Removed some now-unused code
This commit is contained in:
parent
1d66085483
commit
f1d7935421
14 changed files with 0 additions and 787 deletions
7
Makefile
7
Makefile
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@ -37,14 +37,7 @@ COMMON = \
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DEMO = \
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main.cc \
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\
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demo.cc \
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\
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raymarcher.cc \
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bloom.cc \
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dof.cc \
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combine.cc \
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fxaa.cc \
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# END DEMO
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PARSERCHECK = \
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127
bloom.cc
127
bloom.cc
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@ -1,127 +0,0 @@
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#include "externals.hh"
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#include "bloom.hh"
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#include "profiling.hh"
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#include "globals.hh"
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#include "odbg.hh"
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namespace {
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static char const* const Name_( "BLOOOOM!" );
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}
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#define PSTART() Globals::Profiler( ).start( Name_ )
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#define PEND() do { glFinish( ); Globals::Profiler( ).end( Name_ ); } while ( 0 )
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T_BloomPass::T_BloomPass(
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__rw__ T_Texture& input )
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: input_( input ) ,
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//
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txBlur0_( input.width( ) , input.height( ) , E_TexType::RGB16F , BloomLevels ) ,
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txBlur1_( input.width( ) , input.height( ) , E_TexType::RGB16F , BloomLevels ) ,
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//
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filterParams_{ 1.6 , 1.2 , .95 } ,
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blurWeights_{ 0.324 , 0.232 , 0.0855 , 0.0205 } ,
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blurSize_{ 1.3 }
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{
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txBlur0_.wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
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txBlur1_.wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
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Globals::ODbg( ).registerTexture( txBlur0_ , E_ODbgMode::HDR , "Bloom" );
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for ( auto i = 0u ; i < BloomLevels ; i ++ ) {
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rtBlur0_.add( T_RendertargetSetup( ).add( txBlur0_ , i ).create( ) );
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rtBlur1_.add( T_RendertargetSetup( ).add( txBlur1_ , i ).create( ) );
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}
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auto& sm( Globals::Shaders( ) );
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spHighpass_ = sm.pipeline({ "fullscreen.v.glsl" , "bloom-highpass.f.glsl" });
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spDownsample_ = sm.pipeline({ "fullscreen.v.glsl" , "downsample.f.glsl" });
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spBlur_ = sm.pipeline({ "fullscreen.v.glsl" , "blur-pass.f.glsl" });
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}
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void T_BloomPass::render( )
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{
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if ( !( spHighpass_.valid( ) && spBlur_.valid( ) && spDownsample_.valid( ) ) ) {
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return;
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}
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PSTART( );
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auto& tm( Globals::Textures( ) );
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{
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rtBlur0_[ 0 ].activate( );
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const auto hpf( spHighpass_.program( E_ShaderType::FRAGMENT ) );
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enum {
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U_TEXTURE = 0 ,
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U_LOD = 1 ,
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U_INPUT_SIZE = 2 ,
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U_PARAMS = 3 ,
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};
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tm.bind( 0 , input_ );
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spHighpass_.enable( );
