture()->setMinFilter( GL_LINEAR );
	source->getColorTexture()->setMagFilter( GL_LINEAR );

	// Perform FXAA anti-aliasing.
	gl::clear( ColorA( 0, 0, 0, 0 ) );
	draw( source->getColorTexture(), destination->getBounds() );

	// Restore texture parameters.
	source->getColorTexture()->setMinFilter( minFilter );
	source->getColorTexture()->setMagFilter( magFilter );
}
Пример #5
0
void MotionBlurVelocityBufferApp::drawVelocityBuffers()
{
    gl::ScopedGlslProg prog( mVelocityRenderProg );
    gl::ScopedModelMatrix matrix;
    gl::setDefaultShaderVars();

    float width = 200.0f;
    float height = width / Rectf( mVelocityDilationBuffer->getBounds() ).getAspectRatio();
    Rectf rect( 0.0f, 0.0f, width, height );

    gl::ScopedTextureBind velTex( mGBuffer->getTexture2d( G_VELOCITY ), 0 );
    gl::translate( getWindowWidth() - width - 10.0f, 10.0f );
    gl::drawSolidRect( rect );

    gl::ScopedTextureBind tileTex( mVelocityDilationBuffer->getTexture2d( DILATE_TILE_MAX ), 0 );
    gl::translate( 0.0f, height + 10.0f );
    gl::drawSolidRect( rect );

    gl::ScopedTextureBind neigborTex( mVelocityDilationBuffer->getTexture2d( DILATE_NEIGHBOR_MAX ), 0 );
    gl::translate( 0.0f, height + 10.0f );
    gl::drawSolidRect( rect );
}
void TextParticlesApp::drawTextToFbo()
{
	{
		vec2 size = mTextFbo->getSize();
		gl::ScopedFramebuffer scpFbo( mTextFbo );
		gl::clear( ColorA( 0 , 0, 0, 0 ) );
		gl::ScopedViewport scpVp( ivec2(), size );
		gl::ScopedMatrices scpMtrx;
		gl::ScopedColor scpCol( 1, 1, 1);
		
		vec2 stringSize = mTextureFont->measureString( mString );
		float descent = mTextureFont->getDescent();
		float ascent = mTextureFont->getAscent();
		mTextSize = stringSize + vec2( 0, descent );
		
		// OPTIONALLY, draw the text metrics
		/*
		// string size - RED
		gl::color(1, 0, 0);
		gl::drawSolidRect( Rectf( -10, 0, stringSize.x + 10.0, stringSize.y ) );
		// ascent - CYAN
		gl::color(0, 1, 1);
		gl::drawSolidRect( Rectf( 0, stringSize.y - ascent, stringSize.x, ascent ) );
		// descent - YELLOW
		gl::color(1, 1, 0);
		gl::drawSolidRect( Rectf( 0, stringSize.y-descent, stringSize.x, stringSize.y ) );
		// above ascent
		gl::color( 0, 1, 0 );
		gl::drawSolidRect( Rectf( 0, 0, stringSize.x, stringSize.y-ascent ) );*/
		
		// DRAW string to FBO
		gl::color(1, 1, 1);
		mTextureFont->drawString( mString, vec2( 0, stringSize.y - descent ) );
	}
	
	// GET Texture from FBO
	mTextSurf = Surface( mTextFbo->readPixels8u( mTextFbo->getBounds() ) );
}
vec4 GpuParrallelReductionApp::findMindMax()
{
	// init the programs, fbo and texture used for the parrallel reduction
	static gl::FboRef sReductionFbo, sReadFbo;
	static gl::Texture2dRef sReductionTexture0;
	static gl::GlslProgRef sReductionProg, sCopyProg;
	auto startingSize		= mFbo->getSize() / 2;
	if( !sReductionFbo || sReductionFbo->getSize() != startingSize ) {
		sReductionTexture0	= gl::Texture2d::create( startingSize.x, startingSize.y, gl::Texture2d::Format().minFilter( GL_NEAREST_MIPMAP_NEAREST ).magFilter( GL_NEAREST ).mipmap().immutableStorage() );
		sReductionFbo		= gl::Fbo::create( startingSize.x, startingSize.y, gl::Fbo::Format()
											  .attachment( GL_COLOR_ATTACHMENT0, sReductionTexture0 )
											  .disableDepth() );
		sReductionProg		= gl::GlslProg::create( loadAsset( "minMax.vert" ), loadAsset( "minMax.frag" ) );
	}
	// start reduction profiling
	static auto sTimer0 = gl::QueryTimeSwapped::create();
	sTimer0->begin();
	
	// attach the main level of the texture
	gl::ScopedFramebuffer scopedFbo( sReductionFbo );
	glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sReductionTexture0->getId(), 0 );
	
	// start by blitting the main fbo into the reduction one
	mFbo->blitTo( sReductionFbo, mFbo->getBounds(), sReductionFbo->getBounds(), GL_NEAREST );
	
	
	// bind the reduction program and texture and disable blending
	gl::ScopedMatrices scopedMatrices;
	gl::ScopedGlslProg scopedGlsl( sReductionProg );
	gl::ScopedBlend scopedBlend( false );
	gl::ScopedTextureBind scopedTexBind0( sReductionTexture0, 0 );
	sReductionProg->uniform( "uTex0", 0 );
	
	// iterate trough each mipmap level
	int numMipMaps = gl::Texture2d::requiredMipLevels( startingSize.x, startingSize.y, 0 );
	for( int level = 1;	level < numMipMaps; ++level ) {
		// attach the current mipmap level to the framebuffer and limit texture sampling to the previous level
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level - 1 );
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level - 1 );
		glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sReductionTexture0->getId(), level );
		
		// get the current mipmap size and update uniforms
		vec2 size = gl::Texture2d::calcMipLevelSize( level, sReductionFbo->getWidth(), sReductionFbo->getHeight() );
		sReductionProg->uniform( "uInvSize", vec2( 1.0f ) / vec2( size ) );
		
		// render a fullscreen quad
		gl::ScopedViewport scopedViewport( ivec2( 0 ), size );
		gl::setMatricesWindow( size.x, size.y );
		gl::drawSolidRect( Rectf( vec2( 0.0f ), vec2( size ) ) );
	}
	// stop reduction profiling
	sTimer0->end();
	mReductionTime = sTimer0->getElapsedMilliseconds();
	
	// start readback profiling
	static auto sTimer1 = gl::QueryTimeSwapped::create();
	sTimer1->begin();
	
	// read back to the cpu and find the max value
	vec4 max( 0.0f );
	ivec2 readSize = gl::Texture2d::calcMipLevelSize( numMipMaps - 1, startingSize.x, startingSize.y );
	Surface8u surface( readSize.x, readSize.y, true );
	glGetTexImage( sReductionTexture0->getTarget(), numMipMaps - 1, GL_RGBA, GL_UNSIGNED_BYTE, surface.getData() );
	auto it = surface.getIter();
	while( it.line() ) { while( it.pixel() ) {
		max = glm::max( max, vec4( it.r(), it.g(), it.b(), it.a() ) );
	} }
	
	// stop readback profiling
	sTimer1->end();
	mReadBackTime = sTimer1->getElapsedMilliseconds();
	
	return max;
}