stk-code_catmod/src/graphics/post_processing.cpp
Vincent Lejeune 06f0188a5b Fix passthrough shader
It was not using half coordinate center
2015-02-23 22:02:32 +01:00

840 lines
36 KiB
C++

// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2011-2013 the SuperTuxKart-Team
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
#include "post_processing.hpp"
#include "config/user_config.hpp"
#include "graphics/callbacks.hpp"
#include "central_settings.hpp"
#include "graphics/camera.hpp"
#include "graphics/glwrap.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/mlaa_areamap.hpp"
#include "graphics/shaders.hpp"
#include "graphics/stkmeshscenenode.hpp"
#include "io/file_manager.hpp"
#include "karts/abstract_kart.hpp"
#include "karts/kart_model.hpp"
#include "modes/world.hpp"
#include "race/race_manager.hpp"
#include "tracks/track.hpp"
#include "utils/log.hpp"
#include "utils/profiler.hpp"
#include "utils/cpp2011.hpp"
#include <SViewFrustum.h>
using namespace video;
using namespace scene;
PostProcessing::PostProcessing(IVideoDriver* video_driver)
{
// Initialization
m_material.Wireframe = false;
m_material.Lighting = false;
m_material.ZWriteEnable = false;
m_material.ZBuffer = ECFN_ALWAYS;
m_material.setFlag(EMF_TRILINEAR_FILTER, true);
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i)
{
m_material.TextureLayer[i].TextureWrapU =
m_material.TextureLayer[i].TextureWrapV = ETC_CLAMP_TO_EDGE;
}
// Load the MLAA area map
io::IReadFile *areamap = irr_driver->getDevice()->getFileSystem()->
createMemoryReadFile((void *) AreaMap33, sizeof(AreaMap33),
"AreaMap33", false);
if (!areamap)
{
Log::fatal("postprocessing", "Failed to load the areamap");
return;
}
m_areamap = irr_driver->getVideoDriver()->getTexture(areamap);
areamap->drop();
} // PostProcessing
// ----------------------------------------------------------------------------
PostProcessing::~PostProcessing()
{
// TODO: do we have to delete/drop anything?
} // ~PostProcessing
// ----------------------------------------------------------------------------
/** Initialises post processing at the (re-)start of a race. This sets up
* the vertices, normals and texture coordinates for each
*/
void PostProcessing::reset()
{
const u32 n = Camera::getNumCameras();
m_boost_time.resize(n);
m_vertices.resize(n);
m_center.resize(n);
m_direction.resize(n);
MotionBlurProvider * const cb = (MotionBlurProvider *) irr_driver->
getCallback(ES_MOTIONBLUR);
for(unsigned int i=0; i<n; i++)
{
m_boost_time[i] = 0.0f;
const core::recti &vp = Camera::getCamera(i)->getViewport();
// Map viewport to [-1,1] x [-1,1]. First define the coordinates
// left, right, top, bottom:
float right = vp.LowerRightCorner.X < UserConfigParams::m_width
? 0.0f : 1.0f;
float left = vp.UpperLeftCorner.X > 0.0f ? 0.0f : -1.0f;
float top = vp.UpperLeftCorner.Y > 0.0f ? 0.0f : 1.0f;
float bottom = vp.LowerRightCorner.Y < UserConfigParams::m_height
? 0.0f : -1.0f;
// Use left etc to define 4 vertices on which the rendered screen
// will be displayed:
m_vertices[i].v0.Pos = core::vector3df(left, bottom, 0);
m_vertices[i].v1.Pos = core::vector3df(left, top, 0);
m_vertices[i].v2.Pos = core::vector3df(right, top, 0);
m_vertices[i].v3.Pos = core::vector3df(right, bottom, 0);
// Define the texture coordinates of each vertex, which must
// be in [0,1]x[0,1]
m_vertices[i].v0.TCoords = core::vector2df(left ==-1.0f ? 0.0f : 0.5f,
bottom==-1.0f ? 0.0f : 0.5f);
m_vertices[i].v1.TCoords = core::vector2df(left ==-1.0f ? 0.0f : 0.5f,
top == 1.0f ? 1.0f : 0.5f);
m_vertices[i].v2.TCoords = core::vector2df(right == 0.0f ? 0.5f : 1.0f,
top == 1.0f ? 1.0f : 0.5f);
m_vertices[i].v3.TCoords = core::vector2df(right == 0.0f ? 0.5f : 1.0f,
bottom==-1.0f ? 0.0f : 0.5f);
// Set normal and color:
core::vector3df normal(0,0,1);
m_vertices[i].v0.Normal = m_vertices[i].v1.Normal =
m_vertices[i].v2.Normal = m_vertices[i].v3.Normal = normal;
SColor white(0xFF, 0xFF, 0xFF, 0xFF);
m_vertices[i].v0.Color = m_vertices[i].v1.Color =
m_vertices[i].v2.Color = m_vertices[i].v3.Color = white;
m_center[i].X=(m_vertices[i].v0.TCoords.X
+m_vertices[i].v2.TCoords.X) * 0.5f;
// Center is around 20 percent from bottom of screen:
