Port motion blur and GaussianH shaders

This commit is contained in:
Vlj
2014-08-12 21:14:37 +02:00
parent 483ad109e3
commit be52d07418
3 changed files with 68 additions and 122 deletions

View File

@@ -336,15 +336,13 @@ void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
}
{
in_fbo.Bind();
glUseProgram(FullScreenShader::Gaussian3HBlurShader::Program);
glBindVertexArray(FullScreenShader::Gaussian3HBlurShader::vao);
glUseProgram(FullScreenShader::Gaussian3HBlurShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::Gaussian3HBlurShader::getInstance()->vao);
glUniform2f(FullScreenShader::Gaussian3HBlurShader::uniform_pixel, inv_width, inv_height);
setTexture(0, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
setTexture(FullScreenShader::Gaussian3HBlurShader::getInstance()->TU_tex, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian3HBlurShader::uniform_tex, 0);
FullScreenShader::Gaussian3HBlurShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height));
glDrawArrays(GL_TRIANGLES, 0, 3);
}
@@ -370,15 +368,13 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
}
{
in_fbo.Bind();
glUseProgram(FullScreenShader::Gaussian6HBlurShader::Program);
glBindVertexArray(FullScreenShader::Gaussian6HBlurShader::vao);
glUseProgram(FullScreenShader::Gaussian6HBlurShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::Gaussian6HBlurShader::getInstance()->vao);
glUniform2f(FullScreenShader::Gaussian6HBlurShader::uniform_pixel, inv_width, inv_height);
setTexture(0, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
setTexture(FullScreenShader::Gaussian6HBlurShader::getInstance()->TU_tex, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian6HBlurShader::uniform_tex, 0);
FullScreenShader::Gaussian6HBlurShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height));
glDrawArrays(GL_TRIANGLES, 0, 3);
}
@@ -394,19 +390,16 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
#endif
{
auxiliary.Bind();
glUseProgram(FullScreenShader::Gaussian17TapHShader::Program);
glBindVertexArray(FullScreenShader::Gaussian17TapHShader::vao);
glUseProgram(FullScreenShader::Gaussian17TapHShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::Gaussian17TapHShader::getInstance()->vao);
glUniform2f(FullScreenShader::Gaussian17TapHShader::uniform_pixel, inv_width, inv_height);
setTexture(0, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
setTexture(FullScreenShader::Gaussian17TapHShader::getInstance()->TU_tex, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
setTexture(1, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], GL_LINEAR, GL_LINEAR);
setTexture(FullScreenShader::Gaussian17TapHShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian17TapHShader::uniform_tex, 0);
glUniform1i(FullScreenShader::Gaussian17TapHShader::uniform_depth, 1);
FullScreenShader::Gaussian17TapHShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height));
glDrawArrays(GL_TRIANGLES, 0, 3);
}
@@ -414,13 +407,11 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
else
{
glUseProgram(FullScreenShader::ComputeGaussian17TapHShader::Program);
glBindImageTexture(0, in_fbo.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
glBindImageTexture(1, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], 1, false, 0, GL_READ_ONLY, GL_R32F);
glBindImageTexture(2, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
glUniform1i(FullScreenShader::ComputeGaussian17TapHShader::uniform_source, 0);
glUniform1i(FullScreenShader::ComputeGaussian17TapHShader::uniform_depth, 1);
glUniform1i(FullScreenShader::ComputeGaussian17TapHShader::uniform_dest, 2);
glUseProgram(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->Program);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_tex, in_fbo.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], 1, false, 0, GL_READ_ONLY, GL_R32F);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_dest, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
FullScreenShader::ComputeGaussian17TapHShader::getInstance()->setUniforms();
glDispatchCompute(in_fbo.getWidth() / 8, in_fbo.getHeight() / 8, 1);
}
#endif
@@ -592,20 +583,20 @@ void PostProcessing::renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBu
out_fbo.Bind();
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(FullScreenShader::MotionBlurShader::Program);
glBindVertexArray(FullScreenShader::MotionBlurShader::vao);
glUseProgram(FullScreenShader::MotionBlurShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::MotionBlurShader::getInstance()->vao);
setTexture(0, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
setTexture(FullScreenShader::MotionBlurShader::getInstance()->TU_cb, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
setTexture(FullScreenShader::MotionBlurShader::getInstance()->TU_dtex, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
FullScreenShader::MotionBlurShader
::setUniforms(cb->getBoostTime(0) * 10, // Todo : should be framerate dependent
::getInstance()->setUniforms(
// Todo : use a previousPVMatrix per cam, not global
irr_driver->getPreviousPVMatrix(),
cb->getCenter(cam),
0.15f,
0, 1);
cb->getBoostTime(0) * 10, // Todo : should be framerate dependent
0.15f);
glDrawArrays(GL_TRIANGLES, 0, 3);
}

