NazaraEngine/src/Nazara/Graphics/DeferredDOFPass.cpp

184 lines
5.2 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/DeferredDOFPass.hpp>
#include <Nazara/Graphics/AbstractViewer.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/RenderTexture.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
// http://digitalerr0r.wordpress.com/2009/05/16/xna-shader-programming-tutorial-20-depth-of-field/
NzShaderRef BuildDepthOfFieldShader()
{
const char* fragmentSource =
"#version 140\n"
"out vec4 RenderTarget0;\n"
"uniform sampler2D BlurTexture;\n"
"uniform sampler2D ColorTexture;\n"
"uniform sampler2D GBuffer1;\n"
"uniform vec2 InvTargetSize;" "\n"
"float Distance = 30.0;\n"
"float Range = 10.0;\n"
"float Near = 0.1;\n"
"float Far = (1000.0) / (1000.0 - 0.1);\n"
//"float Far = 50.0;\n"
"void main()\n"
"{\n"
"vec2 texCoord = gl_FragCoord.xy * InvTargetSize;\n"
"// Get our original pixel from ColorMap\n"
"vec3 color = textureLod(ColorTexture, texCoord, 0.0).rgb;\n"
"// Get our bloom pixel from bloom texture\n"
"vec3 blur = textureLod(BlurTexture, texCoord, 0.0).rgb;\n"
"float depth = textureLod(GBuffer1, texCoord, 0.0).w;\n"
"depth = (2.0 * 0.1) / (1000.0 + 0.1 - depth * (1000.0 - 0.1));"
"depth = 1.0 - depth;\n"
"float fSceneZ = ( -Near * Far ) / ( depth - Far);\n"
"float blurFactor = clamp(abs(fSceneZ - Distance)/Range, 0.0, 1.0);\n"
"RenderTarget0 = vec4(mix(color, blur, blurFactor), 1.0);\n"
"}\n";
const char* vertexSource =
"#version 140\n"
"in vec3 VertexPosition;\n"
"void main()\n"
"{\n"
"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
"}\n";
///TODO: Remplacer ça par des ShaderNode
NzShaderRef shader = NzShader::New();
if (!shader->Create())
{
NazaraError("Failed to load create shader");
return nullptr;
}
if (!shader->AttachStageFromSource(nzShaderStage_Fragment, fragmentSource))
{
NazaraError("Failed to load fragment shader");
return nullptr;
}
if (!shader->AttachStageFromSource(nzShaderStage_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader");
return nullptr;
}
if (!shader->Link())
{
NazaraError("Failed to link shader");
return nullptr;
}
return shader;
}
}
NzDeferredDOFPass::NzDeferredDOFPass()
{
m_dofShader = BuildDepthOfFieldShader();
m_dofShader->SendInteger(m_dofShader->GetUniformLocation("ColorTexture"), 0);
m_dofShader->SendInteger(m_dofShader->GetUniformLocation("BlurTexture"), 1);
m_dofShader->SendInteger(m_dofShader->GetUniformLocation("GBuffer1"), 2);
m_gaussianBlurShader = NzShaderLibrary::Get("DeferredGaussianBlur");
m_gaussianBlurShaderFilterLocation = m_gaussianBlurShader->GetUniformLocation("Filter");
for (unsigned int i = 0; i < 2; ++i)
m_dofTextures[i] = NzTexture::New();
m_bilinearSampler.SetAnisotropyLevel(1);
m_bilinearSampler.SetFilterMode(nzSamplerFilter_Bilinear);
m_bilinearSampler.SetWrapMode(nzSamplerWrap_Clamp);
m_pointSampler.SetAnisotropyLevel(1);
m_pointSampler.SetFilterMode(nzSamplerFilter_Nearest);
m_pointSampler.SetWrapMode(nzSamplerWrap_Clamp);
m_states.parameters[nzRendererParameter_DepthBuffer] = false;
}
NzDeferredDOFPass::~NzDeferredDOFPass() = default;
bool NzDeferredDOFPass::Process(const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(sceneData);
NzRenderer::SetTextureSampler(0, m_pointSampler);
NzRenderer::SetTextureSampler(1, m_bilinearSampler);
NzRenderer::SetTextureSampler(2, m_pointSampler);
NzRenderer::SetTarget(&m_dofRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x/4, m_dimensions.y/4));
NzRenderer::SetShader(m_gaussianBlurShader);
const unsigned int dofBlurPass = 2;
for (unsigned int i = 0; i < dofBlurPass; ++i)
{
m_dofRTT.SetColorTarget(0); // dofTextureA
m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, NzVector2f(1.f, 0.f));
NzRenderer::SetTexture(0, (i == 0) ? m_workTextures[secondWorkTexture] : static_cast<const NzTexture*>(m_dofTextures[1]));
NzRenderer::DrawFullscreenQuad();
m_dofRTT.SetColorTarget(1); // dofTextureB
m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, NzVector2f(0.f, 1.f));
NzRenderer::SetTexture(0, m_dofTextures[0]);
NzRenderer::DrawFullscreenQuad();
}
m_workRTT->SetColorTarget(firstWorkTexture);
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShader(m_dofShader);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);
NzRenderer::SetTexture(1, m_dofTextures[1]);
NzRenderer::SetTexture(2, m_GBuffer[1]);
NzRenderer::DrawFullscreenQuad();
return true;
}
bool NzDeferredDOFPass::Resize(const NzVector2ui& dimensions)
{
NzDeferredRenderPass::Resize(dimensions);
m_dofRTT.Create(true);
for (unsigned int i = 0; i < 2; ++i)
{
m_dofTextures[i]->Create(nzImageType_2D, nzPixelFormat_RGBA8, dimensions.x/4, dimensions.y/4);
m_dofRTT.AttachTexture(nzAttachmentPoint_Color, i, m_dofTextures[i]);
}
m_dofRTT.Unlock();
if (!m_dofRTT.IsComplete())
{
NazaraError("Incomplete RTT");
return false;
}
return true;
}