1686 lines
64 KiB
C++
1686 lines
64 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2011-2015 the SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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#include "post_processing.hpp"
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#include "config/user_config.hpp"
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#include "graphics/callbacks.hpp"
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#include "graphics/camera.hpp"
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#include "graphics/central_settings.hpp"
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#include "graphics/glwrap.hpp"
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#include "graphics/gl_headers.hpp"
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#include "graphics/irr_driver.hpp"
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#include "graphics/mlaa_areamap.hpp"
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#include "graphics/shaders.hpp"
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#include "graphics/shared_gpu_objects.hpp"
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#include "graphics/stk_mesh_scene_node.hpp"
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#include "graphics/weather.hpp"
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#include "io/file_manager.hpp"
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#include "karts/abstract_kart.hpp"
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#include "karts/kart_model.hpp"
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#include "modes/world.hpp"
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#include "physics/physics.hpp"
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#include "race/race_manager.hpp"
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#include "tracks/track.hpp"
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#include "utils/log.hpp"
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#include "utils/profiler.hpp"
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#include "utils/cpp2011.hpp"
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#include <SViewFrustum.h>
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using namespace video;
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using namespace scene;
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// ============================================================================
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class Gaussian3HBlurShader : public TextureShader<Gaussian3HBlurShader, 1,
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core::vector2df>
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{
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public:
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Gaussian3HBlurShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "gaussian3h.frag");
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assignUniforms("pixel");
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assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
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} // Gaussian3HBlurShader
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// ------------------------------------------------------------------------
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void render(const FrameBuffer &auxiliary, float inv_width,
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float inv_height)
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{
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setTextureUnits(auxiliary.getRTT()[0]);
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drawFullScreenEffect(core::vector2df(inv_width, inv_height));
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} // render
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}; // Gaussian3HBlurShader
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// ============================================================================
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class ComputeShadowBlurVShader : public TextureShader<ComputeShadowBlurVShader, 1,
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core::vector2df,
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std::vector<float> >
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{
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public:
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GLuint m_dest_tu;
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ComputeShadowBlurVShader()
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{
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#if !defined(USE_GLES2)
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loadProgram(OBJECT, GL_COMPUTE_SHADER, "blurshadowV.comp");
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m_dest_tu = 1;
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assignUniforms("pixel", "weights");
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assignSamplerNames(0, "source", ST_NEARED_CLAMPED_FILTERED);
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assignTextureUnit(m_dest_tu, "dest");
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#endif
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} // ComputeShadowBlurVShader
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}; // ComputeShadowBlurVShader
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// ============================================================================
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class Gaussian6VBlurShader : public TextureShader<Gaussian6VBlurShader, 1,
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core::vector2df, float>
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{
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public:
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Gaussian6VBlurShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "gaussian6v.frag");
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assignUniforms("pixel", "sigma");
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assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
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} // Gaussian6VBlurShader
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// ------------------------------------------------------------------------
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void render(GLuint layer_tex, int width, int height, float sigma_v)
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{
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setTextureUnits(layer_tex);
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drawFullScreenEffect(core::vector2df(1.f / width, 1.f / height),
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sigma_v);
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} // render
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}; // Gaussian6VBlurShader
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// ============================================================================