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glProgramUniform1i( hpf , U_TEXTURE , 0 );
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glProgramUniform1i( hpf , U_LOD , 0 );
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glProgramUniform2f( hpf , U_INPUT_SIZE ,
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input_.width( ) ,
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input_.height( ) );
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glProgramUniform3fv( hpf , U_PARAMS , 1 , filterParams_ );
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glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
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}
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enum {
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U_TEXTURE = 0 ,
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U_OUTPUT_SIZE = 1 ,
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U_SOURCE_LOD = 2 ,
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U_DIRECTION = 3 ,
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U_WEIGHTS = 4 ,
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};
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const auto dsf( spDownsample_.program( E_ShaderType::FRAGMENT ) );
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const auto bpf( spBlur_.program( E_ShaderType::FRAGMENT ) );
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glProgramUniform1i( dsf , 0 , 0 );
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glProgramUniform4fv( bpf , U_WEIGHTS , 1 , blurWeights_ );
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glProgramUniform1i( bpf , U_TEXTURE , 0 );
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for ( auto i = 0u ; i < BloomLevels ; i ++ ) {
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if ( i > 0 ) {
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spDownsample_.enable( );
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rtBlur0_[ i ].activate( );
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tm.bind( 0 , txBlur0_ );
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glProgramUniform2f( dsf , 1 , txBlur0_.width( ) >> i ,
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txBlur0_.height( ) >> i );
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glProgramUniform1i( dsf , 2 , i - 1 );
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glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
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}
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spBlur_.enable( );
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glProgramUniform2f( bpf , U_OUTPUT_SIZE , rtBlur0_[ i ].width( ) ,
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rtBlur0_[ i ].height( ) );
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glProgramUniform1i( bpf , U_SOURCE_LOD , i );
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rtBlur1_[ i ].activate( );
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glProgramUniform2f( bpf , U_DIRECTION , blurSize_ , 0 );
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tm.bind( 0 , txBlur0_ );
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glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
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rtBlur0_[ i ].activate( );
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glProgramUniform2f( bpf , U_DIRECTION , 0 , blurSize_ );
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tm.bind( 0 , txBlur1_ );
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glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
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}
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PEND( );
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}
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void T_BloomPass::makeUI( )
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{
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if ( !ImGui::CollapsingHeader( "Bloom" ) ) {
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return;
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}
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ImGui::DragFloat3( "Filter" , filterParams_ , .01f , 0.1 , 10 );
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ImGui::DragFloat4( "Weights" , blurWeights_ , .001f , 0. , 10 );
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ImGui::DragFloat( "Blur size" , &blurSize_ , .001f , 0. , 10 );
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}
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39
bloom.hh
39
bloom.hh
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@ -1,39 +0,0 @@
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#pragma once
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#ifndef REAL_BUILD
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# include "externals.hh"
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#endif
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#include "rendertarget.hh"
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#include "shaders.hh"
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struct T_BloomPass
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{
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static constexpr uint32_t BloomLevels = 6;
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T_BloomPass( ) = delete;
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T_BloomPass( T_BloomPass const& ) = delete;
