250 lines
6.4 KiB
C++
250 lines
6.4 KiB
C++
// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DeferredBloomPass.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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/*!
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* \ingroup graphics
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* \class Nz::DeferredBloomPass
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* \brief Graphics class that represents the pass for bloom in deferred rendering
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*/
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/*!
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* \brief Constructs a DeferredBloomPass object by default
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*/
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DeferredBloomPass::DeferredBloomPass() :
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m_uniformUpdated(false),
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m_brightLuminance(0.8f),
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m_brightMiddleGrey(0.5f),
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m_brightThreshold(0.4f),
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m_blurPassCount(5)
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{
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m_bilinearSampler.SetAnisotropyLevel(1);
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m_bilinearSampler.SetFilterMode(SamplerFilter_Bilinear);
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m_bilinearSampler.SetWrapMode(SamplerWrap_Clamp);
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m_bloomBrightShader = ShaderLibrary::Get("DeferredBloomBright");
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m_bloomFinalShader = ShaderLibrary::Get("DeferredBloomFinal");
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m_bloomStates.depthBuffer = false;
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m_gaussianBlurShader = ShaderLibrary::Get("DeferredGaussianBlur");
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m_gaussianBlurShaderFilterLocation = m_gaussianBlurShader->GetUniformLocation("Filter");
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for (unsigned int i = 0; i < 2; ++i)
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m_bloomTextures[i] = Texture::New();
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}
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DeferredBloomPass::~DeferredBloomPass() = default;
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/*!
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* \brief Gets the number of pass for blur
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* \return Number of pass for blur
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*/
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unsigned int DeferredBloomPass::GetBlurPassCount() const
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{
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return m_blurPassCount;
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}
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/*!
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* \brief Gets the coefficiant for luminosity
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* \return Luminosity of bright elements
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*/
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float DeferredBloomPass::GetBrightLuminance() const
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{
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return m_brightLuminance;
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}
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/*!
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* \brief Gets the coefficiant for the middle grey
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* \return Luminosity of grey elements
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*/
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float DeferredBloomPass::GetBrightMiddleGrey() const
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{
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return m_brightMiddleGrey;
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}
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/*!
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* \brief Gets the coefficiant for things to be bright
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* \return Threshold for bright elements
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*/
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float DeferredBloomPass::GetBrightThreshold() const
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{
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return m_brightThreshold;
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}
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/*!
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* \brief Gets the ith texture
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* \return Texture computed
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*
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* \param i Index of the texture
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*
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* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE defined if index is invalid
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*/
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Texture* DeferredBloomPass::GetTexture(unsigned int i) const
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{
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#if NAZARA_GRAPHICS_SAFE
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if (i >= 2)
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{
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NazaraError("Texture index out of range (" + String::Number(i) + " >= 2)");
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return nullptr;
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}
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#endif
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return m_bloomTextures[i];
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}
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/*!
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* \brief Processes the work on the data while working with textures
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* \return true
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*
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* \param sceneData Data for the scene
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* \param firstWorkTexture Index of the first texture to work with
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* \param firstWorkTexture Index of the second texture to work with
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*/
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bool DeferredBloomPass::Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const
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{
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NazaraUnused(sceneData);
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Renderer::SetRenderStates(m_bloomStates);
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Renderer::SetTextureSampler(0, m_bilinearSampler);
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Renderer::SetTextureSampler(1, m_bilinearSampler);
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m_workRTT->SetColorTarget(firstWorkTexture);
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Renderer::SetTarget(m_workRTT);
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Renderer::SetViewport(Recti(0, 0, m_dimensions.x, m_dimensions.y));
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Renderer::SetShader(m_bloomBrightShader);
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if (!m_uniformUpdated)
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{
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m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightLuminance"), m_brightLuminance);
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m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightMiddleGrey"), m_brightMiddleGrey);
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m_bloomBrightShader->SendFloat(m_bloomBrightShader->GetUniformLocation("BrightThreshold"), m_brightThreshold);
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m_uniformUpdated = true;
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}
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Renderer::SetTexture(0, m_workTextures[secondWorkTexture]);
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Renderer::DrawFullscreenQuad();
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Renderer::SetTarget(&m_bloomRTT);
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Renderer::SetViewport(Recti(0, 0, m_dimensions.x / 8, m_dimensions.y / 8));
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Renderer::SetShader(m_gaussianBlurShader);
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for (unsigned int i = 0; i < m_blurPassCount; ++i)
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{
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m_bloomRTT.SetColorTarget(0); // bloomTextureA
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m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, Vector2f(1.f, 0.f));
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Renderer::SetTexture(0, (i == 0) ? m_workTextures[firstWorkTexture] : static_cast<const Texture*>(m_bloomTextures[1]));
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Renderer::DrawFullscreenQuad();
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m_bloomRTT.SetColorTarget(1); // bloomTextureB
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m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, Vector2f(0.f, 1.f));
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Renderer::SetTexture(0, m_bloomTextures[0]);
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Renderer::DrawFullscreenQuad();
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}
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m_workRTT->SetColorTarget(firstWorkTexture);
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Renderer::SetTarget(m_workRTT);
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Renderer::SetViewport(Recti(0, 0, m_dimensions.x, m_dimensions.y));
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Renderer::SetShader(m_bloomFinalShader);
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Renderer::SetTexture(0, m_bloomTextures[1]);
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Renderer::SetTexture(1, m_workTextures[secondWorkTexture]);
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Renderer::DrawFullscreenQuad();
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return true;
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}
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/*!
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* \brief Resizes the texture sizes
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* \return true If successful
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*
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* \param dimensions Dimensions for the compute texture
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*/
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bool DeferredBloomPass::Resize(const Vector2ui& dimensions)
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{
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DeferredRenderPass::Resize(dimensions);
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m_bloomRTT.Create(true);
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for (unsigned int i = 0; i < 2; ++i)
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{
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m_bloomTextures[i]->Create(ImageType_2D, PixelFormatType_RGBA8, dimensions.x / 8, dimensions.y / 8);
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m_bloomRTT.AttachTexture(AttachmentPoint_Color, i, m_bloomTextures[i]);
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}
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m_bloomRTT.Unlock();
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if (!m_bloomRTT.IsComplete())
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{
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NazaraError("Incomplete RTT");
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return false;
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}
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return true;
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}
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/*!
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* \brief Sets the number of pass for blur
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*
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* \param passCount Number of pass for blur
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*/
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void DeferredBloomPass::SetBlurPassCount(unsigned int passCount)
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{
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m_blurPassCount = passCount; // N'est pas une uniforme
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}
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/*!
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* \brief Sets the coefficiant for luminosity
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*
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* \param luminance Luminosity of bright elements
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*/
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void DeferredBloomPass::SetBrightLuminance(float luminance)
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{
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m_brightLuminance = luminance;
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m_uniformUpdated = false;
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}
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/*!
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* \brief Sets the coefficiant for the middle grey
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*
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* \param middleGrey Luminosity of grey elements
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*/
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void DeferredBloomPass::SetBrightMiddleGrey(float middleGrey)
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{
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m_brightMiddleGrey = middleGrey;
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m_uniformUpdated = false;
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}
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/*!
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* \brief Sets the coefficiant for things to be bright
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*
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* \param threshold Threshold for bright elements
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*/
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void DeferredBloomPass::SetBrightThreshold(float threshold)
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{
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m_brightThreshold = threshold;
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m_uniformUpdated = false;
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}
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}
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