216 lines
6.0 KiB
C++
216 lines
6.0 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/DeferredDOFPass.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/RenderTexture.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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namespace
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{
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/*!
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* \brief Builds the shader for the depth of field
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* \return Reference to the shader newly created
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*/
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// http://digitalerr0r.wordpress.com/2009/05/16/xna-shader-programming-tutorial-20-depth-of-field/
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ShaderRef BuildDepthOfFieldShader()
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{
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const char* fragmentSource =
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"#version 140\n"
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"out vec4 RenderTarget0;\n"
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"uniform sampler2D BlurTexture;\n"
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"uniform sampler2D ColorTexture;\n"
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"uniform sampler2D GBuffer1;\n"
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"uniform vec2 InvTargetSize;" "\n"
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"float Distance = 30.0;\n"
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"float Range = 10.0;\n"
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"float Near = 0.1;\n"
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"float Far = (1000.0) / (1000.0 - 0.1);\n"
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//"float Far = 50.0;\n"
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"void main()\n"
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"{\n"
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"vec2 texCoord = gl_FragCoord.xy * InvTargetSize;\n"
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"// Get our original pixel from ColorMap\n"
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"vec3 color = textureLod(ColorTexture, texCoord, 0.0).rgb;\n"
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"// Get our bloom pixel from bloom texture\n"
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"vec3 blur = textureLod(BlurTexture, texCoord, 0.0).rgb;\n"
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"float depth = textureLod(GBuffer1, texCoord, 0.0).w;\n"
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"depth = (2.0 * 0.1) / (1000.0 + 0.1 - depth * (1000.0 - 0.1));"
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"depth = 1.0 - depth;\n"
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"float fSceneZ = ( -Near * Far ) / ( depth - Far);\n"
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"float blurFactor = clamp(abs(fSceneZ - Distance)/Range, 0.0, 1.0);\n"
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"RenderTarget0 = vec4(mix(color, blur, blurFactor), 1.0);\n"
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"}\n";
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const char* vertexSource =
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"#version 140\n"
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"in vec3 VertexPosition;\n"
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"void main()\n"
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"{\n"
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"\t" "gl_Position = vec4(VertexPosition, 1.0);" "\n"
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"}\n";
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///TODO: Remplacer ça par des ShaderNode
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ShaderRef shader = Shader::New();
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if (!shader->Create())
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{
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NazaraError("Failed to load create shader");
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return nullptr;
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}
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if (!shader->AttachStageFromSource(ShaderStageType_Fragment, fragmentSource))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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}
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if (!shader->AttachStageFromSource(ShaderStageType_Vertex, vertexSource))
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{
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NazaraError("Failed to load vertex shader");
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return nullptr;
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}
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if (!shader->Link())
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{
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NazaraError("Failed to link shader");
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return nullptr;
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}
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return shader;
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}
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}
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/*!
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* \ingroup graphics
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* \class Nz::DeferredDOFPass
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* \brief Graphics class that represents the pass for depth of field in deferred rendering
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*/
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/*!
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* \brief Constructs a DeferredDOFPass object by default
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*/
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DeferredDOFPass::DeferredDOFPass()
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{
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m_dofShader = BuildDepthOfFieldShader();
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m_dofShader->SendInteger(m_dofShader->GetUniformLocation("ColorTexture"), 0);
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m_dofShader->SendInteger(m_dofShader->GetUniformLocation("BlurTexture"), 1);
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m_dofShader->SendInteger(m_dofShader->GetUniformLocation("GBuffer1"), 2);
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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_dofTextures[i] = Texture::New();
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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_pointSampler.SetAnisotropyLevel(1);
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m_pointSampler.SetFilterMode(SamplerFilter_Nearest);
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m_pointSampler.SetWrapMode(SamplerWrap_Clamp);
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m_states.depthBuffer = false;
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}
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DeferredDOFPass::~DeferredDOFPass() = default;
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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 DeferredDOFPass::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::SetTextureSampler(0, m_pointSampler);
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Renderer::SetTextureSampler(1, m_bilinearSampler);
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Renderer::SetTextureSampler(2, m_pointSampler);
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Renderer::SetTarget(&m_dofRTT);
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Renderer::SetViewport(Recti(0, 0, m_dimensions.x/4, m_dimensions.y/4));
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Renderer::SetShader(m_gaussianBlurShader);
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const unsigned int dofBlurPass = 2;
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for (unsigned int i = 0; i < dofBlurPass; ++i)
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{
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m_dofRTT.SetColorTarget(0); // dofTextureA
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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[secondWorkTexture] : static_cast<const Texture*>(m_dofTextures[1]));
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Renderer::DrawFullscreenQuad();
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m_dofRTT.SetColorTarget(1); // dofTextureB
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m_gaussianBlurShader->SendVector(m_gaussianBlurShaderFilterLocation, Vector2f(0.f, 1.f));
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Renderer::SetTexture(0, m_dofTextures[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_dofShader);
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Renderer::SetTexture(0, m_workTextures[secondWorkTexture]);
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Renderer::SetTexture(1, m_dofTextures[1]);
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Renderer::SetTexture(2, m_GBuffer[1]);
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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 DeferredDOFPass::Resize(const Vector2ui& dimensions)
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{
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DeferredRenderPass::Resize(dimensions);
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m_dofRTT.Create(true);
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for (unsigned int i = 0; i < 2; ++i)
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{
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m_dofTextures[i]->Create(ImageType_2D, PixelFormatType_RGBA8, dimensions.x/4, dimensions.y/4);
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m_dofRTT.AttachTexture(AttachmentPoint_Color, i, m_dofTextures[i]);
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}
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m_dofRTT.Unlock();
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if (!m_dofRTT.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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