Use direct call for Gaussian 6 Blur.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15041 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2014-01-13 14:23:30 +00:00
parent 9b4288b576
commit 62e5fbf6ad
3 changed files with 107 additions and 28 deletions

View File

@ -426,6 +426,64 @@ namespace LightBlendShader
}
}
namespace Gaussian6HBlurShader
{
GLuint Program = 0;
GLuint attrib_position, attrib_texcoord;
GLuint uniform_tex, uniform_pixel;
GLuint vao = 0;
void init()
{
initGL();
Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/gaussian6h.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
if (!quad_vbo)
initQuadVBO();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_texcoord);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float)));
glBindVertexArray(0);
}
}
namespace Gaussian6VBlurShader
{
GLuint Program = 0;
GLuint attrib_position, attrib_texcoord;
GLuint uniform_tex, uniform_pixel;
GLuint vao = 0;
void init()
{
initGL();
Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/gaussian6v.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
if (!quad_vbo)
initQuadVBO();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_texcoord);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float)));
glBindVertexArray(0);
}
}
static
void renderBloom(ITexture *in)
@ -605,6 +663,46 @@ void PostProcessing::renderLightbBlend(ITexture *diffuse, ITexture *specular, IT
glDisable(GL_BLEND);
}
void PostProcessing::renderGaussian6Blur(video::ITexture *in, video::ITexture *temprtt, float inv_width, float inv_height)
{
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
{
if (!Gaussian6VBlurShader::Program)
Gaussian6VBlurShader::init();
irr_driver->getVideoDriver()->setRenderTarget(temprtt, false, false);
glUseProgram(Gaussian6VBlurShader::Program);
glBindVertexArray(Gaussian6VBlurShader::vao);
glUniform2f(Gaussian6VBlurShader::uniform_pixel, inv_width, inv_height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
glUniform1i(Gaussian6VBlurShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
{
if (!Gaussian6HBlurShader::Program)
Gaussian6HBlurShader::init();
irr_driver->getVideoDriver()->setRenderTarget(in, false, false);
glUseProgram(Gaussian6HBlurShader::Program);
glBindVertexArray(Gaussian6HBlurShader::vao);
glUniform2f(Gaussian6HBlurShader::uniform_pixel, inv_width, inv_height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(temprtt)->getOpenGLTextureName());
glUniform1i(Gaussian6HBlurShader::uniform_tex, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
}
// ----------------------------------------------------------------------------
/** Render the post-processed scene */
void PostProcessing::render()
@ -776,25 +874,14 @@ void PostProcessing::render()
drawQuad(cam, m_material);
// Blur it for distribution.
{
gacb->setResolution(UserConfigParams::m_width / 8,
UserConfigParams::m_height / 8);
m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN6V);
m_material.setTexture(0, irr_driver->getRTT(RTT_EIGHTH1));
drv->setRenderTarget(irr_driver->getRTT(RTT_EIGHTH2), true, false);
drawQuad(cam, m_material);
m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN6H);
m_material.setTexture(0, irr_driver->getRTT(RTT_EIGHTH2));
drv->setRenderTarget(irr_driver->getRTT(RTT_EIGHTH1), false, false);
drawQuad(cam, m_material);
}
renderGaussian6Blur(irr_driver->getRTT(RTT_EIGHTH1), irr_driver->getRTT(RTT_EIGHTH2), 8.f / UserConfigParams::m_width, 8.f / UserConfigParams::m_height);
// Additively blend on top of tmp1
drv->setRenderTarget(out, false, false);
renderBloomBlend(irr_driver->getRTT(RTT_EIGHTH1));
m_material.MaterialType = irr_driver->getShader(ES_RAIN);
drv->setMaterial(m_material);
static_cast<irr::video::COpenGLDriver*>(drv)->setRenderStates3DMode();
} // end if bloom
in = irr_driver->getRTT(RTT_TMP1);

View File

@ -81,6 +81,9 @@ public:
/** Blend all light related map */
void renderLightbBlend(video::ITexture *diffuse, video::ITexture *specular, video::ITexture *ao, video::ITexture *specmap, bool debug);
/** Blur the in texture */
void renderGaussian6Blur(video::ITexture *in, video::ITexture *temprtt, float inv_width, float inv_height);
/** Render the post-processed scene */
void render();

View File

@ -794,19 +794,8 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
m_material.setTexture(0, irr_driver->getRTT(RTT_QUARTER4));
m_video_driver->setRenderTarget(irr_driver->getRTT(RTT_SSAO), false, false);
m_post_processing->drawQuad(cam, m_material);
} else if (UserConfigParams::m_ssao == 2) {
gacb->setResolution(UserConfigParams::m_width,
UserConfigParams::m_height);
m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN6V);
m_material.setTexture(0, irr_driver->getRTT(RTT_SSAO));
m_video_driver->setRenderTarget(irr_driver->getRTT(RTT_TMP4), true, false);
m_post_processing->drawQuad(cam, m_material);
m_material.MaterialType = irr_driver->getShader(ES_GAUSSIAN6H);
m_material.setTexture(0, irr_driver->getRTT(RTT_TMP4));
m_video_driver->setRenderTarget(irr_driver->getRTT(RTT_SSAO), false, false);
m_post_processing->drawQuad(cam, m_material);
}
} else if (UserConfigParams::m_ssao == 2)
m_post_processing->renderGaussian6Blur(irr_driver->getRTT(RTT_SSAO), irr_driver->getRTT(RTT_TMP4), 1.f / UserConfigParams::m_width, 1.f / UserConfigParams::m_height);
m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_COLOR), false, false);
if (!m_mipviz)