const float tex_height = m_vertices[i].v1.TCoords.Y
- m_vertices[i].v0.TCoords.Y;
m_direction[i].X = m_center[i].X;
m_direction[i].Y = m_vertices[i].v0.TCoords.Y + 0.7f*tex_height;
setMotionBlurCenterY(i, 0.2f);
cb->setDirection(i, m_direction[i].X, m_direction[i].Y);
cb->setMaxHeight(i, m_vertices[i].v1.TCoords.Y);
} // for i <number of cameras
} // reset
void PostProcessing::setMotionBlurCenterY(const u32 num, const float y)
{
MotionBlurProvider * const cb = (MotionBlurProvider *) irr_driver->
getCallback(ES_MOTIONBLUR);
const float tex_height = m_vertices[num].v1.TCoords.Y - m_vertices[num].v0.TCoords.Y;
m_center[num].Y = m_vertices[num].v0.TCoords.Y + y * tex_height;
cb->setCenter(num, m_center[num].X, m_center[num].Y);
}
// ----------------------------------------------------------------------------
/** Setup some PP data.
*/
void PostProcessing::begin()
{
m_any_boost = false;
for (u32 i = 0; i < m_boost_time.size(); i++)
m_any_boost |= m_boost_time[i] > 0.01f;
} // beginCapture
// ----------------------------------------------------------------------------
/** Set the boost amount according to the speed of the camera */
void PostProcessing::giveBoost(unsigned int camera_index)
{
if (CVS->isGLSL())
{
m_boost_time[camera_index] = 0.75f;
MotionBlurProvider * const cb = (MotionBlurProvider *)irr_driver->
getCallback(ES_MOTIONBLUR);
cb->setBoostTime(camera_index, m_boost_time[camera_index]);
}
} // giveBoost
// ----------------------------------------------------------------------------
/** Updates the boost times for all cameras, called once per frame.
* \param dt Time step size.
*/
void PostProcessing::update(float dt)
{
if (!CVS->isGLSL())
return;
MotionBlurProvider* const cb =
(MotionBlurProvider*) irr_driver->getCallback(ES_MOTIONBLUR);
if (cb == NULL) return;
for (unsigned int i=0; i<m_boost_time.size(); i++)
{
if (m_boost_time[i] > 0.0f)
{
m_boost_time[i] -= dt;
if (m_boost_time[i] < 0.0f) m_boost_time[i] = 0.0f;
}
cb->setBoostTime(i, m_boost_time[i]);
}
} // update
static
void renderBloom(GLuint in)
{
FullScreenShader::BloomShader::getInstance()->SetTextureUnits(in);
DrawFullScreenEffect<FullScreenShader::BloomShader>();
}
void PostProcessing::renderEnvMap(const float *bSHCoeff, const float *gSHCoeff, const float *rSHCoeff, GLuint skybox)
{
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
if (UserConfigParams::m_degraded_IBL)
{
glUseProgram(FullScreenShader::DegradedIBLShader::getInstance()->Program);
glBindVertexArray(SharedObject::FullScreenQuadVAO);
FullScreenShader::DegradedIBLShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH));
FullScreenShader::DegradedIBLShader::getInstance()->setUniforms();
}
else
{
glUseProgram(FullScreenShader::IBLShader::getInstance()->Program);
glBindVertexArray(SharedObject::FullScreenQuadVAO);
FullScreenShader::IBLShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), skybox);
FullScreenShader::IBLShader::getInstance()->setUniforms();
}
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
void PostProcessing::renderRHDebug(unsigned SHR, unsigned SHG, unsigned SHB, const core::matrix4 &rh_matrix, const core::vector3df &rh_extend)
{
glEnable(GL_PROGRAM_POINT_SIZE);
glUseProgram(FullScreenShader::RHDebug::getInstance()->Program);
glActiveTexture(GL_TEXTURE0 + FullScreenShader::RHDebug::getInstance()->TU_SHR);
glBindTexture(GL_TEXTURE_3D, SHR);
glActiveTexture(GL_TEXTURE0 + FullScreenShader::RHDebug::getInstance()->TU_SHG);
glBindTexture(GL_TEXTURE_3D, SHG);
glActiveTexture(GL_TEXTURE0 + FullScreenShader::RHDebug::getInstance()->TU_SHB);
glBindTexture(GL_TEXTURE_3D, SHB);
FullScreenShader::RHDebug::getInstance()->setUniforms(rh_matrix, rh_extend);
glDrawArrays(GL_POINTS, 0, 32 * 16 * 32);
glDisable(GL_PROGRAM_POINT_SIZE);
}
void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3df &rh_extend, GLuint shr, GLuint shg, GLuint shb)
{
core::matrix4 InvRHMatrix;
RHMatrix.getInverse(InvRHMatrix);
glDisable(GL_DEPTH_TEST);
FullScreenShader::GlobalIlluminationReconstructionShader::getInstance()->SetTextureUnits(
irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), shr, shg, shb);