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T_BloomPass( T_BloomPass&& ) = delete;
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T_BloomPass( __rw__ T_Texture& input );
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void render( );
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void makeUI( );
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T_Texture& output( ) { return txBlur0_; }
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private:
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T_Texture& input_;
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T_ShaderPipeline spHighpass_;
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T_ShaderPipeline spDownsample_;
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T_ShaderPipeline spBlur_;
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T_TextureSampler sampler_;
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T_Texture txBlur0_ , txBlur1_;
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T_AutoArray< T_Rendertarget , BloomLevels > rtBlur0_ , rtBlur1_;
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float filterParams_[ 3 ];
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float blurWeights_[ 4 ];
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float blurSize_;
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};
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114
combine.cc
114
combine.cc
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@ -1,114 +0,0 @@
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#include "externals.hh"
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#include "combine.hh"
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#include "bloom.hh"
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#include "profiling.hh"
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#include "odbg.hh"
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#include "globals.hh"
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namespace {
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static char const* const Name_( "Combine" );
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}
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#define PSTART() Globals::Profiler( ).start( Name_ )
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#define PEND() do { glFinish( ); Globals::Profiler( ).end( Name_ ); } while ( 0 )
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T_CombinePass::T_CombinePass(
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T_Texture& image ,
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T_Texture& bloom )
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: txImage_( image ) , txBloom_( bloom ) ,
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txOutput_( image.width( ) , image.height( ) , E_TexType::RGBA8 ) ,
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rtOutput_( T_RendertargetSetup( ).add( txOutput_ ).create( ) ) ,
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bloomStrength_( 0.45 ) ,
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bloomAttenuation_( 0.3 ) ,
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vignette_{
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1 , 8 , .5 , 1 , 0 , 1
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} ,
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cgLift_{ 0 , 0 , 0 } ,
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cgGain_{ 1 , 1 , 1 } ,
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cgGamma_{ 0 , 0 , 0 }
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{
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Globals::ODbg( ).registerTexture( txOutput_ , E_ODbgMode::LDR_ALPHA , "Combined" );
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program_ = Globals::Shaders( ).pipeline({
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"fullscreen.v.glsl" , "combine.f.glsl" });
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}
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void T_CombinePass::render( )
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{
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PSTART( );
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rtOutput_.activate( );
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glClearColor( 1 , 0 , 1 , .413f );
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glClear( GL_COLOR_BUFFER_BIT );
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if ( program_.valid( ) ) {
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enum {
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U_MAIN_INPUT ,
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U_BLOOM_INPUT ,
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U_OUTPUT_SIZE ,
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U_BLOOM_PARAMETERS ,
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U_VIGNETTE_PARAMETERS_1 ,
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U_VIGNETTE_PARAMETERS_2 ,
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U_CG_LIFT ,
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U_CG_GAIN ,
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U_CG_GAMMA ,
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};
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auto& tm( Globals::Textures( ) );
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tm.bind( 0 , txImage_ );
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tm.bind( 1 , txBloom_ );
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const auto id( program_.program( E_ShaderType::FRAGMENT ) );