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class Gaussian3VBlurShader : public TextureShader<Gaussian3VBlurShader, 1,
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core::vector2df>
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{
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public:
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Gaussian3VBlurShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "gaussian3v.frag");
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assignUniforms("pixel");
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assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
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} // Gaussian3VBlurShader
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// ------------------------------------------------------------------------
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void render(const FrameBuffer &in_fbo, float inv_width, float inv_height)
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{
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setTextureUnits(in_fbo.getRTT()[0]);
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drawFullScreenEffect(core::vector2df(inv_width, inv_height));
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} // render
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}; // Gaussian3VBlurShader
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#if !defined(USE_GLES2)
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// ============================================================================
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class ComputeGaussian6VBlurShader : public TextureShader<ComputeGaussian6VBlurShader, 1,
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core::vector2df,
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std::vector<float> >
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{
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public:
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GLuint m_dest_tu;
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ComputeGaussian6VBlurShader()
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{
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loadProgram(OBJECT, GL_COMPUTE_SHADER, "gaussian6v.comp");
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m_dest_tu = 1;
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assignUniforms("pixel", "weights");
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assignSamplerNames(0, "source", ST_BILINEAR_CLAMPED_FILTERED);
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assignTextureUnit(m_dest_tu, "dest");
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} // ComputeGaussian6VBlurShader
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}; // ComputeGaussian6VBlurShader
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// ============================================================================
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class ComputeGaussian6HBlurShader : public TextureShader<ComputeGaussian6HBlurShader, 1,
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core::vector2df,
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std::vector<float> >
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{
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public:
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GLuint m_dest_tu;
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ComputeGaussian6HBlurShader()
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{
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loadProgram(OBJECT, GL_COMPUTE_SHADER, "gaussian6h.comp");
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m_dest_tu = 1;
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assignUniforms("pixel", "weights");
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assignSamplerNames(0, "source", ST_BILINEAR_CLAMPED_FILTERED);
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assignTextureUnit(m_dest_tu, "dest");
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} // ComputeGaussian6HBlurShader
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}; // ComputeGaussian6HBlurShader
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// ============================================================================
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class ComputeShadowBlurHShader : public TextureShader<ComputeShadowBlurHShader, 1,
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core::vector2df,
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std::vector<float> >
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{
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public:
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GLuint m_dest_tu;
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ComputeShadowBlurHShader()
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{
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loadProgram(OBJECT, GL_COMPUTE_SHADER, "blurshadowH.comp");
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m_dest_tu = 1;
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assignUniforms("pixel", "weights");
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assignSamplerNames(0, "source", ST_NEARED_CLAMPED_FILTERED);
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assignTextureUnit(m_dest_tu, "dest");
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} // ComputeShadowBlurHShader
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}; // ComputeShadowBlurHShader
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#endif
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// ============================================================================
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class Gaussian6HBlurShader : public TextureShader<Gaussian6HBlurShader, 1,
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core::vector2df, float>
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{
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public:
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Gaussian6HBlurShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "gaussian6h.frag");
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assignUniforms("pixel", "sigma");
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assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED);
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} // Gaussian6HBlurShader
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// ------------------------------------------------------------------------
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void render(const FrameBuffer &fb, int width, int height, float sigma_h)
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{
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setTextureUnits(fb.getRTT()[0]);
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drawFullScreenEffect(
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core::vector2df(1.f / width,
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1.f / height),
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sigma_h);
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} // renderq