DrawFullScreenEffect<FullScreenShader::GlobalIlluminationReconstructionShader>(RHMatrix, InvRHMatrix, rh_extend);
}
void PostProcessing::renderSunlight(const core::vector3df &direction, const video::SColorf &col)
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
FullScreenShader::SunLightShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture());
DrawFullScreenEffect<FullScreenShader::SunLightShader>(direction, col);
}
static
std::vector<float> getGaussianWeight(float sigma, size_t count)
{
float g0, g1, g2, total;
std::vector<float> weights;
g0 = 1.f / (sqrtf(2.f * 3.14f) * sigma);
g1 = exp(-.5f / (sigma * sigma));
g2 = g1 * g1;
total = g0;
for (unsigned i = 0; i < count; i++)
{
weights.push_back(g0);
g0 *= g1;
g1 *= g2;
total += 2 * g0;
}
for (float &weight : weights)
weight /= total;
return weights;
}
void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
{
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
{
auxiliary.Bind();
FullScreenShader::Gaussian3VBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian3VBlurShader>(core::vector2df(inv_width, inv_height));
}
{
in_fbo.Bind();
FullScreenShader::Gaussian3HBlurShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian3HBlurShader>(core::vector2df(inv_width, inv_height));
}
}
void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer, float sigmaH, float sigmaV)
{
GLuint LayerTex;
glGenTextures(1, &LayerTex);
glTextureView(LayerTex, GL_TEXTURE_2D, in_fbo.getRTT()[0], GL_R32F, 0, 1, layer, 1);
if (!CVS->supportsComputeShadersFiltering())
{
// Used as temp
irr_driver->getFBO(FBO_SCALAR_1024).Bind();
FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(LayerTex);
DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), sigmaV);
in_fbo.BindLayer(layer);
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), sigmaH);
}
else
{
const std::vector<float> &weightsV = getGaussianWeight(sigmaV, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeShadowBlurVShader::getInstance()->Program);
FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex);
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);
FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), weightsV);
glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1, (int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
const std::vector<float> &weightsH = getGaussianWeight(sigmaH, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeShadowBlurHShader::getInstance()->Program);
FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), weightsH);
glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1, (int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
glDeleteTextures(1, &LayerTex);
}
void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary, float sigmaV, float sigmaH)
{
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
if (!CVS->supportsComputeShadersFiltering())
{
auxiliary.Bind();
FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(inv_width, inv_height), sigmaV);
in_fbo.Bind();
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(inv_width, inv_height), sigmaH);
}
else
{
const std::vector<float> &weightsV = getGaussianWeight(sigmaV, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->Program);
FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0]);
glBindSampler(FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->TU_dest, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_RGBA16F);
FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height), weightsV);
glDispatchCompute((int)in_fbo.getWidth() / 8 + 1, (int)in_fbo.getHeight() / 8 + 1, 1);
const std::vector<float> &weightsH = getGaussianWeight(sigmaH, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->Program);
FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0]);
glBindSampler(FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->TU_dest, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_RGBA16F);
FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height), weightsH);
glDispatchCompute((int)in_fbo.getWidth() / 8 + 1, (int)in_fbo.getHeight() / 8 + 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
}
void PostProcessing::renderHorizontalBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
