GLColorBuffer GLLensDustFilter::DownSample(GLColorBuffer tex, bool linearize) { SPADES_MARK_FUNCTION(); GLProgram *program = thru; IGLDevice *dev = renderer->GetGLDevice(); GLQuadRenderer qr(dev); int w = tex.GetWidth(); int h = tex.GetHeight(); static GLProgramAttribute blur_positionAttribute("positionAttribute"); static GLProgramUniform blur_textureUniform("mainTexture"); static GLProgramUniform blur_colorUniform("colorUniform"); static GLProgramUniform blur_texCoordRangeUniform("texCoordRange"); static GLProgramUniform blur_texCoordOffsetUniform("texCoordOffset"); program->Use(); blur_positionAttribute(program); blur_textureUniform(program); blur_textureUniform.SetValue(0); dev->ActiveTexture(0); dev->BindTexture(IGLDevice::Texture2D, tex.GetTexture()); blur_texCoordOffsetUniform(program); blur_texCoordOffsetUniform.SetValue(1.f / w, 1.f / h, -1.f / w, -1.f / h); blur_colorUniform(program); blur_colorUniform.SetValue(1.f,1.f,1.f,1.f); blur_texCoordRangeUniform(program); blur_texCoordRangeUniform.SetValue(0.f, 0.f, (float)((w + 1) & ~1) / w, (float)((h + 1) & ~1) / h); qr.SetCoordAttributeIndex(blur_positionAttribute()); if(linearize){ dev->Enable(IGLDevice::Blend, true); dev->BlendFunc(IGLDevice::SrcColor, IGLDevice::Zero); }else{ dev->Enable(IGLDevice::Blend, false); } GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle((w+1)/2, (h+1)/2, false); dev->Viewport(0, 0, buf2.GetWidth(), buf2.GetHeight()); dev->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer()); qr.Draw(); return buf2; }
GLColorBuffer GLLensDustFilter::Filter(GLColorBuffer input) { SPADES_MARK_FUNCTION(); UpdateNoise(); std::vector<Level> levels; IGLDevice *dev = renderer->GetGLDevice(); GLQuadRenderer qr(dev); static GLProgramAttribute thruPosition("positionAttribute"); static GLProgramUniform thruColor("colorUniform"); static GLProgramUniform thruTexture("mainTexture"); static GLProgramUniform thruTexCoordRange("texCoordRange"); thruPosition(thru); thruColor(thru); thruTexture(thru); thruTexCoordRange(thru); GLColorBuffer downSampled = DownSample(input, r_hdr ? false : true); downSampled = GaussianBlur(downSampled, false); downSampled = GaussianBlur(downSampled, true); thru->Use(); thruColor.SetValue(1.f, 1.f, 1.f, 1.f); thruTexture.SetValue(0); dev->Enable(IGLDevice::Blend, false); levels.reserve(10); // create downsample levels for(int i = 0; i < 10; i++){ GLColorBuffer prevLevel; if(i == 0){ prevLevel = downSampled; }else{ prevLevel = levels.back().buffer; } int prevW = prevLevel.GetWidth(); int prevH = prevLevel.GetHeight(); int newW = (prevW + 1) / 2; int newH = (prevH + 1) / 2; if(newW <= 1 || newH <= 1) break; GLColorBuffer newLevel = DownSample(prevLevel); newLevel = GaussianBlur(newLevel, false); newLevel = GaussianBlur(newLevel, true); Level lv; lv.w = newW; lv.h = newH; lv.buffer = newLevel; levels.push_back(lv); } dev->Enable(IGLDevice::Blend, true); dev->BlendFunc(IGLDevice::SrcAlpha, IGLDevice::OneMinusSrcAlpha); // composite levels in the opposite direction thru->Use(); qr.SetCoordAttributeIndex(thruPosition()); for(int i = (int)levels.size() - 1; i >= 1; i--){ int cnt = (int)levels.size() - i; float alpha = (float)cnt / (float)(cnt + 1); alpha = alpha; GLColorBuffer curLevel = levels[i].buffer; float sx = .25f / curLevel.GetWidth(); float sy = .25f / curLevel.GetHeight(); for(int j = 0; j < 4; j++) { if(i < (int)levels.size() - 1) { curLevel = levels[i].retBuf[j]; } GLColorBuffer targLevel = levels[i - 1].buffer; GLColorBuffer targRet = input.GetManager()->CreateBufferHandle(targLevel.GetWidth(), targLevel.GetHeight(), false); levels[i - 1].retBuf[j] = targRet; dev->BindFramebuffer(IGLDevice::Framebuffer, targRet.GetFramebuffer()); dev->Viewport(0, 0, targRet.GetWidth(), targRet.GetHeight()); dev->BindTexture(IGLDevice::Texture2D, targLevel.GetTexture()); thruColor.SetValue(1.f, 1.f, 1.f, 1.f); thruTexCoordRange.SetValue(0.f, 0.f, 1.f, 1.f); dev->Enable(IGLDevice::Blend, false); qr.Draw(); float cx = 0.f, cy = 0.f; switch(j){ case 0: cx = sx; break; case 1: cx = -sx; break; case 2: cy = sy; break; case 3: cy = -sy; break; } dev->BindTexture(IGLDevice::Texture2D, curLevel.GetTexture()); thruColor.SetValue(1.f, 1.f, 1.f, alpha); thruTexCoordRange.SetValue(cx, cy, 1.f, 1.f); dev->Enable(IGLDevice::Blend, true); qr.Draw(); dev->BindTexture(IGLDevice::Texture2D, 0); } } static GLProgramAttribute dustPosition("positionAttribute"); static GLProgramUniform dustDustTexture("dustTexture"); static GLProgramUniform dustBlurTexture1("blurTexture1"); static GLProgramUniform dustBlurTexture2("blurTexture2"); static GLProgramUniform dustBlurTexture3("blurTexture3"); static GLProgramUniform dustBlurTexture4("blurTexture4"); static GLProgramUniform dustInputTexture("inputTexture"); static GLProgramUniform dustNoiseTexture("noiseTexture"); static GLProgramUniform dustNoiseTexCoordFactor("noiseTexCoordFactor"); dustPosition(dust); dustDustTexture(dust); dustBlurTexture1(dust); dustBlurTexture2(dust); dustBlurTexture3(dust); dustBlurTexture4(dust); dustInputTexture(dust); dustNoiseTexture(dust); dustNoiseTexCoordFactor(dust); dust->Use(); float facX = renderer->ScreenWidth() / 128.f; float facY = renderer->ScreenHeight() / 128.f; dustNoiseTexCoordFactor.SetValue(facX, facY, facX / 128.f, facY / 128.f); // composite to the final image GLColorBuffer output = input.GetManager()->CreateBufferHandle(); GLColorBuffer topLevel1 = levels[0].retBuf[0]; GLColorBuffer topLevel2 = levels[0].retBuf[1]; GLColorBuffer topLevel3 = levels[0].retBuf[2]; GLColorBuffer topLevel4 = levels[0].retBuf[3]; qr.SetCoordAttributeIndex(dustPosition()); dev->ActiveTexture(0); dev->BindTexture(IGLDevice::Texture2D, input.GetTexture()); dev->ActiveTexture(1); dev->BindTexture(IGLDevice::Texture2D, topLevel1.GetTexture()); dev->ActiveTexture(2); dev->BindTexture(IGLDevice::Texture2D, topLevel2.GetTexture()); dev->ActiveTexture(3); dev->BindTexture(IGLDevice::Texture2D, topLevel3.GetTexture()); dev->ActiveTexture(4); dev->BindTexture(IGLDevice::Texture2D, topLevel4.GetTexture()); dev->ActiveTexture(5); dustImg->Bind(IGLDevice::Texture2D); dev->ActiveTexture(6); dev->BindTexture(IGLDevice::Texture2D, noiseTex); dev->BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer()); dev->Viewport(0, 0, output.GetWidth(), output.GetHeight()); dustBlurTexture1.SetValue(2); dustBlurTexture2.SetValue(1); dustBlurTexture3.SetValue(3); dustBlurTexture4.SetValue(4); dustDustTexture.SetValue(5); dustNoiseTexture.SetValue(6); dustInputTexture.SetValue(0); qr.Draw(); dev->BindTexture(IGLDevice::Texture2D, 0); dev->ActiveTexture(0); return output; }
