Пример #1
0
bool BlurInOutResource::updateResources(const gpu::FramebufferPointer& sourceFramebuffer, Resources& blurringResources) {
    if (!sourceFramebuffer) {
        return false;
    }

    if (!_blurredFramebuffer) {
        _blurredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());

        // attach depthStencil if present in source
        //if (sourceFramebuffer->hasDepthStencil()) {
        //    _blurredFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat());
        //}
        auto blurringSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
        auto blurringTarget = gpu::TexturePointer(gpu::Texture::create2D(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), blurringSampler));
        _blurredFramebuffer->setRenderBuffer(0, blurringTarget);
    } else {
        // it would be easier to just call resize on the bluredFramebuffer and let it work if needed but the source might loose it's depth buffer when doing so
        if ((_blurredFramebuffer->getWidth() != sourceFramebuffer->getWidth()) || (_blurredFramebuffer->getHeight() != sourceFramebuffer->getHeight())) {
            _blurredFramebuffer->resize(sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), sourceFramebuffer->getNumSamples());
            //if (sourceFramebuffer->hasDepthStencil()) {
             //   _blurredFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat());
            //}
        }
    }

    blurringResources.sourceTexture = sourceFramebuffer->getRenderBuffer(0);
    blurringResources.blurringFramebuffer = _blurredFramebuffer;
    blurringResources.blurringTexture = _blurredFramebuffer->getRenderBuffer(0);

    if (_generateOutputFramebuffer) {
        // The job output the blur result in a new Framebuffer spawning here.
        // Let s make sure it s ready for this
        if (!_outputFramebuffer) {
            _outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());

            // attach depthStencil if present in source
         /*   if (sourceFramebuffer->hasDepthStencil()) {
                _outputFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat());
            }*/
            auto blurringSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
            auto blurringTarget = gpu::TexturePointer(gpu::Texture::create2D(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), blurringSampler));
            _outputFramebuffer->setRenderBuffer(0, blurringTarget);
        } else {
            if ((_outputFramebuffer->getWidth() != sourceFramebuffer->getWidth()) || (_outputFramebuffer->getHeight() != sourceFramebuffer->getHeight())) {
                _outputFramebuffer->resize(sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), sourceFramebuffer->getNumSamples());
             /*   if (sourceFramebuffer->hasDepthStencil()) {
                    _outputFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat());
                }*/
            }
        }

        // Should be good to use the output Framebuffer as final
        blurringResources.finalFramebuffer = _outputFramebuffer;
    } else {
        // Just the reuse the input as output to blur itself.
        blurringResources.finalFramebuffer = sourceFramebuffer;
    }

    return true;
}
Пример #2
0
void FramebufferCache::releaseFramebuffer(const gpu::FramebufferPointer& framebuffer) {
    if (QSize(framebuffer->getSize().x, framebuffer->getSize().y) == _frameBufferSize) {
        _cachedFramebuffers.push_back(framebuffer);
    }
}
Пример #3
0
void FramebufferCache::releaseFramebuffer(const gpu::FramebufferPointer& framebuffer) {
    std::unique_lock<std::mutex> lock(_mutex);
    if (QSize(framebuffer->getSize().x, framebuffer->getSize().y) == _frameBufferSize) {
        _cachedFramebuffers.push_back(framebuffer);
    }
}
Пример #4
0
void Antialiasing::run(const render::RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceBuffer) {
    assert(renderContext->args);
    assert(renderContext->args->hasViewFrustum());

    RenderArgs* args = renderContext->args;

    gpu::doInBatch("Antialiasing::run", args->_context, [&](gpu::Batch& batch) {
        batch.enableStereo(false);
        batch.setViewportTransform(args->_viewport);

        // FIXME: NEED to simplify that code to avoid all the GeometryCahce call, this is purely pixel manipulation
        float fbWidth = renderContext->args->_viewport.z;
        float fbHeight = renderContext->args->_viewport.w;
        // float sMin = args->_viewport.x / fbWidth;
        // float sWidth = args->_viewport.z / fbWidth;
        // float tMin = args->_viewport.y / fbHeight;
        // float tHeight = args->_viewport.w / fbHeight;

        glm::mat4 projMat;
        Transform viewMat;
        args->getViewFrustum().evalProjectionMatrix(projMat);
        args->getViewFrustum().evalViewTransform(viewMat);
        batch.setProjectionTransform(projMat);
        batch.setViewTransform(viewMat, true);
        batch.setModelTransform(Transform());

        // FXAA step
        auto pipeline = getAntialiasingPipeline(renderContext->args);
        batch.setResourceTexture(0, sourceBuffer->getRenderBuffer(0));
        batch.setFramebuffer(_antialiasingBuffer);
        batch.setPipeline(pipeline);

        // initialize the view-space unpacking uniforms using frustum data
        float left, right, bottom, top, nearVal, farVal;
        glm::vec4 nearClipPlane, farClipPlane;

        args->getViewFrustum().computeOffAxisFrustum(left, right, bottom, top, nearVal, farVal, nearClipPlane, farClipPlane);

        // float depthScale = (farVal - nearVal) / farVal;
        // float nearScale = -1.0f / nearVal;
        // float depthTexCoordScaleS = (right - left) * nearScale / sWidth;
        // float depthTexCoordScaleT = (top - bottom) * nearScale / tHeight;
        // float depthTexCoordOffsetS = left * nearScale - sMin * depthTexCoordScaleS;
        // float depthTexCoordOffsetT = bottom * nearScale - tMin * depthTexCoordScaleT;

        batch._glUniform2f(_texcoordOffsetLoc, 1.0f / fbWidth, 1.0f / fbHeight);

        glm::vec4 color(0.0f, 0.0f, 0.0f, 1.0f);
        glm::vec2 bottomLeft(-1.0f, -1.0f);
        glm::vec2 topRight(1.0f, 1.0f);
        glm::vec2 texCoordTopLeft(0.0f, 0.0f);
        glm::vec2 texCoordBottomRight(1.0f, 1.0f);
        DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);


        // Blend step
        batch.setResourceTexture(0, _antialiasingTexture);
        batch.setFramebuffer(sourceBuffer);
        batch.setPipeline(getBlendPipeline());

        DependencyManager::get<GeometryCache>()->renderQuad(batch, bottomLeft, topRight, texCoordTopLeft, texCoordBottomRight, color, _geometryId);
    });
}