#include "externals.hh" #include "texture.hh" #include "utilities.hh" #include "programs.hh" #include "rendertarget.hh" #include "dof.hh" #include "profiling.hh" namespace { static const std::string Name_( "DoF" ); } #define PSTART() T_Profiler::Profiler.start( Name_ ) #define PEND() do { glFinish( ); T_Profiler::Profiler.end( Name_ ); } while ( 0 ) T_DoFPass::T_DoFPass( __rw__ T_FilesWatcher& watcher , __rw__ T_Texture& imageInput , __rw__ T_Texture& depthInput ) : imageInput_( imageInput ) , depthInput_( depthInput ) , spPass1_( GL_FRAGMENT_SHADER , watcher ) , spPass2_( GL_FRAGMENT_SHADER , watcher ) , 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( ) ) , filterParams_{ 10 , 2 , 5 , 16 } , nSamples_( 16 ) { txPass1_.wrap( E_TexWrap::CLAMP_EDGE ); spPass1_.addFile( "dof-common.glsl" ); spPass1_.addFile( "dof-pass1.glsl" ); spPass1_.load( ); spPass2_.addFile( "dof-common.glsl" ); spPass2_.addFile( "dof-pass2.glsl" ); spPass2_.load( ); } void T_DoFPass::render( ) { PSTART( ); enum { U_INPUT = 0 , U_DEPTH = 1 , U_PARAMS = 2 , U_SAMPLES = 3 , U_RES_TIME = 4 }; T_TextureBinding tb0( 0 ) , tb1( 1 ); if ( spPass1_.activate( ) && rtPass1_.activate( ) ) { tb0.set( U_INPUT , imageInput_ ); tb1.set( U_DEPTH , depthInput_ ); tb0.bind( ); tb1.bind( ); glUniform4fv( U_PARAMS , 1 , filterParams_ ); glUniform1f( U_SAMPLES , nSamples_ ); glUniform3f( U_RES_TIME , imageInput_.width( ) , imageInput_.height( ) , 0 ); glRectf( -1 , -1 , 1 , 1 ); } if ( spPass2_.activate( ) && rtPass2_.activate( ) ) { tb0.set( U_INPUT , txPass1_ ); tb1.set( U_DEPTH , depthInput_ ); tb0.bind( ); tb1.bind( ); glUniform4fv( U_PARAMS , 1 , filterParams_ ); glUniform1f( U_SAMPLES , nSamples_ ); glUniform3f( U_RES_TIME , imageInput_.width( ) , imageInput_.height( ) , 0 ); glRectf( -1 , -1 , 1 , 1 ); } PEND( ); } void T_DoFPass::makeUI( ) { 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 ); }