Port gaussianV shaders

This commit is contained in:
Vlj 2014-08-12 23:20:03 +02:00
parent be52d07418
commit d8e4a352ba
3 changed files with 50 additions and 81 deletions

View File

@ -322,16 +322,13 @@ void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight(); float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
{ {
auxiliary.Bind(); auxiliary.Bind();
glUseProgram(FullScreenShader::Gaussian3VBlurShader::Program); glUseProgram(FullScreenShader::Gaussian3VBlurShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::Gaussian3VBlurShader::vao); glBindVertexArray(FullScreenShader::Gaussian3VBlurShader::getInstance()->vao);
glUniform2f(FullScreenShader::Gaussian3VBlurShader::uniform_pixel, inv_width, inv_height); setTexture(FullScreenShader::Gaussian3VBlurShader::getInstance()->TU_tex, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
setTexture(0, 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_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian3VBlurShader::uniform_tex, 0); FullScreenShader::Gaussian3VBlurShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height));
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
} }
{ {
@ -354,15 +351,13 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight(); float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
{ {
auxiliary.Bind(); auxiliary.Bind();
glUseProgram(FullScreenShader::Gaussian6VBlurShader::Program); glUseProgram(FullScreenShader::Gaussian6VBlurShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::Gaussian6VBlurShader::vao); glBindVertexArray(FullScreenShader::Gaussian6VBlurShader::getInstance()->vao);
glUniform2f(FullScreenShader::Gaussian6VBlurShader::uniform_pixel, inv_width, inv_height); setTexture(FullScreenShader::Gaussian6VBlurShader::getInstance()->TU_tex, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
setTexture(0, 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_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian6VBlurShader::uniform_tex, 0); FullScreenShader::Gaussian6VBlurShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height));
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
} }
@ -422,32 +417,27 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
#endif #endif
{ {
in_fbo.Bind(); in_fbo.Bind();
glUseProgram(FullScreenShader::Gaussian17TapVShader::Program); glUseProgram(FullScreenShader::Gaussian17TapVShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::Gaussian17TapVShader::vao); glBindVertexArray(FullScreenShader::Gaussian17TapVShader::getInstance()->vao);
glUniform2f(FullScreenShader::Gaussian17TapVShader::uniform_pixel, inv_width, inv_height); setTexture(FullScreenShader::Gaussian17TapVShader::getInstance()->TU_tex, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
setTexture(0, 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_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 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::Gaussian17TapVShader::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_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(FullScreenShader::Gaussian17TapVShader::uniform_tex, 0); FullScreenShader::Gaussian17TapVShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height));
glUniform1i(FullScreenShader::Gaussian17TapVShader::uniform_depth, 1);
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
} }
#if WIN32 #if WIN32
else else
{ {
glUseProgram(FullScreenShader::ComputeGaussian17TapVShader::Program); glUseProgram(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->Program);
glBindImageTexture(0, auxiliary.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F); glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_tex, auxiliary.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(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], 1, false, 0, GL_READ_ONLY, GL_R32F);
glBindImageTexture(2, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F); glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_dest, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
glUniform1i(FullScreenShader::ComputeGaussian17TapVShader::uniform_source, 0); FullScreenShader::ComputeGaussian17TapVShader::getInstance()->setUniforms();
glUniform1i(FullScreenShader::ComputeGaussian17TapVShader::uniform_depth, 1);
glUniform1i(FullScreenShader::ComputeGaussian17TapVShader::uniform_dest, 2);
glDispatchCompute(in_fbo.getWidth() / 8, in_fbo.getHeight() / 8, 1); glDispatchCompute(in_fbo.getWidth() / 8, in_fbo.getHeight() / 8, 1);
} }
#endif #endif