{
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
{
auxiliary.Bind();
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(inv_width, inv_height), 2.0f);
}
{
in_fbo.Bind();
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(inv_width, inv_height), 2.0f);
}
}
void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
{
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
if (CVS->supportsComputeShadersFiltering())
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
{
if (!CVS->supportsComputeShadersFiltering())
{
auxiliary.Bind();
FullScreenShader::Gaussian17TapHShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian17TapHShader>(core::vector2df(inv_width, inv_height));
}
else
{
glUseProgram(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->Program);
glBindSampler(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_dest, 0);
FullScreenShader::ComputeGaussian17TapHShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_dest, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
FullScreenShader::ComputeGaussian17TapHShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height));
glDispatchCompute((int)in_fbo.getWidth() / 8 + 1, (int)in_fbo.getHeight() / 8 + 1, 1);
}
}
if (CVS->supportsComputeShadersFiltering())
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
{
if (!CVS->supportsComputeShadersFiltering())
{
in_fbo.Bind();
FullScreenShader::Gaussian17TapVShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian17TapVShader>(core::vector2df(inv_width, inv_height));
}
else
{
glUseProgram(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->Program);
glBindSampler(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_dest, 0);
FullScreenShader::ComputeGaussian17TapVShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_dest, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
FullScreenShader::ComputeGaussian17TapVShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height));
glDispatchCompute((int)in_fbo.getWidth() / 8 + 1, (int)in_fbo.getHeight() / 8 + 1, 1);
}
}
if (CVS->supportsComputeShadersFiltering())
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
}
void PostProcessing::renderPassThrough(GLuint tex, unsigned width, unsigned height)
{
FullScreenShader::PassThroughShader::getInstance()->SetTextureUnits(tex);
DrawFullScreenEffect<FullScreenShader::PassThroughShader>(width, height);
}
void PostProcessing::renderTextureLayer(unsigned tex, unsigned layer)
{
glUseProgram(FullScreenShader::LayerPassThroughShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::LayerPassThroughShader::getInstance()->vao);
glActiveTexture(GL_TEXTURE0 + FullScreenShader::LayerPassThroughShader::getInstance()->TU_texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
FullScreenShader::LayerPassThroughShader::getInstance()->setUniforms(layer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void PostProcessing::renderGlow(unsigned tex)
{
glUseProgram(FullScreenShader::GlowShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::GlowShader::getInstance()->vao);
FullScreenShader::GlowShader::getInstance()->SetTextureUnits(tex);
FullScreenShader::GlowShader::getInstance()->setUniforms();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void PostProcessing::renderSSAO()
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
// Generate linear depth buffer
irr_driver->getFBO(FBO_LINEAR_DEPTH).Bind();
FullScreenShader::LinearizeDepthShader::getInstance()->SetTextureUnits(irr_driver->getDepthStencilTexture());
DrawFullScreenEffect<FullScreenShader::LinearizeDepthShader>(irr_driver->getSceneManager()->getActiveCamera()->getNearValue(), irr_driver->getSceneManager()->getActiveCamera()->getFarValue());
irr_driver->getFBO(FBO_SSAO).Bind();
FullScreenShader::SSAOShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_LINEAR_DEPTH));
glGenerateMipmap(GL_TEXTURE_2D);
DrawFullScreenEffect<FullScreenShader::SSAOShader>(irr_driver->getSSAORadius(), irr_driver->getSSAOK(), irr_driver->getSSAOSigma());
}
void PostProcessing::renderMotionBlur(unsigned , FrameBuffer &in_fbo, FrameBuffer &out_fbo)
{
MotionBlurProvider * const cb = (MotionBlurProvider *)irr_driver->
