90 lines
2.4 KiB
C++
90 lines
2.4 KiB
C++
#include "externals.hh"
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#include "dof.hh"
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#include "profiling.hh"
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namespace {
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static const std::string Name_( "DoF" );
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}
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#define PSTART() T_Profiler::Profiler.start( Name_ )
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#define PEND() do { glFinish( ); T_Profiler::Profiler.end( Name_ ); } while ( 0 )
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T_DoFPass::T_DoFPass(
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__rw__ T_FilesWatcher& watcher ,
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__rw__ T_Texture& imageInput ,
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__rw__ T_Texture& depthInput )
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: imageInput_( imageInput ) , depthInput_( depthInput ) ,
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spPass1_( GL_FRAGMENT_SHADER , watcher ) ,
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spPass2_( GL_FRAGMENT_SHADER , watcher ) ,
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txPass1_( imageInput.width( ) , imageInput.height( ) ,
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E_TexType::RGB16F ) ,
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txOutput_( imageInput.width( ) , imageInput.height( ) ,
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E_TexType::RGB16F ) ,
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rtPass1_( T_RendertargetSetup( ).add( txPass1_ ).create( ) ) ,
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rtPass2_( T_RendertargetSetup( ).add( txOutput_ ).create( ) ) ,
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filterParams_{ 10 , 2 , 5 , 16 } ,
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nSamples_( 16 )
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{
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txPass1_.wrap( E_TexWrap::CLAMP_EDGE );
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spPass1_.addFile( "dof-common.glsl" );
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spPass1_.addFile( "dof-pass1.glsl" );
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spPass1_.load( );
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spPass2_.addFile( "dof-common.glsl" );
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spPass2_.addFile( "dof-pass2.glsl" );
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spPass2_.load( );
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}
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void T_DoFPass::render( )
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{
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PSTART( );
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enum {
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U_INPUT = 0 ,
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U_DEPTH = 1 ,
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U_PARAMS = 2 ,
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U_SAMPLES = 3 ,
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U_RES_TIME = 4
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};
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T_TextureBinding tb0( 0 ) , tb1( 1 );
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if ( spPass1_.activate( ) && rtPass1_.activate( ) ) {
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tb0.set( U_INPUT , imageInput_ );
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tb1.set( U_DEPTH , depthInput_ );
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tb0.bind( );
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tb1.bind( );
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glUniform4fv( U_PARAMS , 1 , filterParams_ );
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glUniform1f( U_SAMPLES , nSamples_ );
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glUniform3f( U_RES_TIME , imageInput_.width( ) ,
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imageInput_.height( ) ,
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0 );
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glRectf( -1 , -1 , 1 , 1 );
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}
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if ( spPass2_.activate( ) && rtPass2_.activate( ) ) {
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tb0.set( U_INPUT , txPass1_ );
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tb1.set( U_DEPTH , depthInput_ );
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tb0.bind( );
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tb1.bind( );
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glUniform4fv( U_PARAMS , 1 , filterParams_ );
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glUniform1f( U_SAMPLES , nSamples_ );
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glUniform3f( U_RES_TIME , imageInput_.width( ) ,
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imageInput_.height( ) ,
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0 );
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glRectf( -1 , -1 , 1 , 1 );
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}
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PEND( );
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}
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void T_DoFPass::makeUI( )
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{
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if ( !ImGui::CollapsingHeader( "Depth of field" ) ) {
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return;
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}
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ImGui::DragFloat( "Sharp distance" , filterParams_ , .25 , 0.25 , 1000 );
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ImGui::DragFloat( "Sharp range" , &filterParams_[ 1 ] , .1 , 0.1 , 100 );
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ImGui::DragFloat( "Blur falloff" , &filterParams_[ 2 ] , .5 , 0.5 , 1000 );
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ImGui::DragFloat( "Max blur" , &filterParams_[ 3 ] , .1 , .1 , 100 );
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ImGui::DragInt( "Samples" , &nSamples_ , .2 , 1 , 32 );
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}
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