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program_.enable( );
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glProgramUniform1i( id , U_MAIN_INPUT , 0 );
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glProgramUniform1i( id , U_BLOOM_INPUT , 1 );
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glProgramUniform2f( id , U_OUTPUT_SIZE ,
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txImage_.width( ) , txImage_.height( ) );
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glProgramUniform2f( id , U_BLOOM_PARAMETERS ,
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bloomStrength_ , bloomAttenuation_ );
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glProgramUniform4fv( id , U_VIGNETTE_PARAMETERS_1 , 1 ,
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vignette_ );
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glProgramUniform2fv( id , U_VIGNETTE_PARAMETERS_2 , 1 ,
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vignette_ + 4 );
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glProgramUniform3fv( id , U_CG_LIFT , 1 , cgLift_ );
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glProgramUniform3fv( id , U_CG_GAIN , 1 , cgGain_ );
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glProgramUniform3fv( id , U_CG_GAMMA , 1 , cgGamma_ );
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glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
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}
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PEND( );
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}
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void T_CombinePass::makeUI( )
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{
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using namespace ImGui;
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if ( !CollapsingHeader( "Combine" ) ) {
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return;
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}
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if ( TreeNode( "combine-bloom" , "Bloom" ) ) {
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DragFloat( "Strength" , &bloomStrength_ , .001f , 0. , 10 );
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DragFloat( "Attenuation" , &bloomAttenuation_ , .001f , 0. , 1 );
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TreePop( );
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}
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if ( TreeNode( "Vignette" ) ) {
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DragFloat( "Shape mult." , &vignette_[ 0 ] , .01f , 0.5 , 20 );
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DragFloat( "Shape power" , &vignette_[ 1 ] , .01f , .5 , 50 );
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DragFloat( "Aspect ratio" , &vignette_[ 2 ] , .001f , 0 , 1 );
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DragFloat( "Shape reverse" , &vignette_[ 3 ] , .001f , .2 , 5 );
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DragFloat( "Apply base" , &vignette_[ 4 ] , .001f , 0 , 1 );
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DragFloat( "Apply max" , &vignette_[ 5 ] , .001f , 0 , 1 );
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TreePop( );
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}
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if ( TreeNode( "Color grading" ) ) {
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DragFloat( "Lift / R" , &cgLift_[ 0 ] , .0001f , -1 , 1 );
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DragFloat( "Lift / G" , &cgLift_[ 1 ] , .0001f , -1 , 1 );
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DragFloat( "Lift / B" , &cgLift_[ 2 ] , .0001f , -1 , 1 );
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DragFloat( "Gain / R" , &cgGain_[ 0 ] , .001f , 0 , 2 );
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DragFloat( "Gain / G" , &cgGain_[ 1 ] , .001f , 0 , 2 );
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DragFloat( "Gain / B" , &cgGain_[ 2 ] , .001f , 0 , 2 );
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DragFloat( "Gamma / R" , &cgGamma_[ 0 ] , .001f , -2 , 10 );
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DragFloat( "Gamma / G" , &cgGamma_[ 1 ] , .001f , -2 , 10 );
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DragFloat( "Gamma / B" , &cgGamma_[ 2 ] , .001f , -2 , 10 );
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TreePop( );
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}
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}
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40
combine.hh
40
combine.hh
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@ -1,40 +0,0 @@
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#pragma once
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#include "rendertarget.hh"
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#include "shaders.hh"
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struct T_CombinePass
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{
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T_CombinePass( ) = delete;
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T_CombinePass( T_CombinePass const& ) = delete;
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T_CombinePass( T_CombinePass&& ) = delete;
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T_CombinePass( T_Texture& image ,
