135 lines
3.7 KiB
C++
135 lines
3.7 KiB
C++
#include "externals.hh"
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#include "dof.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 const std::string Name_( "DoF" );
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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_DoFPass::T_DoFPass(
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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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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_{ 15 , 25 , 100 , 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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Globals::ODbg( ).registerTexture( txPass1_ , E_ODbgMode::HDR , "DoF 1st pass" );
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Globals::ODbg( ).registerTexture( txOutput_ , E_ODbgMode::HDR , "DoF output" );
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spPass1_ = Globals::Shaders( ).pipeline({
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"fullscreen.v.glsl" , "dof-pass1.f.glsl" });
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spPass2_ = Globals::Shaders( ).pipeline({
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"fullscreen.v.glsl" , "dof-pass2.f.glsl" });
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}
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void T_DoFPass::render(
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__rd__ const float position ,
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__rd__ T_SyncData const& )
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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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using namespace cops;
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auto& tm( Globals::Textures( ) );
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const auto idPass1( spPass1_.program( E_ShaderType::FRAGMENT ) );
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const auto idPass2( spPass2_.program( E_ShaderType::FRAGMENT ) );
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const auto idSampler( tm.sampler( "linear-edge" )->id( ) );
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T_Program program;
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program.function( "SetDofUniforms" , 1 )
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<< OPLoadVariable( "height" )
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<< OPLoadVariable( "width" )
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<< OPLoadConstant( 0 )
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<< OPLoadConstant( 0 )
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<< OPLoadVariable( "time" )
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<< OPLoadVariable( "height" )
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<< OPLoadVariable( "width" )
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<< OPLoadConstant( U_RES_TIME )
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<< OPDup( 8 )
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<< OPLoadConstant( nSamples_ )
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<< OPLoadConstant( U_SAMPLES )
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<< OPDup( 11 )
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<< OPLoadConstant( filterParams_[ 3 ] )
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<< OPLoadConstant( filterParams_[ 2 ] )
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<< OPLoadConstant( filterParams_[ 1 ] )
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<< OPLoadConstant( filterParams_[ 0 ] )
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<< OPLoadConstant( U_PARAMS )
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<< OPDup( 17 )
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<< OPLoadConstant( 1 )
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<< OPLoadConstant( U_DEPTH )
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<< OPDup( 20 )
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<< OPLoadConstant( 0 )
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<< OPLoadConstant( U_INPUT )
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<< OPDup( 23 )
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<< OPSetUniform( 1 , true )
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<< OPSetUniform( 1 , true )
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<< OPSetUniform( 4 , false )
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<< OPSetUniform( 1 , false )
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<< OPSetUniform( 3 , false )
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<< OPSetViewport( )
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;
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program.main
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// First pass
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<< OPLoadConstant( idPass1 )
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<< OPCall( "SetDofUniforms" )
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<< OPUseTexture( 0 , imageInput_.id( ) , idSampler )
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<< OPUseTexture( 1 , depthInput_.id( ) , idSampler )
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<< OPUsePipeline( spPass1_.id( ) )
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<< OPUseFramebuffer( rtPass1_.id( ) )
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<< OPFullscreen( )
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// Second pass
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<< OPLoadConstant( idPass2 )
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<< OPCall( "SetDofUniforms" )
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<< OPUseTexture( 0 , txPass1_.id( ) , idSampler )
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<< OPUsePipeline( spPass2_.id( ) )
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<< OPUseFramebuffer( rtPass2_.id( ) )
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<< OPFullscreen( )
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;
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GL_CHECK( {
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printf( "GL fail in DoF" );
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} );
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T_Context ctx;
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ctx.store( "time" , position );
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ctx.store( "width" , imageInput_.width( ) );
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ctx.store( "height" , imageInput_.height( ) );
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program.execute( ctx );
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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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