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}; // Gaussian6HBlurShader
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// ============================================================================
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class Gaussian17TapHShader : public TextureShader<Gaussian17TapHShader, 2,
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core::vector2df>
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{
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public:
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Gaussian17TapHShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "bilateralH.frag");
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assignUniforms("pixel");
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assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED,
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1, "depth", ST_BILINEAR_CLAMPED_FILTERED);
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} // Gaussian17TapHShader
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// ------------------------------------------------------------------------
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void render(const FrameBuffer &fb, int width, int height)
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{
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setTextureUnits(fb.getRTT()[0],
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irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0] );
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drawFullScreenEffect(core::vector2df(1.0f/width, 1.0f/height));
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} // render
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}; // Gaussian17TapHShader
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// ============================================================================
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class ComputeGaussian17TapHShader : public TextureShader<ComputeGaussian17TapHShader, 2,
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core::vector2df>
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{
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public:
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GLuint m_dest_tu;
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ComputeGaussian17TapHShader()
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{
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#if !defined(USE_GLES2)
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loadProgram(OBJECT, GL_COMPUTE_SHADER, "bilateralH.comp");
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m_dest_tu = 2;
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assignUniforms("pixel");
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assignSamplerNames(0, "source", ST_NEARED_CLAMPED_FILTERED,
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1, "depth", ST_NEARED_CLAMPED_FILTERED);
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assignTextureUnit(m_dest_tu, "dest");
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#endif
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} // ComputeGaussian17TapHShader
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// ------------------------------------------------------------------------
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void render(const FrameBuffer &fb, const FrameBuffer &auxiliary,
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int width, int height)
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{
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#if !defined(USE_GLES2)
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use();
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glBindSampler(m_dest_tu, 0);
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setTextureUnits(fb.getRTT()[0],
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irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]);
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glBindImageTexture(m_dest_tu, auxiliary.getRTT()[0], 0, false,
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0, GL_WRITE_ONLY, GL_R16F);
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setUniforms(core::vector2df(1.0f/width, 1.0f/height));
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glDispatchCompute((int)width / 8 + 1, (int)height / 8 + 1, 1);
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#endif
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} // render
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}; // ComputeGaussian17TapHShader
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// ============================================================================
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class Gaussian17TapVShader : public TextureShader<Gaussian17TapVShader, 2,
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core::vector2df>
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{
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public:
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Gaussian17TapVShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "bilateralV.frag");
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assignUniforms("pixel");
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assignSamplerNames(0, "tex", ST_BILINEAR_CLAMPED_FILTERED,
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1, "depth", ST_BILINEAR_CLAMPED_FILTERED);
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} // Gaussian17TapVShader
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// ------------------------------------------------------------------------
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void render(const FrameBuffer &auxiliary, int width, int height)
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{
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setTextureUnits(auxiliary.getRTT()[0],
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irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]);
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drawFullScreenEffect(core::vector2df(1.0f/width, 1.0f/height));
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} // render
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}; // Gaussian17TapVShader
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// ============================================================================
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class ComputeGaussian17TapVShader : public TextureShader<ComputeGaussian17TapVShader, 2,
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core::vector2df>
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{
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public:
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GLuint m_dest_tu;
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ComputeGaussian17TapVShader()
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{
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#if !defined(USE_GLES2)
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loadProgram(OBJECT, GL_COMPUTE_SHADER, "bilateralV.comp");
