Implement shadow blur

This commit is contained in:
Vincent Lejeune 2014-11-02 01:33:49 +01:00
parent 57b6d8e415
commit 6bf5c13bde
5 changed files with 39 additions and 3 deletions

View File

@ -165,7 +165,7 @@ unsigned GPUTimer::elapsedTimeus()
FrameBuffer::FrameBuffer() {} FrameBuffer::FrameBuffer() {}
FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h, bool layered) : FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h, bool layered) :
RenderTargets(RTTs), DepthTexture(0), width(w), height(h) RenderTargets(RTTs), DepthTexture(0), width(w), height(h), fbolayer(0)
{ {
glGenFramebuffers(1, &fbo); glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo);
@ -184,7 +184,7 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h, bo
} }
FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered) : FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered) :
RenderTargets(RTTs), DepthTexture(DS), width(w), height(h) RenderTargets(RTTs), DepthTexture(DS), width(w), height(h), fbolayer(0)
{ {
glGenFramebuffers(1, &fbo); glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo);
@ -202,11 +202,15 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w, s
} }
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER); GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
assert(result == GL_FRAMEBUFFER_COMPLETE_EXT); assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
if (layered)
glGenFramebuffers(1, &fbolayer);
} }
FrameBuffer::~FrameBuffer() FrameBuffer::~FrameBuffer()
{ {
glDeleteFramebuffers(1, &fbo); glDeleteFramebuffers(1, &fbo);
if (fbolayer)
glDeleteFramebuffers(1, &fbolayer);
} }
void FrameBuffer::Bind() void FrameBuffer::Bind()
@ -217,6 +221,16 @@ void FrameBuffer::Bind()
glDrawBuffers((int)RenderTargets.size(), bufs); glDrawBuffers((int)RenderTargets.size(), bufs);
} }
void FrameBuffer::BindLayer(unsigned i)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbolayer);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, RenderTargets[0], 0, i);
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, DepthTexture, 0, i);
glViewport(0, 0, (int)width, (int)height);
GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers((int)RenderTargets.size(), bufs);
}
void FrameBuffer::Blit(const FrameBuffer &Src, FrameBuffer &Dst, GLbitfield mask, GLenum filter) void FrameBuffer::Blit(const FrameBuffer &Src, FrameBuffer &Dst, GLbitfield mask, GLenum filter)
{ {
glBindFramebuffer(GL_READ_FRAMEBUFFER, Src.fbo); glBindFramebuffer(GL_READ_FRAMEBUFFER, Src.fbo);

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@ -43,7 +43,7 @@ public:
class FrameBuffer class FrameBuffer
{ {
private: private:
GLuint fbo; GLuint fbo, fbolayer;
std::vector<GLuint> RenderTargets; std::vector<GLuint> RenderTargets;
GLuint DepthTexture; GLuint DepthTexture;
size_t width, height; size_t width, height;
@ -53,6 +53,7 @@ public:
FrameBuffer(const std::vector <GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered = false); FrameBuffer(const std::vector <GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered = false);
~FrameBuffer(); ~FrameBuffer();
void Bind(); void Bind();
void BindLayer(unsigned);
const std::vector<GLuint> &getRTT() const { return RenderTargets; } const std::vector<GLuint> &getRTT() const { return RenderTargets; }
GLuint &getDepthTexture() { assert(DepthTexture); return DepthTexture; } GLuint &getDepthTexture() { assert(DepthTexture); return DepthTexture; }
size_t getWidth() const { return width; } size_t getWidth() const { return width; }

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@ -314,6 +314,25 @@ void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
} }
} }
static GLuint LayerTex = 0;
void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo)
{
if (!LayerTex)
glGenTextures(1, &LayerTex);
for (unsigned i = 0; i < 4; i++)
{
// Used as temp
irr_driver->getFBO(FBO_BLOOM_1024).Bind();
glTextureView(LayerTex, GL_TEXTURE_2D, in_fbo.getRTT()[0], GL_R32F, 0, 1, i, 1);
FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(LayerTex);
DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1. / 1024., 1. / 1024.));
in_fbo.BindLayer(i);
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_BLOOM_1024).getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1. / 1024., 1. / 1024.));
}
}
void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary) void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
{ {
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight()); assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());

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@ -88,6 +88,7 @@ public:
/** Blur the in texture */ /** Blur the in texture */
void renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary); void renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
void renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary); void renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
void renderGaussian6BlurLayer(FrameBuffer &in_fbo);
void renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary); void renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
/** Render tex. Used for blit/texture resize */ /** Render tex. Used for blit/texture resize */

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@ -1020,6 +1020,7 @@ void IrrDriver::renderShadows()
} }
} }
m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO());
glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]); glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY); glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
} }