103 lines
3 KiB
C++
103 lines
3 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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auto& tm( Globals::Textures( ) );
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rtPass1_.activate( );
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if ( spPass1_.valid( ) ) {
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const auto id( spPass1_.program( E_ShaderType::FRAGMENT ) );
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spPass1_.enable( );
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glProgramUniform1i( id , U_INPUT , 0 );
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glProgramUniform1i( id , U_DEPTH , 1 );
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glProgramUniform4fv( id , U_PARAMS , 1 , filterParams_ );
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glProgramUniform1f( id , U_SAMPLES , nSamples_ );
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glProgramUniform3f( id , U_RES_TIME , imageInput_.width( ) ,
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imageInput_.height( ) ,
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0 );
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tm.bind( 0 , imageInput_ , *tm.sampler( "linear-edge" ) );
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tm.bind( 1 , depthInput_ , *tm.sampler( "linear-edge" ) );
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glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
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}
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rtPass2_.activate( );
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if ( spPass2_.valid( ) ) {
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const auto id( spPass2_.program( E_ShaderType::FRAGMENT ) );
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spPass2_.enable( );
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glProgramUniform1i( id , U_INPUT , 0 );
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glProgramUniform1i( id , U_DEPTH , 1 );
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glProgramUniform4fv( id , U_PARAMS , 1 , filterParams_ );
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glProgramUniform1f( id , U_SAMPLES , nSamples_ );
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glProgramUniform3f( id , U_RES_TIME ,
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imageInput_.width( ) ,
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imageInput_.height( ) ,
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position );
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tm.bind( 0 , txPass1_ , *tm.sampler( "linear-edge" ) );
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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_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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