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m_dest_tu = 2;
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assignUniforms("pixel");
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assignSamplerNames(0, "source", ST_NEARED_CLAMPED_FILTERED,
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1, "depth", ST_NEARED_CLAMPED_FILTERED);
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assignTextureUnit(m_dest_tu, "dest");
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#endif
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} // ComputeGaussian17TapVShader
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// ------------------------------------------------------------------------
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void render(const FrameBuffer &auxiliary, const FrameBuffer &fb,
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int width, int height)
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{
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#if !defined(USE_GLES2)
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use();
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glBindSampler(m_dest_tu, 0);
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setTextureUnits(auxiliary.getRTT()[0],
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irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]);
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glBindImageTexture(m_dest_tu, fb.getRTT()[0], 0, false, 0,
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GL_WRITE_ONLY, GL_R16F);
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setUniforms(core::vector2df(1.0f/width, 1.0f/height));
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glDispatchCompute((int)fb.getWidth() / 8 + 1,
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(int)fb.getHeight() / 8 + 1, 1);
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#endif
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} // render
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}; // ComputeGaussian17TapVShader
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// ============================================================================
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class BloomShader : public TextureShader<BloomShader, 1, float>
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{
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public:
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BloomShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "bloom.frag");
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assignUniforms("scale");
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assignSamplerNames(0, "tex", ST_NEAREST_FILTERED);
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} // BloomShader
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// ------------------------------------------------------------------------
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void render(GLuint in)
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{
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BloomShader::getInstance()->setTextureUnits(in);
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drawFullScreenEffect(UserConfigParams::m_scale_rtts_factor);
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} // render
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}; // BloomShader
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static video::ITexture *lensDustTex = 0;
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// ============================================================================
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class BloomBlendShader : public TextureShader<BloomBlendShader, 4>
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{
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public:
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BloomBlendShader()
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{
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if (!lensDustTex)
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lensDustTex = irr_driver->getTexture(FileManager::TEXTURE, "gfx_lensDust_a.png");
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "bloomblend.frag");
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assignUniforms();
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assignSamplerNames(0, "tex_128", ST_BILINEAR_FILTERED,
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1, "tex_256", ST_BILINEAR_FILTERED,
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2, "tex_512", ST_BILINEAR_FILTERED,
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3, "tex_dust", ST_BILINEAR_FILTERED);
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} // BloomBlendShader
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// ------------------------------------------------------------------------
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void render()
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{
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setTextureUnits(irr_driver->getRenderTargetTexture(RTT_BLOOM_128),
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irr_driver->getRenderTargetTexture(RTT_BLOOM_256),
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irr_driver->getRenderTargetTexture(RTT_BLOOM_512),
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getTextureGLuint(lensDustTex));
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drawFullScreenEffect();
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} // render
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}; // BloomBlendShader
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// ============================================================================
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class LensBlendShader : public TextureShader<LensBlendShader, 3>
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{
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public:
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LensBlendShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "lensblend.frag");
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assignUniforms();
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assignSamplerNames(0, "tex_128", ST_BILINEAR_FILTERED,
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1, "tex_256", ST_BILINEAR_FILTERED,
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2, "tex_512", ST_BILINEAR_FILTERED);
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} // LensBlendShader
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// ------------------------------------------------------------------------
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void render()
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{
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setTextureUnits(irr_driver->getRenderTargetTexture(RTT_LENS_128),
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irr_driver->getRenderTargetTexture(RTT_LENS_256),
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irr_driver->getRenderTargetTexture(RTT_LENS_512));