getCallback(ES_MOTIONBLUR);
unsigned cam = Camera::getActiveCamera()->getIndex();
scene::ICameraSceneNode * const camnode =
Camera::getCamera(cam)->getCameraSceneNode();
// Calculate the kart's Y position on screen
if (Camera::getCamera(cam)->getKart())
{
const core::vector3df pos = Camera::getCamera(cam)->getKart()->getNode()->getPosition();
float ndc[4];
core::matrix4 trans = camnode->getProjectionMatrix();
trans *= camnode->getViewMatrix();
trans.transformVect(ndc, pos);
const float karty = (ndc[1] / ndc[3]) * 0.5f + 0.5f;
setMotionBlurCenterY(cam, karty);
}
else
setMotionBlurCenterY(cam, 0.5f);
out_fbo.Bind();
glClear(GL_COLOR_BUFFER_BIT);
FullScreenShader::MotionBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0], irr_driver->getDepthStencilTexture());
DrawFullScreenEffect<FullScreenShader::MotionBlurShader>(
// Todo : use a previousPVMatrix per cam, not global
irr_driver->getPreviousPVMatrix(),
core::vector2df(0.5, 0.5),
cb->getBoostTime(Camera::getActiveCamera()->getIndex()) * 10, // Todo : should be framerate dependent
0.15f);
}
static void renderGodFade(GLuint tex, const SColor &col)
{
glUseProgram(FullScreenShader::GodFadeShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::GodFadeShader::getInstance()->vao);
FullScreenShader::GodFadeShader::getInstance()->SetTextureUnits(tex);
FullScreenShader::GodFadeShader::getInstance()->setUniforms(col);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
static void renderGodRay(GLuint tex, const core::vector2df &sunpos)
{
glUseProgram(FullScreenShader::GodRayShader::getInstance()->Program);
glBindVertexArray(FullScreenShader::GodRayShader::getInstance()->vao);
FullScreenShader::GodRayShader::getInstance()->SetTextureUnits(tex);
FullScreenShader::GodRayShader::getInstance()->setUniforms(sunpos);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
static void toneMap(FrameBuffer &fbo, GLuint rtt, float vignette_weight)
{
fbo.Bind();
FullScreenShader::ToneMapShader::getInstance()->SetTextureUnits(rtt);
DrawFullScreenEffect<FullScreenShader::ToneMapShader>(vignette_weight);
}
static void renderDoF(FrameBuffer &fbo, GLuint rtt)
{
fbo.Bind();
FullScreenShader::DepthOfFieldShader::getInstance()->SetTextureUnits(rtt, irr_driver->getDepthStencilTexture());
DrawFullScreenEffect<FullScreenShader::DepthOfFieldShader>();
}
void PostProcessing::applyMLAA()
{
const core::vector2df &PIXEL_SIZE = core::vector2df(1.0f / UserConfigParams::m_width, 1.0f / UserConfigParams::m_height);
irr_driver->getFBO(FBO_MLAA_TMP).Bind();
glEnable(GL_STENCIL_TEST);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// Pass 1: color edge detection
glUseProgram(FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->Program);
FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_MLAA_COLORS));
FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->setUniforms(PIXEL_SIZE);
glBindVertexArray(FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glStencilFunc(GL_EQUAL, 1, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Pass 2: blend weights
irr_driver->getFBO(FBO_MLAA_BLEND).Bind();
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(FullScreenShader::MLAABlendWeightSHader::getInstance()->Program);
FullScreenShader::MLAABlendWeightSHader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_MLAA_TMP), getTextureGLuint(m_areamap));
FullScreenShader::MLAABlendWeightSHader::getInstance()->setUniforms(PIXEL_SIZE);
glBindVertexArray(FullScreenShader::MLAABlendWeightSHader::getInstance()->vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Blit in to tmp1
FrameBuffer::Blit(irr_driver->getFBO(FBO_MLAA_COLORS), irr_driver->getFBO(FBO_MLAA_TMP));
// Pass 3: gather
irr_driver->getFBO(FBO_MLAA_COLORS).Bind();
glUseProgram(FullScreenShader::MLAAGatherSHader::getInstance()->Program);
FullScreenShader::MLAAGatherSHader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_MLAA_BLEND), irr_driver->getRenderTargetTexture(RTT_MLAA_TMP));
FullScreenShader::MLAAGatherSHader::getInstance()->setUniforms(PIXEL_SIZE);
glBindVertexArray(FullScreenShader::MLAAGatherSHader::getInstance()->vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Done.