GLColorBuffer GLBloomFilter::Filter(GLColorBuffer input) { SPADES_MARK_FUNCTION(); std::vector<Level> levels; IGLDevice *dev = renderer->GetGLDevice(); GLQuadRenderer qr(dev); static GLProgramAttribute thruPosition("positionAttribute"); static GLProgramUniform thruColor("colorUniform"); static GLProgramUniform thruTexture("texture"); static GLProgramUniform thruTexCoordRange("texCoordRange"); thruPosition(thru); thruColor(thru); thruTexture(thru); thruTexCoordRange(thru); GLProgram *gammaMix = renderer->RegisterProgram("Shaders/PostFilters/GammaMix.program"); static GLProgramAttribute gammaMixPosition("positionAttribute"); static GLProgramUniform gammaMixTexture1("texture1"); static GLProgramUniform gammaMixTexture2("texture2"); static GLProgramUniform gammaMixMix1("mix1"); static GLProgramUniform gammaMixMix2("mix2"); gammaMixPosition(gammaMix); gammaMixTexture1(gammaMix); gammaMixTexture2(gammaMix); gammaMixMix1(gammaMix); gammaMixMix2(gammaMix); thru->Use(); thruColor.SetValue(1.f, 1.f, 1.f, 1.f); thruTexture.SetValue(0); dev->Enable(IGLDevice::Blend, false); // create downsample levels for(int i = 0; i < 6; i++){ GLColorBuffer prevLevel; if(i == 0){ prevLevel = input; }else{ prevLevel = levels.back().buffer; } int prevW = prevLevel.GetWidth(); int prevH = prevLevel.GetHeight(); int newW = (prevW + 1) / 2; int newH = (prevH + 1) / 2; GLColorBuffer newLevel = input.GetManager()->CreateBufferHandle(newW, newH); thru->Use(); qr.SetCoordAttributeIndex(thruPosition()); dev->BindTexture(IGLDevice::Texture2D, prevLevel.GetTexture()); dev->BindFramebuffer(IGLDevice::Framebuffer, newLevel.GetFramebuffer()); dev->Viewport(0, 0, newLevel.GetWidth(), newLevel.GetHeight()); thruTexCoordRange.SetValue(0.f, 0.f, (float)newLevel.GetWidth() * 2.f / (float)prevW, (float)newLevel.GetHeight() * 2.f / (float)prevH); qr.Draw(); dev->BindTexture(IGLDevice::Texture2D, 0); Level lv; lv.w = newW; lv.h = newH; lv.buffer = newLevel; levels.push_back(lv); } dev->Enable(IGLDevice::Blend, true); dev->BlendFunc(IGLDevice::SrcAlpha, IGLDevice::OneMinusSrcAlpha); // composite levels in the opposite direction thruTexCoordRange.SetValue(0.f, 0.f, 1.f, 1.f); for(int i = (int)levels.size() - 1; i >= 1; i--){ int cnt = (int)levels.size() - i; float alpha = (float)cnt / (float)(cnt + 1); alpha = sqrtf(alpha); GLColorBuffer curLevel = levels[i].buffer; GLColorBuffer targLevel = levels[i - 1].buffer; thru->Use(); qr.SetCoordAttributeIndex(thruPosition()); dev->BindTexture(IGLDevice::Texture2D, curLevel.GetTexture()); dev->BindFramebuffer(IGLDevice::Framebuffer, targLevel.GetFramebuffer()); dev->Viewport(0, 0, targLevel.GetWidth(), targLevel.GetHeight()); thruColor.SetValue(1.f, 1.f, 1.f, alpha); qr.Draw(); dev->BindTexture(IGLDevice::Texture2D, 0); } // composite to the final image GLColorBuffer output = input.GetManager()->CreateBufferHandle(); GLColorBuffer topLevel = levels[0].buffer; gammaMix->Use(); qr.SetCoordAttributeIndex(gammaMixPosition()); dev->ActiveTexture(0); dev->BindTexture(IGLDevice::Texture2D, input.GetTexture()); dev->ActiveTexture(1); dev->BindTexture(IGLDevice::Texture2D, topLevel.GetTexture()); dev->BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer()); dev->Viewport(0, 0, output.GetWidth(), output.GetHeight()); gammaMixTexture1.SetValue(0); gammaMixTexture2.SetValue(1); gammaMixMix1.SetValue(.8f, .8f, .8f); gammaMixMix2.SetValue(.2f, .2f, .2f); qr.Draw(); dev->BindTexture(IGLDevice::Texture2D, 0); dev->ActiveTexture(0); return output; }