View File

@ -375,10 +375,6 @@ void Shaders::loadShaders()
initShadowVPMUBO(); initShadowVPMUBO();
FullScreenShader::BloomBlendShader::init(); FullScreenShader::BloomBlendShader::init();
FullScreenShader::BloomShader::init(); FullScreenShader::BloomShader::init();
FullScreenShader::Gaussian3VBlurShader::init();
FullScreenShader::Gaussian17TapVShader::init();
FullScreenShader::ComputeGaussian17TapVShader::init();
FullScreenShader::Gaussian6VBlurShader::init();
FullScreenShader::GlowShader::init(); FullScreenShader::GlowShader::init();
FullScreenShader::PassThroughShader::init(); FullScreenShader::PassThroughShader::init();
FullScreenShader::LayerPassThroughShader::init(); FullScreenShader::LayerPassThroughShader::init();
@ -1815,64 +1811,51 @@ namespace FullScreenShader
vao = createFullScreenVAO(Program); vao = createFullScreenVAO(Program);
} }
GLuint Gaussian17TapVShader::Program; Gaussian17TapVShader::Gaussian17TapVShader()
GLuint Gaussian17TapVShader::uniform_tex;
GLuint Gaussian17TapVShader::uniform_depth;
GLuint Gaussian17TapVShader::uniform_pixel;
GLuint Gaussian17TapVShader::vao;
void Gaussian17TapVShader::init()
{ {
Program = LoadProgram( Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(), GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bilateralV.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bilateralV.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex"); AssignUniforms("pixel");
uniform_pixel = glGetUniformLocation(Program, "pixel"); TU_tex = 0;
uniform_depth = glGetUniformLocation(Program, "depth"); TU_depth = 1;
AssignTextureUnit(Program, TexUnit(TU_tex, "tex"), TexUnit(TU_depth, "depth"));
vao = createFullScreenVAO(Program); vao = createFullScreenVAO(Program);
} }
GLuint ComputeGaussian17TapVShader::Program; ComputeGaussian17TapVShader::ComputeGaussian17TapVShader()
GLuint ComputeGaussian17TapVShader::uniform_source;
GLuint ComputeGaussian17TapVShader::uniform_depth;
GLuint ComputeGaussian17TapVShader::uniform_dest;
void ComputeGaussian17TapVShader::init()
{ {
#if WIN32 #if WIN32
if (irr_driver->getGLSLVersion() < 420) if (irr_driver->getGLSLVersion() < 420)
return; return;
Program = LoadProgram( Program = LoadProgram(
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/bilateralV.comp").c_str()); GL_COMPUTE_SHADER, file_manager->getAsset("shaders/bilateralV.comp").c_str());
uniform_source = glGetUniformLocation(Program, "source"); TU_source = 0;
uniform_depth = glGetUniformLocation(Program, "depth"); TU_depth = 1;
uniform_dest = glGetUniformLocation(Program, "dest"); TU_dest = 2;
AssignTextureUnit(Program, TexUnit(TU_source, "source"), TexUnit(TU_depth, "depth"), TexUnit(TU_dest, "dest"));
#endif #endif
} }
GLuint Gaussian6VBlurShader::Program; Gaussian6VBlurShader::Gaussian6VBlurShader()
GLuint Gaussian6VBlurShader::uniform_tex;
GLuint Gaussian6VBlurShader::uniform_pixel;
GLuint Gaussian6VBlurShader::vao;
void Gaussian6VBlurShader::init()
{ {
Program = LoadProgram( Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(), GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian6v.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian6v.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex"); AssignUniforms("pixel");
uniform_pixel = glGetUniformLocation(Program, "pixel"); TU_tex = 0;
AssignTextureUnit(Program, TexUnit(TU_tex, "tex"));
vao = createFullScreenVAO(Program); vao = createFullScreenVAO(Program);
} }
GLuint Gaussian3VBlurShader::Program; Gaussian3VBlurShader::Gaussian3VBlurShader()
GLuint Gaussian3VBlurShader::uniform_tex;
GLuint Gaussian3VBlurShader::uniform_pixel;
GLuint Gaussian3VBlurShader::vao;
void Gaussian3VBlurShader::init()
{ {
Program = LoadProgram( Program = LoadProgram(
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(), GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian3v.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian3v.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex"); AssignUniforms("pixel");
uniform_pixel = glGetUniformLocation(Program, "pixel"); TU_tex = 0;
AssignTextureUnit(Program, TexUnit(TU_tex, "tex"));
vao = createFullScreenVAO(Program); vao = createFullScreenVAO(Program);
} }

View File

@ -650,44 +650,40 @@ public:
Gaussian3HBlurShader(); Gaussian3HBlurShader();
}; };
class Gaussian17TapVShader class Gaussian17TapVShader : public ShaderHelperSingleton<Gaussian17TapVShader, core::vector2df>
{ {
public: public:
static GLuint Program; GLuint TU_tex, TU_depth;
static GLuint uniform_tex, uniform_depth, uniform_pixel; GLuint vao;
static GLuint vao;
static void init(); Gaussian17TapVShader();
}; };
class ComputeGaussian17TapVShader class ComputeGaussian17TapVShader
{ {
public: public:
static GLuint Program; GLuint TU_source, TU_depth, TU_dest;
static GLuint uniform_source, uniform_depth, uniform_dest;
static void init(); ComputeGaussian17TapVShader();
}; };
class Gaussian6VBlurShader class Gaussian6VBlurShader : public ShaderHelperSingleton<Gaussian6VBlurShader, core::vector2df>
{ {
public: public:
static GLuint Program; GLuint TU_tex;
static GLuint uniform_tex, uniform_pixel; GLuint vao;
static GLuint vao;
static void init(); Gaussian6VBlurShader();
}; };
class Gaussian3VBlurShader class Gaussian3VBlurShader : public ShaderHelperSingleton<Gaussian3VBlurShader, core::vector2df>
{ {
public: public:
static GLuint Program; GLuint TU_tex;
static GLuint uniform_tex, uniform_pixel; GLuint vao;
static GLuint vao;
static void init(); Gaussian3VBlurShader();
}; };
class PassThroughShader class PassThroughShader