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T_Texture& bloom );
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void render( );
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void makeUI( );
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T_Texture& output( )
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{ return txOutput_; }
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private:
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T_Texture& txImage_;
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T_Texture& txBloom_;
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T_Texture txOutput_;
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T_Rendertarget rtOutput_;
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T_ShaderPipeline program_;
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float bloomStrength_;
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float bloomAttenuation_;
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float vignette_[ 6 ];
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float cgLift_[ 3 ];
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float cgGain_[ 3 ];
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float cgGamma_[ 3 ];
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};
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58
demo.cc
58
demo.cc
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@ -15,28 +15,6 @@ T_Demo::T_Demo( const uint32_t width ,
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bool T_Demo::initialise( )
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{
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#if 0
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raymarcher = std::make_unique< T_Raymarcher >(
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width , height );
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dof = std::make_unique< T_DoFPass >(
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raymarcher->output( ) , raymarcher->depth( ) );
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bloom = std::make_unique< T_BloomPass >(
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raymarcher->output( ) );
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combine = std::make_unique< T_CombinePass >(
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dof->output( ) , bloom->output( ) );
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fxaa = std::make_unique< T_FXAAPass >(
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combine->output( ) );
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Globals::Sync( ).clearInputs( );
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// XXX should come from program
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Globals::Sync( ).addInput( "dof-sharp-distance" , 15 );
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Globals::Sync( ).addInput( "dof-sharp-range" , 5 );
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Globals::Sync( ).addInput( "dof-falloff" , 10 );
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Globals::Sync( ).addInput( "dof-max-blur" , 16 );
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Globals::Sync( ).addInput( "dof-samples" , 16 );
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Globals::Sync( ).updateCurveCaches( );
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#endif
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if ( !program ) {
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loadProgram( );
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}
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@ -44,28 +22,6 @@ bool T_Demo::initialise( )
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return true;
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}
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void T_Demo::makeUI( )
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{
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auto const& dspSize( ImGui::GetIO( ).DisplaySize );
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ImGui::SetNextWindowSize( ImVec2( 300 , dspSize.y - 300 ) ,
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ImGuiSetCond_Once );
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ImGui::SetNextWindowPos( ImVec2( 0 , 150 ) ,
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ImGuiSetCond_Once );
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ImGui::Begin( "Demo controls" );
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#if 0
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raymarcher->makeUI( );
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dof->makeUI( );
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bloom->makeUI( );
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combine->makeUI( );
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fxaa->makeUI( );
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#else
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ImGui::Text( "lol, gtfo" );
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#endif
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ImGui::End( );
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}
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void T_Demo::render( )
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{
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if ( program && !context ) {
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@ -91,14 +47,6 @@ void T_Demo::render( )