View File

@@ -375,20 +375,15 @@ void Shaders::loadShaders()
initShadowVPMUBO();
FullScreenShader::BloomBlendShader::init();
FullScreenShader::BloomShader::init();
FullScreenShader::Gaussian17TapHShader::init();
FullScreenShader::ComputeGaussian17TapHShader::init();
FullScreenShader::Gaussian3HBlurShader::init();
FullScreenShader::Gaussian3VBlurShader::init();
FullScreenShader::Gaussian17TapVShader::init();
FullScreenShader::ComputeGaussian17TapVShader::init();
FullScreenShader::Gaussian6HBlurShader::init();
FullScreenShader::Gaussian6VBlurShader::init();
FullScreenShader::GlowShader::init();
FullScreenShader::PassThroughShader::init();
FullScreenShader::LayerPassThroughShader::init();
FullScreenShader::DiffuseEnvMapShader::init();
FullScreenShader::RHDebug::init();
FullScreenShader::MotionBlurShader::init();
FullScreenShader::MLAAColorEdgeDetectionSHader::init();
FullScreenShader::MLAABlendWeightSHader::init();
FullScreenShader::MLAAGatherSHader::init();
@@ -1771,64 +1766,52 @@ namespace FullScreenShader
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
GLuint Gaussian17TapHShader::Program;
GLuint Gaussian17TapHShader::uniform_tex;
GLuint Gaussian17TapHShader::uniform_depth;
GLuint Gaussian17TapHShader::uniform_pixel;
GLuint Gaussian17TapHShader::vao;
void Gaussian17TapHShader::init()
Gaussian17TapHShader::Gaussian17TapHShader()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bilateralH.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
uniform_depth = glGetUniformLocation(Program, "depth");
AssignUniforms("pixel");
TU_tex = 0;
TU_depth = 1;
AssignTextureUnit(Program, TexUnit(TU_tex, "tex"), TexUnit(TU_depth, "depth"));
vao = createFullScreenVAO(Program);
}
GLuint ComputeGaussian17TapHShader::Program;
GLuint ComputeGaussian17TapHShader::uniform_source;
GLuint ComputeGaussian17TapHShader::uniform_depth;
GLuint ComputeGaussian17TapHShader::uniform_dest;
void ComputeGaussian17TapHShader::init()
ComputeGaussian17TapHShader::ComputeGaussian17TapHShader()
{
#if WIN32
if (irr_driver->getGLSLVersion() < 420)
return;
Program = LoadProgram(
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/bilateralH.comp").c_str());
uniform_source = glGetUniformLocation(Program, "source");
uniform_depth = glGetUniformLocation(Program, "depth");
uniform_dest = glGetUniformLocation(Program, "dest");
TU_source = 0;
TU_depth = 1;
TU_dest = 2;
AssignUniforms();
AssignTextureUnit(Program, TexUnit(TU_source, "source"), TexUnit(TU_depth, "depth"), TexUnit(TU_dest, "dest"));
#endif
}
GLuint Gaussian6HBlurShader::Program;
GLuint Gaussian6HBlurShader::uniform_tex;
GLuint Gaussian6HBlurShader::uniform_pixel;
GLuint Gaussian6HBlurShader::vao;
void Gaussian6HBlurShader::init()
Gaussian6HBlurShader::Gaussian6HBlurShader()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian6h.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
AssignUniforms("pixel");
TU_tex = 0;
AssignTextureUnit(Program, TexUnit(TU_tex, "tex"));
vao = createFullScreenVAO(Program);
}
GLuint Gaussian3HBlurShader::Program;
GLuint Gaussian3HBlurShader::uniform_tex;
GLuint Gaussian3HBlurShader::uniform_pixel;
GLuint Gaussian3HBlurShader::vao;
void Gaussian3HBlurShader::init()
Gaussian3HBlurShader::Gaussian3HBlurShader()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian3h.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex");
uniform_pixel = glGetUniformLocation(Program, "pixel");
AssignUniforms("pixel");
TU_tex = 0;
AssignTextureUnit(Program, TexUnit(TU_tex, "tex"));
vao = createFullScreenVAO(Program);
}
@@ -1973,40 +1956,19 @@ namespace FullScreenShader
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
}
GLuint MotionBlurShader::Program;
GLuint MotionBlurShader::uniform_boost_amount;
GLuint MotionBlurShader::uniform_center;
GLuint MotionBlurShader::uniform_color_buffer;
GLuint MotionBlurShader::uniform_dtex;
GLuint MotionBlurShader::uniform_previous_viewproj;
GLuint MotionBlurShader::uniform_mask_radius;
GLuint MotionBlurShader::vao;
void MotionBlurShader::init()
MotionBlurShader::MotionBlurShader()
{
Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/motion_blur.frag").c_str());
uniform_boost_amount = glGetUniformLocation(Program, "boost_amount");
uniform_center = glGetUniformLocation(Program, "center");
uniform_color_buffer = glGetUniformLocation(Program, "color_buffer");
uniform_mask_radius = glGetUniformLocation(Program, "mask_radius");
uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_previous_viewproj = glGetUniformLocation(Program, "previous_viewproj");
AssignUniforms("previous_viewproj", "center", "boost_amount", "mask_radius");
TU_cb = 0;
TU_dtex = 1;
AssignTextureUnit(Program, TexUnit(TU_dtex, "dtex"), TexUnit(TU_cb, "color_buffer"));
vao = createFullScreenVAO(Program);
}
void MotionBlurShader::setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df &center, float mask_radius, unsigned TU_cb, unsigned TU_dtex)
{
glUniformMatrix4fv(uniform_previous_viewproj, 1, GL_FALSE, previousVP.pointer());
glUniform1f(uniform_boost_amount, boost_amount);
glUniform2f(uniform_center, center.X, center.Y);
glUniform1f(uniform_mask_radius, mask_radius);
glUniform1i(uniform_color_buffer, TU_cb);
glUniform1i(uniform_dtex, TU_dtex);
}
GodFadeShader::GodFadeShader()
{
Program = LoadProgram(