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drawFullScreenEffect();
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} // render
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}; // LensBlendShader
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// ============================================================================
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class ToneMapShader : public TextureShader<ToneMapShader, 1, float>
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{
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public:
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ToneMapShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "tonemap.frag");
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assignUniforms("vignette_weight");
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assignSamplerNames(0, "text", ST_NEAREST_FILTERED);
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} // ToneMapShader
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// ----------------------------------------------------------------------------
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void render(const FrameBuffer &fbo, GLuint rtt, float vignette_weight)
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{
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fbo.bind();
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setTextureUnits(rtt);
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drawFullScreenEffect(vignette_weight);
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} // render
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}; // ToneMapShader
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// ============================================================================
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class DepthOfFieldShader : public TextureShader<DepthOfFieldShader, 2>
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{
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public:
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DepthOfFieldShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "dof.frag");
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assignUniforms();
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assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED,
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1, "dtex", ST_NEAREST_FILTERED);
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} // DepthOfFieldShader
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// ------------------------------------------------------------------------
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void render(const FrameBuffer &fb, GLuint rtt)
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{
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fb.bind();
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setTextureUnits(rtt, irr_driver->getDepthStencilTexture());
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drawFullScreenEffect();
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} // render
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}; // DepthOfFieldShader
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// ============================================================================
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class IBLShader : public TextureShader<IBLShader, 3>
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{
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public:
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IBLShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "IBL.frag");
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assignUniforms();
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assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
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1, "dtex", ST_NEAREST_FILTERED,
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2, "probe", ST_TRILINEAR_CUBEMAP);
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} // IBLShader
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}; // IBLShader
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// ============================================================================
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class DegradedIBLShader : public TextureShader<DegradedIBLShader, 1>
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{
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public:
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DegradedIBLShader()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
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GL_FRAGMENT_SHADER, "degraded_ibl.frag");
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assignUniforms();
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assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED);
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} // DegradedIBLShader
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}; // DegradedIBLShader
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// ============================================================================
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class RHDebug : public Shader<RHDebug, core::matrix4, core::vector3df>
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{
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public:
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GLuint m_tu_shr, m_tu_shg, m_tu_shb;
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|
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RHDebug()
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "rhdebug.vert",
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GL_FRAGMENT_SHADER, "rhdebug.frag");
|
|
assignUniforms("rh_matrix", "extents");
|
|
m_tu_shr = 0;
|
|
m_tu_shg = 1;
|
|
m_tu_shb = 2;
|
|
assignTextureUnit(m_tu_shr, "SHR", m_tu_shg, "SHG",
|
|
m_tu_shb, "SHB");
|
|
} // RHDebug
|
|
}; // RHDebug
|
|
|
|
// ============================================================================
|
|
class GlobalIlluminationReconstructionShader
|
|
: public TextureShader<GlobalIlluminationReconstructionShader, 5,
|
|
core::matrix4, core::matrix4, core::vector3df >
|
|
{
|
|
public:
|
|
GlobalIlluminationReconstructionShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "gi.frag");
|
|
|
|
assignUniforms("rh_matrix", "inv_rh_matrix", "extents");
|
|
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
|
|
1, "dtex", ST_NEAREST_FILTERED,
|
|
2, "SHR", ST_VOLUME_LINEAR_FILTERED,
|
|
3, "SHG", ST_VOLUME_LINEAR_FILTERED,
|
|
4, "SHB", ST_VOLUME_LINEAR_FILTERED);
|
|
} // GlobalIlluminationReconstructionShader
|
|
|
|
// ------------------------------------------------------------------------
|
|
void render(const core::matrix4 &rh_matrix,
|
|
const core::vector3df &rh_extend, const FrameBuffer &fb)
|
|
{
|
|
core::matrix4 inv_rh_matrix;
|
|
rh_matrix.getInverse(inv_rh_matrix);
|
|
glDisable(GL_DEPTH_TEST);
|
|
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
|
|
irr_driver->getDepthStencilTexture(),
|
|
fb.getRTT()[0], fb.getRTT()[1], fb.getRTT()[2]);