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context->aborted = true;
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}
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}
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#if 0
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raymarcher->render( );
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dof->render( );
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bloom->render( );
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combine->render( );
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fxaa->render( );
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#endif
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}
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void T_Demo::handleDND(
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@ -108,9 +56,6 @@ void T_Demo::handleDND(
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const bool lmb // Left mouse button
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)
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{
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#if 0
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raymarcher->camera( ).handleDND( move , hasCtrl , hasShift , lmb );
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#endif
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}
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void T_Demo::handleWheel(
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@ -119,9 +64,6 @@ void T_Demo::handleWheel(
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const bool hasShift
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)
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{
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#if 0
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raymarcher->camera( ).handleWheel( wheel , hasCtrl , hasShift );
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#endif
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}
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namespace {
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8
demo.hh
8
demo.hh
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@ -24,7 +24,6 @@ struct T_Demo
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const uint32_t height );
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bool initialise( );
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void makeUI( );
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void render( );
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bool loadProgram( );
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@ -49,13 +48,6 @@ struct T_Demo
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bool playing = false;
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#if 0
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std::unique_ptr< T_Raymarcher > raymarcher;
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std::unique_ptr< T_DoFPass > dof;
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std::unique_ptr< T_BloomPass > bloom;
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std::unique_ptr< T_CombinePass > combine;
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std::unique_ptr< T_FXAAPass > fxaa;
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#endif
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T_OwnPtr< ops::T_OpProgram > program;
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T_OwnPtr< ops::T_OpContext > context;
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134
dof.cc
134
dof.cc
|
@ -1,134 +0,0 @@
|
|||
#include "externals.hh"
|
||||
#include "dof.hh"
|
||||
#include "profiling.hh"
|
||||
#include "globals.hh"
|
||||
#include "odbg.hh"
|
||||
#include "sync.hh"
|
||||
|
||||
|
||||
namespace {
|
||||
static char const* const Name_( "DoF" );
|
||||
}
|
||||
|
||||
#define PSTART() Globals::Profiler( ).start( Name_ )
|
||||
#define PEND() do { glFinish( ); Globals::Profiler( ).end( Name_ ); } while ( 0 )
|
||||
|
||||
|
||||
T_DoFPass::T_DoFPass(
|
||||
__rw__ T_Texture& imageInput ,
|
||||
__rw__ T_Texture& depthInput )
|
||||
: imageInput_( imageInput ) , depthInput_( depthInput ) ,
|
||||
txPass1_( imageInput.width( ) , imageInput.height( ) ,
|
||||
E_TexType::RGB16F ) ,
|
||||
txOutput_( imageInput.width( ) , imageInput.height( ) ,
|
||||
E_TexType::RGB16F ) ,
|
||||
rtPass1_( T_RendertargetSetup( ).add( txPass1_ ).create( ) ) ,
|
||||
rtPass2_( T_RendertargetSetup( ).add( txOutput_ ).create( ) )
|
||||
{
|
||||
txPass1_.wrap( E_TexWrap::CLAMP_EDGE );
|
||||
|
||||
Globals::ODbg( ).registerTexture( txPass1_ , E_ODbgMode::HDR , "DoF 1st pass" );
|
||||
Globals::ODbg( ).registerTexture( txOutput_ , E_ODbgMode::HDR , "DoF output" );
|
||||
|
||||
spPass1_ = Globals::Shaders( ).pipeline({
|
||||
"fullscreen.v.glsl" , "dof-pass1.f.glsl" });
|
||||
spPass2_ = Globals::Shaders( ).pipeline({
|
||||
"fullscreen.v.glsl" , "dof-pass2.f.glsl" });
|
||||
}
|
||||
|
||||
void T_DoFPass::render( )
|
||||
{
|
||||
PSTART( );
|
||||
enum {
|
||||
U_INPUT = 0 ,
|
||||
U_DEPTH = 1 ,
|
||||
U_PARAMS = 2 ,
|
||||
U_SAMPLES = 3 ,
|
||||
U_RES_TIME = 4
|
||||
};
|
||||
|
||||
using namespace cops;
|
||||
auto& tm( Globals::Textures( ) );
|
||||
const auto idPass1( spPass1_.program( E_ShaderType::FRAGMENT ) );
|
||||
const auto idPass2( spPass2_.program( E_ShaderType::FRAGMENT ) );
|
||||
const auto idSampler( tm.sampler( "linear-edge" )->id( ) );
|
||||
T_Program program;
|
||||
program.function( "SetDofUniforms" , 1 )