View File

@@ -616,43 +616,38 @@ public:
GlobalIlluminationReconstructionShader();
};
class Gaussian17TapHShader
class Gaussian17TapHShader : public ShaderHelperSingleton<Gaussian17TapHShader, core::vector2df>
{
public:
static GLuint Program;
static GLuint uniform_tex, uniform_depth, uniform_pixel;
static GLuint vao;
GLuint TU_tex, TU_depth;
GLuint vao;
static void init();
Gaussian17TapHShader();
};
class ComputeGaussian17TapHShader
class ComputeGaussian17TapHShader : public ShaderHelperSingleton<ComputeGaussian17TapHShader>
{
public:
static GLuint Program;
static GLuint uniform_source, uniform_depth, uniform_dest;
static void init();
GLuint TU_source, TU_dest, TU_depth;
ComputeGaussian17TapHShader();
};
class Gaussian6HBlurShader
class Gaussian6HBlurShader : public ShaderHelperSingleton<Gaussian6HBlurShader, core::vector2df>
{
public:
static GLuint Program;
static GLuint uniform_tex, uniform_pixel;
static GLuint vao;
GLuint TU_tex;
GLuint vao;
static void init();
Gaussian6HBlurShader();
};
class Gaussian3HBlurShader
class Gaussian3HBlurShader : public ShaderHelperSingleton<Gaussian3HBlurShader, core::vector2df>
{
public:
static GLuint Program;
static GLuint uniform_tex, uniform_pixel;
static GLuint vao;
GLuint TU_tex;
GLuint vao;
static void init();
Gaussian3HBlurShader();
};
class Gaussian17TapVShader
@@ -752,15 +747,13 @@ public:
FogShader();
};
class MotionBlurShader
class MotionBlurShader : public ShaderHelperSingleton<MotionBlurShader, core::matrix4, core::vector2df, float, float>
{
public:
static GLuint Program;
static GLuint uniform_boost_amount, uniform_color_buffer, uniform_dtex, uniform_previous_viewproj, uniform_center, uniform_mask_radius;
static GLuint vao;
GLuint TU_cb, TU_dtex;
GLuint vao;
static void init();
static void setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df &center, float mask_radius, unsigned TU_cb, unsigned TU_dtex);
MotionBlurShader();
};
class GodFadeShader : public ShaderHelperSingleton<GodFadeShader, video::SColorf>