|
|
drawFullScreenEffect(rh_matrix, inv_rh_matrix, rh_extend);
|
|
} // render
|
|
}; // GlobalIlluminationReconstructionShader
|
|
|
|
// ============================================================================
|
|
class PassThroughShader : public TextureShader<PassThroughShader, 1, int, int>
|
|
{
|
|
public:
|
|
PassThroughShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "passthrough.frag");
|
|
assignUniforms("width", "height");
|
|
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
|
|
} // PassThroughShader
|
|
// ------------------------------------------------------------------------
|
|
void render(GLuint tex, unsigned width, unsigned height)
|
|
{
|
|
PassThroughShader::getInstance()->setTextureUnits(tex);
|
|
drawFullScreenEffect(width, height);
|
|
} // render
|
|
|
|
}; // PassThroughShader
|
|
|
|
// ============================================================================
|
|
class LayerPassThroughShader : public Shader<LayerPassThroughShader, int>
|
|
{
|
|
private:
|
|
GLuint m_tu_texture;
|
|
GLuint m_vao;
|
|
|
|
public:
|
|
LayerPassThroughShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "layertexturequad.frag");
|
|
m_tu_texture = 0;
|
|
assignUniforms("layer");
|
|
assignTextureUnit(m_tu_texture, "tex");
|
|
m_vao = createVAO();
|
|
} // LayerPassThroughShader
|
|
// ------------------------------------------------------------------------
|
|
void bindVertexArray()
|
|
{
|
|
glBindVertexArray(m_vao);
|
|
} // bindVertexArray
|
|
// ------------------------------------------------------------------------
|
|
void activateTexture()
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + m_tu_texture);
|
|
} // activateTexture
|
|
}; // LayerPassThroughShader
|
|
|
|
// ============================================================================
|
|
class LinearizeDepthShader : public TextureShader<LinearizeDepthShader, 1,
|
|
float, float>
|
|
{
|
|
public:
|
|
LinearizeDepthShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "linearizedepth.frag");
|
|
assignUniforms("zn", "zf");
|
|
assignSamplerNames(0, "texture", ST_BILINEAR_FILTERED);
|
|
} // LinearizeDepthShader
|
|
// ------------------------------------------------------------------------
|
|
void render()
|
|
{
|
|
setTextureUnits(irr_driver->getDepthStencilTexture());
|
|
scene::ICameraSceneNode *c = irr_driver->getSceneManager()->getActiveCamera();
|
|
drawFullScreenEffect(c->getNearValue(), c->getFarValue() );
|
|
|
|
} // render
|
|
}; // LinearizeDepthShader
|
|
|
|
// ============================================================================
|
|
class GlowShader : public TextureShader < GlowShader, 1 >
|
|
{
|
|
private:
|
|
GLuint m_vao;
|
|
public:
|
|
|
|
GlowShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "glow.frag");
|
|
assignUniforms();
|
|
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
|
|
m_vao = createVAO();
|
|
} // GlowShader
|
|
// ------------------------------------------------------------------------
|
|
void render(unsigned tex)
|
|
{
|
|
use();
|
|
glBindVertexArray(m_vao);
|
|
setTextureUnits(tex);
|
|
setUniforms();
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
} // render
|
|
}; // GlowShader
|
|
|
|
// ============================================================================
|
|
class SSAOShader : public TextureShader<SSAOShader, 1, float, float, float>
|
|
{
|
|
public:
|
|
SSAOShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "ssao.frag");
|
|
|
|
assignUniforms("radius", "k", "sigma");
|
|
assignSamplerNames(0, "dtex", ST_SEMI_TRILINEAR);
|
|
} // SSAOShader
|
|
// ------------------------------------------------------------------------
|
|
void render()
|
|
{
|
|
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_LINEAR_DEPTH));
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
drawFullScreenEffect(irr_driver->getSSAORadius(),
|
|
irr_driver->getSSAOK(),
|
|
irr_driver->getSSAOSigma());
|
|
|
|
} // render
|
|
}; // SSAOShader
|
|
|
|
// ============================================================================
|
|
class MotionBlurShader : public TextureShader<MotionBlurShader, 2,
|
|
core::matrix4, core::vector2df,
|
|
float, float>
|
|
{
|
|
public:
|
|
MotionBlurShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "motion_blur.frag");
|
|
assignUniforms("previous_viewproj", "center", "boost_amount",
|
|
"mask_radius");
|
|
assignSamplerNames(0, "color_buffer", ST_BILINEAR_CLAMPED_FILTERED,
|
|
1, "dtex", ST_NEAREST_FILTERED);
|
|
} // MotionBlurShader
|
|
// ------------------------------------------------------------------------
|
|
void render(const FrameBuffer &fb, float boost_time)
|
|
{
|
|
setTextureUnits(fb.getRTT()[0], irr_driver->getDepthStencilTexture());
|
|
Camera *cam = Camera::getActiveCamera();
|
|
// Todo : use a previousPVMatrix per cam, not global
|
|
drawFullScreenEffect(cam->getPreviousPVMatrix(),
|
|
core::vector2df(0.5, 0.5),
|
|
boost_time, // Todo : should be framerate dependent=
|
|
0.15f);
|
|
} // render
|
|
}; // MotionBlurShader
|
|
|
|
// ============================================================================
|
|
class GodFadeShader : public TextureShader<GodFadeShader, 1, video::SColorf>
|
|
{
|
|
public:
|
|
GodFadeShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "godfade.frag");
|
|
assignUniforms("col");
|
|
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
|
|
} // GodFadeShader
|
|
// ----------------------------------------------------------------------------
|
|
void render(GLuint tex, const SColor &col)
|
|
{
|
|
setTextureUnits(tex);
|
|
drawFullScreenEffect(col);
|
|
} // render
|
|
}; // GodFadeShader
|
|
|
|
// ============================================================================
|
|
class GodRayShader : public TextureShader<GodRayShader, 1, core::vector2df>
|
|
{
|
|
public:
|
|
GodRayShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "godray.frag");
|
|
|
|
assignUniforms("sunpos");
|
|
assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED);
|
|
} // GodRayShader
|
|
// ----------------------------------------------------------------------------
|
|
void render(GLuint tex, const core::vector2df &sunpos)
|
|
{
|
|
setTextureUnits(tex);
|
|
drawFullScreenEffect(sunpos);
|
|
} // render
|
|
}; // GodRayShader
|
|
|
|
// ============================================================================
|
|
class MLAAColorEdgeDetectionSHader
|
|
: public TextureShader<MLAAColorEdgeDetectionSHader, 1, core::vector2df>
|
|
{
|
|
public:
|
|
MLAAColorEdgeDetectionSHader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "mlaa_color1.frag");
|
|
assignUniforms("PIXEL_SIZE");
|
|
assignSamplerNames(0, "colorMapG", ST_NEAREST_FILTERED);
|
|
} // MLAAColorEdgeDetectionSHader
|
|
// ------------------------------------------------------------------------
|
|
void render(const core::vector2df &pixel_size)
|
|
{
|
|
use();
|
|
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_MLAA_COLORS));
|
|
drawFullScreenEffect(pixel_size);
|
|
} // render
|
|
}; // MLAAColorEdgeDetectionSHader
|
|
|
|
// ============================================================================
|
|
class MLAABlendWeightSHader : public TextureShader<MLAABlendWeightSHader,