|
||||
<< OPLoadVariable( "height" )
|
||||
<< OPLoadVariable( "width" )
|
||||
<< OPLoadConstant( 0 )
|
||||
<< OPLoadConstant( 0 )
|
||||
<< OPLoadVariable( "time" )
|
||||
<< OPLoadVariable( "height" )
|
||||
<< OPLoadVariable( "width" )
|
||||
<< OPLoadConstant( U_RES_TIME )
|
||||
<< OPDup( 8 )
|
||||
<< OPLoadInput( "dof-samples" )
|
||||
<< OPLoadConstant( U_SAMPLES )
|
||||
<< OPDup( 11 )
|
||||
<< OPLoadInput( "dof-max-blur" )
|
||||
<< OPLoadInput( "dof-falloff" )
|
||||
<< OPLoadInput( "dof-sharp-range" )
|
||||
<< OPLoadInput( "dof-sharp-distance" )
|
||||
<< OPLoadConstant( U_PARAMS )
|
||||
<< OPDup( 17 )
|
||||
<< OPLoadConstant( 1 )
|
||||
<< OPLoadConstant( U_DEPTH )
|
||||
<< OPDup( 20 )
|
||||
<< OPLoadConstant( 0 )
|
||||
<< OPLoadConstant( U_INPUT )
|
||||
<< OPDup( 23 )
|
||||
<< OPSetUniform( 1 , true )
|
||||
<< OPSetUniform( 1 , true )
|
||||
<< OPSetUniform( 4 , false )
|
||||
<< OPSetUniform( 1 , false )
|
||||
<< OPSetUniform( 3 , false )
|
||||
<< OPSetViewport( )
|
||||
;
|
||||
|
||||
program.main
|
||||
// First pass
|
||||
<< OPLoadConstant( idPass1 )
|
||||
<< OPCall( "SetDofUniforms" )
|
||||
<< OPUseTexture( 0 , imageInput_.id( ) , idSampler )
|
||||
<< OPUseTexture( 1 , depthInput_.id( ) , idSampler )
|
||||
<< OPUsePipeline( spPass1_.id( ) )
|
||||
<< OPUseFramebuffer( rtPass1_.id( ) )
|
||||
<< OPFullscreen( )
|
||||
// Second pass
|
||||
<< OPLoadConstant( idPass2 )
|
||||
<< OPCall( "SetDofUniforms" )
|
||||
<< OPUseTexture( 0 , txPass1_.id( ) , idSampler )
|
||||
<< OPUsePipeline( spPass2_.id( ) )
|
||||
<< OPUseFramebuffer( rtPass2_.id( ) )
|
||||
<< OPFullscreen( )
|
||||
;
|
||||
|
||||
GL_CHECK( {
|
||||
printf( "GL fail in DoF" );
|
||||
} );
|
||||
|
||||
T_Context ctx;
|
||||
ctx.store( "time" , Globals::Sync( ).time( ) );
|
||||
ctx.store( "width" , imageInput_.width( ) );
|
||||
ctx.store( "height" , imageInput_.height( ) );
|
||||
program.execute( ctx );
|
||||
|
||||
PEND( );
|
||||
}
|
||||
|
||||
void T_DoFPass::makeUI( )
|
||||
{
|
||||
#if 0
|
||||
if ( !ImGui::CollapsingHeader( "Depth of field" ) ) {
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui::DragFloat( "Sharp distance" , filterParams_ , .25 , 0.25 , 1000 );
|
||||
ImGui::DragFloat( "Sharp range" , &filterParams_[ 1 ] , .1 , 0.1 , 100 );
|
||||
ImGui::DragFloat( "Blur falloff" , &filterParams_[ 2 ] , .5 , 0.5 , 1000 );
|
||||
ImGui::DragFloat( "Max blur" , &filterParams_[ 3 ] , .1 , .1 , 100 );
|
||||
|
||||
ImGui::DragInt( "Samples" , &nSamples_ , .2 , 1 , 32 );
|
||||
#endif
|
||||
}
|
34
dof.hh
34
dof.hh
|
@ -1,34 +0,0 @@
|
|||
#pragma once
|
||||
#include "rendertarget.hh"
|
||||
#include "shaders.hh"
|
||||
#include "control.hh"
|
||||
|
||||
|
||||
struct T_SyncData;
|
||||
|
||||
|
||||
struct T_DoFPass
|
||||
{
|
||||
T_DoFPass( ) = delete;
|
||||
T_DoFPass( T_DoFPass const& ) = delete;
|
||||
T_DoFPass( T_DoFPass&& ) = delete;
|
||||
|
||||
T_DoFPass( __rw__ T_Texture& imageInput ,
|
||||
__rw__ T_Texture& depthInput );
|
||||
|
||||
void render( );
|
||||
void makeUI( );
|
||||
|
||||
T_Texture& output( ) { return txOutput_; }
|
||||
|
||||
private:
|
||||
T_Texture& imageInput_;
|
||||
T_Texture& depthInput_;
|
||||
|
||||
T_ShaderPipeline spPass1_;
|
||||
T_ShaderPipeline spPass2_;
|
||||
|
||||
T_Texture txPass1_ , txOutput_;
|
||||
T_Rendertarget rtPass1_ , rtPass2_;
|
||||
};
|
||||
|
61
fxaa.cc
61
fxaa.cc
|
@ -1,61 +0,0 @@
|
|||
#include "externals.hh"
|
||||
#include "fxaa.hh"
|
||||
#include "profiling.hh"
|
||||
#include "globals.hh"
|
||||
|
||||
namespace {
|
||||
static char const* const Name_( "FXAA" );
|
||||
}
|
||||
|
||||
#define PSTART() Globals::Profiler( ).start( Name_ )
|
||||
#define PEND() do { glFinish( ); Globals::Profiler( ).end( Name_ ); } while ( 0 )
|
||||
|
||||
|
||||
T_FXAAPass::T_FXAAPass(
|
||||
__rw__ T_Texture& input )
|
||||
: txInput_( input ) ,
|
||||
parameters_{ .5 , .166 , .0833 }
|
||||
{
|
||||
program_ = Globals::Shaders( ).pipeline({
|
||||
"fullscreen.v.glsl" , "fxaa.f.glsl" });
|
||||
}
|
||||
|
||||
void T_FXAAPass::render( )
|
||||
{
|
||||
PSTART( );
|
||||
T_Rendertarget::MainOutput( );
|
||||
glClearColor( 1 , 0 , 1 , 1 );
|
||||
glClear( GL_COLOR_BUFFER_BIT );
|
||||
if ( program_.valid( ) ) {
|
||||
enum {
|
||||
U_INPUT ,
|
||||
U_RESOLUTION ,
|
||||
U_PARAMETERS ,
|
||||
};
|
||||
auto& tm( Globals::Textures( ) );
|
||||
tm.bind( 0 , txInput_ , *tm.sampler( "linear-border" ) );
|
||||
|
||||
const auto id( program_.program( E_ShaderType::FRAGMENT ) );
|
||||
program_.enable( );
|
||||
glProgramUniform1i( id , U_INPUT , 0 );
|
||||
glProgramUniform2f( id , U_RESOLUTION ,
|
||||
txInput_.width( ) , txInput_.height( ) );
|
||||
glProgramUniform3fv( id , U_PARAMETERS , 1 , parameters_ );
|
||||
|
||||
glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
|
||||
}
|
||||
PEND( );
|
||||
}
|
||||
|
||||
void T_FXAAPass::makeUI( )
|
||||
{
|
||||
using namespace ImGui;
|
||||
if ( !CollapsingHeader( "FXAA" ) ) {
|
||||
return;
|
||||
}
|
||||
|
||||
DragFloat( "Sub-pixel q." , ¶meters_[ 0 ] , .001f , 0 , 1 );
|
||||
DragFloat( "Edge threshold" , ¶meters_[ 1 ] , .0001f , .063 , .333 );
|
||||
DragFloat( "Edge threshold min" , ¶meters_[ 2 ] , .0001f , .0312 , .0833 );
|
||||
}
|
||||
|
22
fxaa.hh
22
fxaa.hh
|
@ -1,22 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include "rendertarget.hh"
|
||||
#include "shaders.hh"
|
||||
|
||||
|
||||
struct T_FXAAPass
|
||||
{
|
||||
T_FXAAPass( ) = delete;
|
||||
T_FXAAPass( T_FXAAPass const& ) = delete;
|
||||
T_FXAAPass( T_FXAAPass&& ) = delete;
