Same for shadow blur pass

This commit is contained in:
Vincent Lejeune 2014-12-09 18:54:27 +01:00
parent b24fd621a5
commit c91c04c862
5 changed files with 37 additions and 30 deletions

View File

@ -1,7 +1,7 @@
uniform sampler2D source; uniform sampler2D source;
uniform layout(r32f) restrict writeonly image2D dest; uniform layout(r32f) restrict writeonly image2D dest;
uniform vec2 pixel; uniform vec2 pixel;
uniform float sigma; uniform float weights[7];
// Gaussian separated blur with radius 6. // Gaussian separated blur with radius 6.
@ -23,18 +23,10 @@ void main()
barrier(); barrier();
float g0, g1, g2; float sum = local_src[x + 6][y] * weights[0];
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));
g2 = g1 * g1;
float sum = local_src[x + 6][y] * g0;
g0 *= g1;
g1 *= g2;
for (int i = 1; i < 6; i++) { for (int i = 1; i < 6; i++) {
sum += local_src[6 + x - i][y] * g0; sum += local_src[6 + x - i][y] * weights[i];
sum += local_src[6 + x + i][y] * g0; sum += local_src[6 + x + i][y] * weights[i];
g0 *= g1;
g1 *= g2;
} }
imageStore(dest, iuv, vec4(sum)); imageStore(dest, iuv, vec4(sum));

View File

@ -1,7 +1,7 @@
uniform sampler2D source; uniform sampler2D source;
uniform layout(r32f) restrict writeonly image2D dest; uniform layout(r32f) restrict writeonly image2D dest;
uniform vec2 pixel; uniform vec2 pixel;
uniform float sigma; uniform float weights[7];
// Gaussian separated blur with radius 6. // Gaussian separated blur with radius 6.
@ -23,18 +23,10 @@ void main()
barrier(); barrier();
float g0, g1, g2; float sum = local_src[x][y + 6] * weights[0];
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));
g2 = g1 * g1;
float sum = local_src[x][y + 6] * g0;
g0 *= g1;
g1 *= g2;
for (int i = 1; i < 6; i++) { for (int i = 1; i < 6; i++) {
sum += local_src[x][6 + y - i] * g0; sum += local_src[x][6 + y - i] * weights[i];
sum += local_src[x][6 + y + i] * g0; sum += local_src[x][6 + y + i] * weights[i];
g0 *= g1;
g1 *= g2;
} }
imageStore(dest, iuv, vec4(sum)); imageStore(dest, iuv, vec4(sum));

View File

@ -329,20 +329,43 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer,
} }
else else
{ {
float g0, g1, g2;
std::vector<float> weightsV;
g0 = 1.f / (sqrtf(2.f * 3.14f) * sigmaV);
g1 = exp(-.5f / (sigmaV * sigmaV));
g2 = g1 * g1;
for (unsigned i = 0; i < 7; i++)
{
weightsV.push_back(g0);
g0 *= g1;
g1 *= g2;
}
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeShadowBlurVShader::getInstance()->Program); glUseProgram(FullScreenShader::ComputeShadowBlurVShader::getInstance()->Program);
FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex); FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex);
glBindSampler(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, 0); glBindSampler(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R32F); glBindImageTexture(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R32F);
FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaV); FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), weightsV);
glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1); glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1);
std::vector<float> weightsH;
g0 = 1.f / (sqrtf(2.f * 3.14f) * sigmaH);
g1 = exp(-.5f / (sigmaH * sigmaH));
g2 = g1 * g1;
for (unsigned i = 0; i < 7; i++)
{
weightsH.push_back(g0);
g0 *= g1;
g1 *= g2;
}
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeShadowBlurHShader::getInstance()->Program); glUseProgram(FullScreenShader::ComputeShadowBlurHShader::getInstance()->Program);
FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]); FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0); glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F); glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaH); FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), weightsH);
glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1); glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
} }

View File

@ -1762,7 +1762,7 @@ namespace FullScreenShader
Program = LoadProgram(OBJECT, Program = LoadProgram(OBJECT,
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/blurshadowH.comp").c_str()); GL_COMPUTE_SHADER, file_manager->getAsset("shaders/blurshadowH.comp").c_str());
TU_dest = 1; TU_dest = 1;
AssignUniforms("pixel", "sigma"); AssignUniforms("pixel", "weights");
AssignSamplerNames(Program, 0, "source"); AssignSamplerNames(Program, 0, "source");
AssignTextureUnit(Program, TexUnit(TU_dest, "dest")); AssignTextureUnit(Program, TexUnit(TU_dest, "dest"));
} }
@ -1832,7 +1832,7 @@ namespace FullScreenShader
Program = LoadProgram(OBJECT, Program = LoadProgram(OBJECT,
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/blurshadowV.comp").c_str()); GL_COMPUTE_SHADER, file_manager->getAsset("shaders/blurshadowV.comp").c_str());
TU_dest = 1; TU_dest = 1;
AssignUniforms("pixel", "sigma"); AssignUniforms("pixel", "weights");
AssignSamplerNames(Program, 0, "source"); AssignSamplerNames(Program, 0, "source");
AssignTextureUnit(Program, TexUnit(TU_dest, "dest")); AssignTextureUnit(Program, TexUnit(TU_dest, "dest"));
} }

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@ -478,7 +478,7 @@ public:
ComputeGaussian6HBlurShader(); ComputeGaussian6HBlurShader();
}; };
class ComputeShadowBlurHShader : public ShaderHelperSingleton<ComputeShadowBlurHShader, core::vector2df, float>, public TextureRead<Neared_Clamped_Filtered> class ComputeShadowBlurHShader : public ShaderHelperSingleton<ComputeShadowBlurHShader, core::vector2df, std::vector<float> >, public TextureRead<Neared_Clamped_Filtered>
{ {
public: public:
GLuint TU_dest; GLuint TU_dest;
@ -524,7 +524,7 @@ public:
ComputeGaussian6VBlurShader(); ComputeGaussian6VBlurShader();
}; };
class ComputeShadowBlurVShader : public ShaderHelperSingleton<ComputeShadowBlurVShader, core::vector2df, float>, public TextureRead<Neared_Clamped_Filtered> class ComputeShadowBlurVShader : public ShaderHelperSingleton<ComputeShadowBlurVShader, core::vector2df, std::vector<float> >, public TextureRead<Neared_Clamped_Filtered>
{ {
public: public:
GLuint TU_dest; GLuint TU_dest;