|
|
2, core::vector2df>
|
|
{
|
|
public:
|
|
MLAABlendWeightSHader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "mlaa_blend2.frag");
|
|
assignUniforms("PIXEL_SIZE");
|
|
|
|
assignSamplerNames(0, "edgesMap", ST_BILINEAR_FILTERED,
|
|
1, "areaMap", ST_NEAREST_FILTERED);
|
|
} // MLAABlendWeightSHader
|
|
// ------------------------------------------------------------------------
|
|
void render(video::ITexture *area_map, const core::vector2df &pixel_size)
|
|
{
|
|
use();
|
|
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_MLAA_TMP),
|
|
getTextureGLuint(area_map));
|
|
drawFullScreenEffect(pixel_size);
|
|
|
|
} // render
|
|
}; // MLAABlendWeightSHader
|
|
|
|
// ============================================================================
|
|
class MLAAGatherSHader : public TextureShader<MLAAGatherSHader, 2,
|
|
core::vector2df>
|
|
{
|
|
public:
|
|
MLAAGatherSHader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "mlaa_neigh3.frag");
|
|
assignUniforms("PIXEL_SIZE");
|
|
assignSamplerNames(0, "blendMap", ST_NEAREST_FILTERED,
|
|
1, "colorMap", ST_NEAREST_FILTERED);
|
|
} // MLAAGatherSHader
|
|
// ------------------------------------------------------------------------
|
|
void render(const core::vector2df &pixel_size)
|
|
{
|
|
use();
|
|
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_MLAA_BLEND),
|
|
irr_driver->getRenderTargetTexture(RTT_MLAA_TMP));
|
|
drawFullScreenEffect(pixel_size);
|
|
|
|
} // render
|
|
}; // MLAAGatherSHader
|
|
|
|
// ============================================================================
|
|
class SunLightShader : public TextureShader<SunLightShader, 2,
|
|
core::vector3df, video::SColorf>
|
|
{
|
|
public:
|
|
SunLightShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "sunlight.frag");
|
|
|
|
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
|
|
1, "dtex", ST_NEAREST_FILTERED);
|
|
assignUniforms("direction", "col");
|
|
} // SunLightShader
|
|
// ------------------------------------------------------------------------
|
|
void render(const core::vector3df &direction, const video::SColorf &col)
|
|
{
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
|
|
setTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
|
|
irr_driver->getDepthStencilTexture());
|
|
drawFullScreenEffect(direction, col);
|
|
} // render
|
|
}; // SunLightShader
|
|
|
|
// ============================================================================
|
|
class LightningShader : public TextureShader<LightningShader, 1,
|
|
core::vector3df>
|
|
{
|
|
public:
|
|
LightningShader()
|
|
{
|
|
loadProgram(OBJECT, GL_VERTEX_SHADER, "screenquad.vert",
|
|
GL_FRAGMENT_SHADER, "lightning.frag");
|
|
assignUniforms("intensity");
|
|
} // LightningShader
|
|
// ------------------------------------------------------------------------
|
|
void render(core::vector3df intensity)
|
|
{
|
|
drawFullScreenEffect(intensity);
|
|
} // render
|
|
}; // LightningShader
|
|
|
|
// ============================================================================
|
|
|
|
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 *) Shaders::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 < (int)irr_driver->getActualScreenSize().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 < (int)irr_driver->getActualScreenSize().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 *) Shaders::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);
|
|
} // setMotionBlurCenterY
|
|
|
|
// ----------------------------------------------------------------------------
|
|
/** 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;
|
|
} // begin
|
|
|
|
// ----------------------------------------------------------------------------
|
|
/** 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 *)Shaders::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*) Shaders::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)
|
|
{
|
|
BloomShader::getInstance()->render(in);
|
|
} // renderBloom
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderEnvMap(GLuint skybox)
|
|
{
|
|
glDisable(GL_DEPTH_TEST);
|
|
glEnable(GL_BLEND);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
|
|
if (UserConfigParams::m_degraded_IBL)
|
|
{
|
|
DegradedIBLShader::getInstance()->use();
|
|
glBindVertexArray(SharedGPUObjects::getFullScreenQuadVAO());
|
|
|
|
DegradedIBLShader::getInstance()
|
|
->setTextureUnits(irr_driver
|
|
->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH));
|
|
DegradedIBLShader::getInstance()->setUniforms();
|
|
}
|
|
else
|
|
{
|
|
IBLShader::getInstance()->use();
|
|
glBindVertexArray(SharedGPUObjects::getFullScreenQuadVAO());
|
|
|
|
IBLShader::getInstance()->setTextureUnits(
|
|
irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH),
|
|
irr_driver->getDepthStencilTexture(), skybox);
|
|
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);
|
|
} // renderEnvMap
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderRHDebug(unsigned SHR, unsigned SHG, unsigned SHB,
|
|
const core::matrix4 &rh_matrix,
|
|
const core::vector3df &rh_extend)
|
|
{
|
|
#if !defined(USE_GLES2)
|
|
glEnable(GL_PROGRAM_POINT_SIZE);
|
|
RHDebug::getInstance()->use();
|
|
glActiveTexture(GL_TEXTURE0 + RHDebug::getInstance()->m_tu_shr);
|
|
glBindTexture(GL_TEXTURE_3D, SHR);
|
|
glActiveTexture(GL_TEXTURE0 + RHDebug::getInstance()->m_tu_shg);
|
|
glBindTexture(GL_TEXTURE_3D, SHG);
|
|
glActiveTexture(GL_TEXTURE0 + RHDebug::getInstance()->m_tu_shb);
|
|
glBindTexture(GL_TEXTURE_3D, SHB);
|
|
RHDebug::getInstance()->setUniforms(rh_matrix, rh_extend);
|
|
glDrawArrays(GL_POINTS, 0, 32 * 16 * 32);
|
|
glDisable(GL_PROGRAM_POINT_SIZE);
|
|
#endif
|
|
} // renderRHDebug
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderGI(const core::matrix4 &rh_matrix,
|
|
const core::vector3df &rh_extend,
|
|
const FrameBuffer &fb)
|
|
{
|
|
GlobalIlluminationReconstructionShader::getInstance()->render(rh_matrix,
|
|
rh_extend,
|
|
fb);
|
|
} // renderGI
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderSunlight(const core::vector3df &direction,
|
|
const video::SColorf &col)
|
|
{
|
|
SunLightShader::getInstance()->render(direction, col);
|
|
} // renderSunlight
|
|
|
|
// ----------------------------------------------------------------------------
|
|
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;
|
|
} // getGaussianWeight
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderGaussian3Blur(const FrameBuffer &in_fbo,
|
|
const FrameBuffer &auxiliary)
|
|
{
|
|
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
|
|
in_fbo.getHeight() == auxiliary.getHeight());
|
|
float inv_width = 1.0f / in_fbo.getWidth();
|
|
float inv_height = 1.0f / in_fbo.getHeight();
|
|
{
|
|
auxiliary.bind();
|
|
Gaussian3VBlurShader::getInstance()->render(in_fbo, inv_width,
|
|
inv_height);
|
|
}
|
|
{
|
|
in_fbo.bind();
|
|
Gaussian3HBlurShader::getInstance()->render(auxiliary, inv_width,
|
|
inv_height);
|
|
}
|
|
} // renderGaussian3Blur
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo,
|
|
size_t layer, float sigma_h,
|
|
float sigma_v)
|
|
{
|
|
#if !defined(USE_GLES2)
|
|
GLuint layer_tex;
|
|
glGenTextures(1, &layer_tex);
|
|
glTextureView(layer_tex, 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();