glDisable(GL_STENCIL_TEST);
}
// ----------------------------------------------------------------------------
/** Render the post-processed scene */
FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, bool isRace)
{
FrameBuffer *in_fbo = &irr_driver->getFBO(FBO_COLORS);
FrameBuffer *out_fbo = &irr_driver->getFBO(FBO_TMP1_WITH_DS);
// Each effect uses these as named, and sets them up for the next effect.
// This allows chaining effects where some may be disabled.
// As the original color shouldn't be touched, the first effect can't be disabled.
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
if (isRace && UserConfigParams::m_dof)
{
PROFILER_PUSH_CPU_MARKER("- DoF", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_DOF));
renderDoF(*out_fbo, in_fbo->getRTT()[0]);
std::swap(in_fbo, out_fbo);
PROFILER_POP_CPU_MARKER();
}
{
PROFILER_PUSH_CPU_MARKER("- Godrays", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_GODRAYS));
bool hasgodrays = false;
if (World::getWorld() != NULL)
hasgodrays = World::getWorld()->getTrack()->hasGodRays();
if (isRace && UserConfigParams::m_light_shaft && hasgodrays)
{
Track* track = World::getWorld()->getTrack();
glEnable(GL_DEPTH_TEST);
// Grab the sky
out_fbo->Bind();
glClear(GL_COLOR_BUFFER_BIT);
// irr_driver->renderSkybox(camnode);
// Set the sun's color
const SColor col = track->getGodRaysColor();
// The sun interposer
STKMeshSceneNode *sun = irr_driver->getSunInterposer();
sun->setGlowColors(col);
sun->setPosition(track->getGodRaysPosition());
sun->updateAbsolutePosition();
irr_driver->setPhase(GLOW_PASS);
sun->render();
glDisable(GL_DEPTH_TEST);
// Fade to quarter
irr_driver->getFBO(FBO_QUARTER1).Bind();
glViewport(0, 0, UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
renderGodFade(out_fbo->getRTT()[0], col);
// Blur
renderGaussian3Blur(irr_driver->getFBO(FBO_QUARTER1), irr_driver->getFBO(FBO_QUARTER2));
// Calculate the sun's position in texcoords
const core::vector3df pos = track->getGodRaysPosition();
float ndc[4];
core::matrix4 trans = camnode->getProjectionMatrix();
trans *= camnode->getViewMatrix();
trans.transformVect(ndc, pos);
const float texh = m_vertices[0].v1.TCoords.Y - m_vertices[0].v0.TCoords.Y;
const float texw = m_vertices[0].v3.TCoords.X - m_vertices[0].v0.TCoords.X;
const float sunx = ((ndc[0] / ndc[3]) * 0.5f + 0.5f) * texw;
const float suny = ((ndc[1] / ndc[3]) * 0.5f + 0.5f) * texh;
// Rays please
irr_driver->getFBO(FBO_QUARTER2).Bind();
renderGodRay(irr_driver->getRenderTargetTexture(RTT_QUARTER1), core::vector2df(sunx, suny));
// Blur
renderGaussian3Blur(irr_driver->getFBO(FBO_QUARTER2), irr_driver->getFBO(FBO_QUARTER1));
// Blend
glEnable(GL_BLEND);
glBlendColor(0., 0., 0., track->getGodRaysOpacity());
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
in_fbo->Bind();
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_QUARTER2), in_fbo->getWidth(), in_fbo->getHeight());
glDisable(GL_BLEND);
}
PROFILER_POP_CPU_MARKER();
}
// Simulate camera defects from there
{
PROFILER_PUSH_CPU_MARKER("- Bloom", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_BLOOM));
if (isRace && UserConfigParams::m_bloom)
{
glClear(GL_STENCIL_BUFFER_BIT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
FrameBuffer::Blit(*in_fbo, irr_driver->getFBO(FBO_TMP_1024), GL_COLOR_BUFFER_BIT, GL_LINEAR);
