Turn motion blur into camera space motion blur
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@ -25,20 +25,17 @@ uniform float boost_amount;
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// The color buffer to use.
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uniform sampler2D color_buffer;
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uniform sampler2D dtex;
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// Center (in texture coordinates) at which the kart is. A small circle
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// around this center is not blurred (see mask_radius below)
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uniform vec2 center;
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// The direction to which the blurring aims at
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uniform vec2 direction;
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// Radius of mask around the character in which no blurring happens
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// so that the kart doesn't get blurred.
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uniform float mask_radius;
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// Maximum height of texture used
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uniform float max_tex_height;
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uniform mat4 previous_viewproj;
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layout (std140) uniform MatrixesData
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{
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@ -55,6 +52,8 @@ out vec4 FragColor;
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// Number of samples used for blurring
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#define NB_SAMPLES 8
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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void main()
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{
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vec2 texcoords = gl_FragCoord.xy / screen;
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@ -62,18 +61,21 @@ void main()
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// Sample the color buffer
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vec3 color = texture(color_buffer, texcoords).rgb;
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float z = texture(dtex, texcoords).x;
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vec4 ViewPos = getPosFromUVDepth(vec3(texcoords, z), InverseProjectionMatrix);
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vec4 OldScreenPos = previous_viewproj * InverseViewMatrix * ViewPos;
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OldScreenPos /= OldScreenPos.w;
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OldScreenPos = .5 * OldScreenPos + .5;
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// Compute the blur direction.
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// IMPORTANT: we don't normalize it so that it avoids a glitch around 'center',
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// plus it naturally scales the motion blur in a cool way :)
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vec2 blur_dir = direction - texcoords;
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vec2 blur_dir = texcoords - OldScreenPos.xy;
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// Compute the blurring factor:
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// - apply the mask, i.e. no blurring in a small circle around the kart
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float blur_factor = max(0.0, length(texcoords - center) - mask_radius);
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// - avoid blurring the top of the screen
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blur_factor *= (max_tex_height - texcoords.t);
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// - apply the boost amount
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blur_factor *= boost_amount;
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@ -90,7 +92,4 @@ void main()
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}
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color /= vec3(NB_SAMPLES);
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FragColor = vec4(color, 1.0);
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// Keep this commented line for debugging:
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//FragColor = vec4(blur_factor, blur_factor, blur_factor, 0.0);
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}
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@ -230,7 +230,7 @@ private:
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core::array<video::IRenderTarget> m_mrt;
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/** Matrixes used in several places stored here to avoid recomputation. */
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core::matrix4 m_ViewMatrix, m_InvViewMatrix, m_ProjMatrix, m_InvProjMatrix, m_ProjViewMatrix, m_InvProjViewMatrix;
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core::matrix4 m_ViewMatrix, m_InvViewMatrix, m_ProjMatrix, m_InvProjMatrix, m_ProjViewMatrix, m_previousProjViewMatrix, m_InvProjViewMatrix;
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std::vector<video::ITexture *> SkyboxTextures;
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std::vector<video::ITexture *> SphericalHarmonicsTextures;
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@ -694,7 +694,8 @@ public:
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void setProjMatrix(core::matrix4 matrix) { m_ProjMatrix = matrix; matrix.getInverse(m_InvProjMatrix); }
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const core::matrix4 &getProjMatrix() const { return m_ProjMatrix; }
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const core::matrix4 &getInvProjMatrix() const { return m_InvProjMatrix; }
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void genProjViewMatrix() { m_ProjViewMatrix = m_ProjMatrix * m_ViewMatrix; m_InvProjViewMatrix = m_ProjViewMatrix; m_InvProjViewMatrix.makeInverse(); }
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void genProjViewMatrix() { m_previousProjViewMatrix = m_ProjViewMatrix; m_ProjViewMatrix = m_ProjMatrix * m_ViewMatrix; m_InvProjViewMatrix = m_ProjViewMatrix; m_InvProjViewMatrix.makeInverse(); }
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const core::matrix4 & getPreviousPVMatrix() { return m_previousProjViewMatrix; }
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const core::matrix4 &getProjViewMatrix() const { return m_ProjViewMatrix; }
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const core::matrix4 &getInvProjViewMatrix() const { return m_InvProjViewMatrix; }
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#ifdef DEBUG
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@ -610,10 +610,14 @@ void PostProcessing::renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBu
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setTexture(0, in_fbo.getRTT()[0], GL_NEAREST, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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setTexture(1, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
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FullScreenShader::MotionBlurShader
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::setUniforms(cb->getBoostTime(cam), cb->getCenter(cam),
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::setUniforms(1., // Todo : should be framerate dependent
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// Todo : use a previousPVMatrix per cam, not global
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irr_driver->getPreviousPVMatrix(),
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cb->getCenter(cam),
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cb->getDirection(cam), 0.15f,
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cb->getMaxHeight(cam) * 0.7f, 0);
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cb->getMaxHeight(cam) * 0.7f, 0, 1);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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@ -868,7 +872,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
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{
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PROFILER_PUSH_CPU_MARKER("- Motion blur", 0xFF, 0x00, 0x00);
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_MOTIONBLUR));
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if (isRace && UserConfigParams::m_motionblur && m_any_boost && World::getWorld() != NULL) // motion blur
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if (isRace && UserConfigParams::m_motionblur && World::getWorld() != NULL) // motion blur
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{
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renderMotionBlur(0, *in_fbo, *out_fbo);
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std::swap(in_fbo, out_fbo);
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@ -2663,6 +2663,8 @@ namespace FullScreenShader
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GLuint MotionBlurShader::uniform_boost_amount;
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GLuint MotionBlurShader::uniform_center;
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GLuint MotionBlurShader::uniform_color_buffer;
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GLuint MotionBlurShader::uniform_dtex;
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GLuint MotionBlurShader::uniform_previous_viewproj;
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GLuint MotionBlurShader::uniform_direction;
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GLuint MotionBlurShader::uniform_mask_radius;
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GLuint MotionBlurShader::uniform_max_tex_height;
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@ -2672,6 +2674,7 @@ namespace FullScreenShader
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/motion_blur.frag").c_str());
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uniform_boost_amount = glGetUniformLocation(Program, "boost_amount");
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uniform_center = glGetUniformLocation(Program, "center");
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@ -2679,17 +2682,21 @@ namespace FullScreenShader
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uniform_direction = glGetUniformLocation(Program, "direction");
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uniform_mask_radius = glGetUniformLocation(Program, "mask_radius");
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uniform_max_tex_height = glGetUniformLocation(Program, "max_tex_height");
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uniform_dtex = glGetUniformLocation(Program, "dtex");
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uniform_previous_viewproj = glGetUniformLocation(Program, "previous_viewproj");
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vao = createFullScreenVAO(Program);
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}
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void MotionBlurShader::setUniforms(float boost_amount, const core::vector2df ¢er, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb)
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void MotionBlurShader::setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df ¢er, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb, unsigned TU_dtex)
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{
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glUniformMatrix4fv(uniform_previous_viewproj, 1, GL_FALSE, previousVP.pointer());
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glUniform1f(uniform_boost_amount, boost_amount);
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glUniform2f(uniform_center, center.X, center.Y);
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glUniform2f(uniform_direction, direction.X, direction.Y);
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glUniform1f(uniform_mask_radius, mask_radius);
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glUniform1f(uniform_max_tex_height, max_tex_height);
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glUniform1i(uniform_color_buffer, TU_cb);
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glUniform1i(uniform_dtex, TU_dtex);
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}
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GLuint GodFadeShader::Program;
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@ -759,11 +759,11 @@ class MotionBlurShader
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{
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public:
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static GLuint Program;
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static GLuint uniform_boost_amount, uniform_color_buffer, uniform_center, uniform_direction, uniform_mask_radius, uniform_max_tex_height;
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static GLuint uniform_boost_amount, uniform_color_buffer, uniform_dtex, uniform_previous_viewproj, uniform_center, uniform_direction, uniform_mask_radius, uniform_max_tex_height;
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static GLuint vao;
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static void init();
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static void setUniforms(float boost_amount, const core::vector2df ¢er, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb);
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static void setUniforms(float boost_amount, const core::matrix4 &previousVP, const core::vector2df ¢er, const core::vector2df &direction, float mask_radius, float max_tex_height, unsigned TU_cb, unsigned TU_dtex);
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};
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class GodFadeShader
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