|
||||
|
||||
T_FXAAPass( __rw__ T_Texture& input );
|
||||
|
||||
void render( );
|
||||
void makeUI( );
|
||||
|
||||
private:
|
||||
T_Texture& txInput_;
|
||||
T_ShaderPipeline program_;
|
||||
float parameters_[ 3 ];
|
||||
};
|
6
main.cc
6
main.cc
|
@ -32,7 +32,6 @@ struct T_Main
|
|||
uint32_t stopResize = 0;
|
||||
ImVec2 prevSize;
|
||||
|
||||
bool demoCtrl_ = false;
|
||||
T_Optional< T_Demo > demo;
|
||||
|
||||
void initDemo( );
|
||||
|
@ -179,7 +178,6 @@ void T_Main::makeUI( )
|
|||
ImGui::SetNextWindowPos( ImVec2( ) , ImGuiSetCond_Once );
|
||||
ImGui::Begin( "Tools" );
|
||||
|
||||
ImGui::Checkbox( "Demo controls" , &demoCtrl_ );
|
||||
ImGui::Checkbox( "Output debugger" , &Globals::ODbg( ).uiEnabled( ) );
|
||||
ImGui::Checkbox( "Profiler" , &Globals::Profiler( ).uiEnabled( ) );
|
||||
ImGui::Checkbox( "Shaders" , &Globals::Shaders( ).uiEnabled( ) );
|
||||
|
@ -201,10 +199,6 @@ void T_Main::makeUI( )
|
|||
|
||||
ImGui::End( );
|
||||
|
||||
if ( demo && demoCtrl_ ) {
|
||||
demo->makeUI( );
|
||||
}
|
||||
|
||||
Globals::Profiler( ).makeUI( );
|
||||
Globals::ODbg( ).makeUI( );
|
||||
Globals::Shaders( ).makeUI( );
|
||||
|
|
|
@ -1,94 +0,0 @@
|
|||
#include "externals.hh"
|
||||
#include "raymarcher.hh"
|
||||
#include "profiling.hh"
|
||||
#include "globals.hh"
|
||||
#include "odbg.hh"
|
||||
|
||||
|
||||
namespace {
|
||||
static char const* const Name_( "Raymarcher" );
|
||||
}
|
||||
|
||||
#define PSTART() Globals::Profiler( ).start( Name_ )
|
||||
#define PEND() do { glFinish( ); Globals::Profiler( ).end( Name_ ); } while ( 0 )
|
||||
|
||||
|
||||
T_Raymarcher::T_Raymarcher(
|
||||
__rd__ const uint32_t width ,
|
||||
__rd__ const uint32_t height )
|
||||
: camera_( ) ,
|
||||
txOutput_( width , height , E_TexType::RGB16F ) ,
|
||||
txDepth_( width , height , E_TexType::R16F ) ,
|
||||
rtOutput_( T_RendertargetSetup( )
|
||||
.add( txOutput_ )
|
||||
.add( txDepth_ )
|
||||
.create( ) )
|
||||
{
|
||||
Globals::ODbg( ).registerTexture( txOutput_ , E_ODbgMode::HDR , "Raymarched image" );
|
||||
Globals::ODbg( ).registerTexture( txDepth_ , E_ODbgMode::DEPTH , "Raymarched distance" );
|
||||
program_ = Globals::Shaders( ).pipeline({
|
||||
"fullscreen.v.glsl" , "scene.f.glsl" });
|
||||
}
|
||||
|
||||
|
||||
void T_Raymarcher::render( )
|
||||
{
|
||||
if ( !rtOutput_.activate( ) || !program_.valid( ) ) {
|
||||
glClearColor( 0 , 0 , 0 , 1 );
|
||||
glClear( GL_COLOR_BUFFER_BIT );
|
||||
return;
|
||||
}
|
||||
|
||||
PSTART( );
|
||||
program_.enable( );
|
||||
|
||||
glClearColor( 0 , 0 , 0 , 1 );
|
||||
glClear( GL_COLOR_BUFFER_BIT );
|
||||
enum {
|
||||
U_TIME = 0 ,
|
||||
U_RESOLUTION = 1 ,
|
||||
U_CAM_POS = 2 ,
|
||||
U_LOOK_AT = 3 ,
|
||||
U_CAM_UP = 4 ,
|
||||
U_NEAR_PLANE = 5 ,
|
||||
U_RAYMARCHER = 6 ,
|
||||
U_FOG = 7 ,
|
||||
U_CORRECTION = 8
|
||||
};
|
||||
|
||||
const auto id( program_.program( E_ShaderType::FRAGMENT ) );
|
||||
glProgramUniform1f( id , U_TIME , 0 );
|
||||
glProgramUniform2f( id , U_RESOLUTION , rtOutput_.width( ) , rtOutput_.height( ) );
|
||||
|
||||
glProgramUniform3fv( id , U_CAM_POS , 1 , &camera_.pos.x );
|
||||
glProgramUniform3fv( id , U_LOOK_AT , 1 , &camera_.lookAt.x );
|
||||
glProgramUniform3fv( id , U_CAM_UP , 1 , &camera_.up.x );
|
||||
glProgramUniform1f( id , U_NEAR_PLANE , camera_.np );
|
||||
|
||||
glProgramUniform4f( id , U_RAYMARCHER , rmIterations , rmStep ,
|
||||
rmEpsilon , rmMaxDist );
|
||||
glProgramUniform1f( id , U_FOG , fog );
|
||||
glProgramUniform1i( id , U_CORRECTION , correction_ );
|
||||
|
||||
glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
|
||||
|
||||
PEND( );
|
||||
}
|
||||
|
||||
void T_Raymarcher::makeUI( )
|
||||
{
|
||||
camera_.makeUI( );
|
||||
|
||||
if ( ImGui::CollapsingHeader( "Raymarcher" ) ) {
|
||||
ImGui::DragInt( "Iterations" , &rmIterations , .01 , 1 , 512 );
|
||||
ImGui::DragFloat( "Step" , &rmStep , .00005 , .1 , 2 );
|
||||
ImGui::DragFloat( "Max. dist." , &rmMaxDist , .1f ,
|
||||
0.01 , 1000.0 , "%.2f" );
|
||||
if ( ImGui::DragFloat( "Epsilon" , &epsLog , .01f ,
|
||||
-10 , -0.5 , "10 ^ %.2f" ) ) {
|
||||
rmEpsilon = pow( 10 , epsLog );
|
||||
}
|
||||
ImGui::DragInt( "Correction" , &correction_ , .001 , 0 , 50 );
|
||||
ImGui::DragFloat( "Fog" , &fog , .000001 , 0 , 1 , "%.5f" );
|
||||
}
|
||||
}
|
|
@ -1,43 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include "rendertarget.hh"
|
||||
#include "shaders.hh"
|
||||
#include "camera.hh"
|
||||
|
||||
|
||||
struct T_Raymarcher
|
||||
{
|
||||
public:
|
||||
T_Raymarcher( ) = delete;
|
||||
T_Raymarcher( T_Raymarcher const& ) = delete;
|
||||
T_Raymarcher( T_Raymarcher&& ) = delete;
|
||||
|
||||
T_Raymarcher( __rd__ const uint32_t width ,
|
||||
__rd__ const uint32_t height );
|
||||
|
||||
void render( );
|
||||
void makeUI( );
|
||||
|
||||
T_Camera const& camera( ) const noexcept { return camera_; }
|
||||
T_Camera& camera( ) noexcept { return camera_; }
|
||||
|
||||
T_Texture& output( ) noexcept { return txOutput_; }
|
||||
T_Texture& depth( ) noexcept { return txDepth_; }
|
||||
|
||||
private:
|
||||
T_Camera camera_;
|
||||
|
||||
//T_ShaderProgram program_;
|
||||
T_ShaderPipeline program_;
|
||||
|
||||
T_Texture txOutput_ , txDepth_;
|
||||
T_Rendertarget rtOutput_;
|
||||
|
||||
int rmIterations = 256;
|
||||
float rmStep = 1.2;
|
||||
float rmEpsilon = .00001;
|
||||
float rmMaxDist = 250;
|
||||
float fog = .00015;
|
||||
int correction_ = 10;
|
||||
float epsLog = log( rmEpsilon ) / log( 10 );
|
||||
};
|
Loading…
Reference in a new issue