irr_driver->getFBO(FBO_BLOOM_1024).Bind();
renderBloom(irr_driver->getRenderTargetTexture(RTT_TMP_1024));
// Downsample
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_1024), irr_driver->getFBO(FBO_BLOOM_512), GL_COLOR_BUFFER_BIT, GL_LINEAR);
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_BLOOM_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_BLOOM_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Blur
// The fbo sum chain is from https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 1., 1.);
glEnable(GL_BLEND);
irr_driver->getFBO(FBO_BLOOM_256).Bind();
renderPassThrough(irr_driver->getFBO(FBO_BLOOM_128).getRTT()[0], 256, 256);
glDisable(GL_BLEND);
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_TMP_256), 2., 2.);
glEnable(GL_BLEND);
irr_driver->getFBO(FBO_BLOOM_512).Bind();
renderPassThrough(irr_driver->getFBO(FBO_BLOOM_256).getRTT()[0], 512, 512);
glDisable(GL_BLEND);
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_TMP_512), 2., 2.);
glEnable(GL_BLEND);
irr_driver->getFBO(FBO_BLOOM_1024).Bind();
renderPassThrough(irr_driver->getFBO(FBO_BLOOM_512).getRTT()[0], 1024, 1024);
glDisable(GL_BLEND);
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_1024), irr_driver->getFBO(FBO_TMP_1024), 2., 2.);
// Additively blend on top of tmp1
in_fbo->Bind();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
FullScreenShader::BloomBlendShader::getInstance()->SetTextureUnits(
irr_driver->getRenderTargetTexture(RTT_BLOOM_128), irr_driver->getRenderTargetTexture(RTT_BLOOM_256), irr_driver->getRenderTargetTexture(RTT_BLOOM_512));
DrawFullScreenEffect<FullScreenShader::BloomBlendShader>();
glDisable(GL_BLEND);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} // end if bloom
PROFILER_POP_CPU_MARKER();
}
//computeLogLuminance(in_rtt);
{
PROFILER_PUSH_CPU_MARKER("- Tonemap", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_TONEMAP));
// only enable vignette during race
if(isRace)
{
toneMap(*out_fbo, in_fbo->getRTT()[0], 1.0);
}
else
{
toneMap(*out_fbo, in_fbo->getRTT()[0], 0.0);
}
std::swap(in_fbo, out_fbo);
PROFILER_POP_CPU_MARKER();
}
{
PROFILER_PUSH_CPU_MARKER("- Motion blur", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_MOTIONBLUR));
MotionBlurProvider * const cb = (MotionBlurProvider *)irr_driver->
getCallback(ES_MOTIONBLUR);
if (isRace && UserConfigParams::m_motionblur && World::getWorld() != NULL && cb->getBoostTime(Camera::getActiveCamera()->getIndex()) > 0.) // motion blur
{
renderMotionBlur(0, *in_fbo, *out_fbo);
std::swap(in_fbo, out_fbo);
}
PROFILER_POP_CPU_MARKER();
}
// Workaround a bug with srgb fbo on sandy bridge windows
if (!CVS->isARBUniformBufferObjectUsable())
return in_fbo;
glEnable(GL_FRAMEBUFFER_SRGB);
irr_driver->getFBO(FBO_MLAA_COLORS).Bind();
renderPassThrough(in_fbo->getRTT()[0], irr_driver->getFBO(FBO_MLAA_COLORS).getWidth(), irr_driver->getFBO(FBO_MLAA_COLORS).getHeight());
out_fbo = &irr_driver->getFBO(FBO_MLAA_COLORS);
if (UserConfigParams::m_mlaa) // MLAA. Must be the last pp filter.
{
PROFILER_PUSH_CPU_MARKER("- MLAA", 0xFF, 0x00, 0x00);
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_MLAA));
applyMLAA();
PROFILER_POP_CPU_MARKER();
}
glDisable(GL_FRAMEBUFFER_SRGB);
return out_fbo;
} // render