|
|
Gaussian6VBlurShader::getInstance()
|
|
->render(layer_tex, UserConfigParams::m_shadows_resolution,
|
|
UserConfigParams::m_shadows_resolution, sigma_v);
|
|
|
|
in_fbo.bindLayer(layer);
|
|
Gaussian6HBlurShader::getInstance()
|
|
->render(irr_driver->getFBO(FBO_SCALAR_1024),
|
|
UserConfigParams::m_shadows_resolution,
|
|
UserConfigParams::m_shadows_resolution, sigma_h);
|
|
}
|
|
else
|
|
{
|
|
const std::vector<float> &weightsV = getGaussianWeight(sigma_v, 7);
|
|
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
|
|
ComputeShadowBlurVShader::getInstance()->use();
|
|
ComputeShadowBlurVShader::getInstance()->setTextureUnits(layer_tex);
|
|
glBindSampler(ComputeShadowBlurVShader::getInstance()->m_dest_tu, 0);
|
|
glBindImageTexture(ComputeShadowBlurVShader::getInstance()->m_dest_tu,
|
|
irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0,
|
|
false, 0, GL_WRITE_ONLY, GL_R32F);
|
|
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(sigma_h, 7);
|
|
glMemoryBarrier( GL_TEXTURE_FETCH_BARRIER_BIT
|
|
| GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
ComputeShadowBlurHShader::getInstance()->use();
|
|
ComputeShadowBlurHShader::getInstance()
|
|
->setTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
|
|
glBindSampler(ComputeShadowBlurHShader::getInstance()->m_dest_tu, 0);
|
|
glBindImageTexture(ComputeShadowBlurHShader::getInstance()->m_dest_tu,
|
|
layer_tex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
|
|
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, &layer_tex);
|
|
#endif
|
|
} // renderGaussian6BlurLayer
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderGaussian6Blur(const FrameBuffer &in_fbo,
|
|
const FrameBuffer &auxiliary, float sigma_v,
|
|
float sigma_h)
|
|
{
|
|
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
|
|
in_fbo.getHeight() == auxiliary.getHeight());
|
|
float inv_width = 1.0f / in_fbo.getWidth();
|
|
float inv_height = 1.0f / in_fbo.getHeight();
|
|
|
|
if (!CVS->supportsComputeShadersFiltering())
|
|
{
|
|
auxiliary.bind();
|
|
Gaussian6VBlurShader::getInstance()
|
|
->render(in_fbo.getRTT()[0], in_fbo.getWidth(), in_fbo.getWidth(),
|
|
sigma_v);
|
|
|
|
in_fbo.bind();
|
|
Gaussian6HBlurShader::getInstance()->setTextureUnits(auxiliary.getRTT()[0]);
|
|
Gaussian6HBlurShader::getInstance()->render(auxiliary, in_fbo.getWidth(),
|
|
in_fbo.getHeight(), sigma_h);
|
|
}
|
|
#if !defined(USE_GLES2)
|
|
else
|
|
{
|
|
const std::vector<float> &weightsV = getGaussianWeight(sigma_v, 7);
|
|
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
|
|
ComputeGaussian6VBlurShader::getInstance()->use();
|
|
ComputeGaussian6VBlurShader::getInstance()
|
|
->setTextureUnits(in_fbo.getRTT()[0]);
|
|
glBindSampler(ComputeGaussian6VBlurShader::getInstance()->m_dest_tu, 0);
|
|
glBindImageTexture(ComputeGaussian6VBlurShader::getInstance()->m_dest_tu,
|
|
auxiliary.getRTT()[0], 0, false, 0,
|
|
GL_WRITE_ONLY, GL_RGBA16F);
|
|
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(sigma_h, 7);
|
|
glMemoryBarrier( GL_TEXTURE_FETCH_BARRIER_BIT
|
|
| GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
ComputeGaussian6HBlurShader::getInstance()->use();
|
|
ComputeGaussian6HBlurShader::getInstance()
|
|
->setTextureUnits(auxiliary.getRTT()[0]);
|
|
glBindSampler(ComputeGaussian6HBlurShader::getInstance()->m_dest_tu, 0);
|
|
glBindImageTexture(ComputeGaussian6HBlurShader::getInstance()->m_dest_tu,
|
|
in_fbo.getRTT()[0], 0, false, 0,
|
|
GL_WRITE_ONLY, GL_RGBA16F);
|
|
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);
|
|
}
|
|
#endif
|
|
|
|
} // renderGaussian6Blur
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderHorizontalBlur(const FrameBuffer &in_fbo,
|
|
const FrameBuffer &auxiliary)
|
|
{
|
|
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
|
|
in_fbo.getHeight() == auxiliary.getHeight());
|
|
|
|
auxiliary.bind();
|
|
Gaussian6HBlurShader::getInstance()->render(in_fbo, in_fbo.getWidth(),
|
|
in_fbo.getHeight(), 2.0f );
|
|
in_fbo.bind();
|
|
Gaussian6HBlurShader::getInstance()->render(auxiliary, in_fbo.getWidth(),
|
|
in_fbo.getHeight(), 2.0f);
|
|
} // renderHorizontalBlur
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderGaussian17TapBlur(const FrameBuffer &in_fbo,
|
|
const FrameBuffer &auxiliary)
|
|
{
|
|
assert(in_fbo.getWidth() == auxiliary.getWidth() &&
|
|
in_fbo.getHeight() == auxiliary.getHeight());
|
|
|
|
#if !defined(USE_GLES2)
|
|
if (CVS->supportsComputeShadersFiltering())
|
|
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
|
|
#endif
|
|
|
|
{
|
|
if (!CVS->supportsComputeShadersFiltering())
|
|
{
|
|
auxiliary.bind();
|
|
Gaussian17TapHShader::getInstance()->render(in_fbo,
|
|
in_fbo.getWidth(),
|
|
in_fbo.getHeight());
|
|
}
|
|
else
|
|
{
|
|
ComputeGaussian17TapHShader::getInstance()->render(in_fbo,
|
|
auxiliary,
|
|
in_fbo.getWidth(),
|
|
in_fbo.getHeight());
|
|
}
|
|
}
|
|
|
|
#if !defined(USE_GLES2)
|
|
if (CVS->supportsComputeShadersFiltering())
|
|
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
#endif
|
|
|
|
{
|
|
if (!CVS->supportsComputeShadersFiltering())
|
|
{
|
|
in_fbo.bind();
|
|
Gaussian17TapVShader::getInstance()->render(auxiliary,
|
|
in_fbo.getWidth(),
|
|
in_fbo.getHeight());
|
|
}
|
|
else
|
|
{
|
|
ComputeGaussian17TapVShader::getInstance()->render(auxiliary,
|
|
in_fbo,
|
|
in_fbo.getWidth(),
|
|
in_fbo.getHeight());
|
|
}
|
|
}
|
|
|
|
#if !defined(USE_GLES2)
|
|
if (CVS->supportsComputeShadersFiltering())
|
|
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
|
|
#endif
|
|
} // renderGaussian17TapBlur
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderPassThrough(GLuint tex, unsigned width,
|
|
unsigned height)
|
|
{
|
|
PassThroughShader::getInstance()->render(tex, width, height);
|
|
} // renderPassThrough
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderTextureLayer(unsigned tex, unsigned layer)
|
|
{
|
|
LayerPassThroughShader::getInstance()->use();
|
|
LayerPassThroughShader::getInstance()->bindVertexArray();
|
|
LayerPassThroughShader::getInstance()->activateTexture();
|
|
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);
|
|
LayerPassThroughShader::getInstance()->setUniforms(layer);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
} // renderTextureLayer
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderGlow(unsigned tex)
|
|
{
|
|
GlowShader::getInstance()->render(tex);
|
|
} // renderGlow
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderSSAO()
|
|
{
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_BLEND);
|
|
|
|
// Generate linear depth buffer
|
|
irr_driver->getFBO(FBO_LINEAR_DEPTH).bind();
|
|
LinearizeDepthShader::getInstance()->render();
|
|
irr_driver->getFBO(FBO_SSAO).bind();
|
|
SSAOShader::getInstance()->render();
|
|
} // renderSSAO
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderMotionBlur(unsigned , const FrameBuffer &in_fbo,
|
|
FrameBuffer &out_fbo)
|
|
{
|
|
MotionBlurProvider * const cb =
|
|
(MotionBlurProvider *)Shaders::getCallback(ES_MOTIONBLUR);
|
|
Camera *cam = Camera::getActiveCamera();
|
|
unsigned camID = cam->getIndex();
|
|
|
|
scene::ICameraSceneNode * const camnode = cam->getCameraSceneNode();
|
|
|
|
// Calculate the kart's Y position on screen
|
|
if (cam->getKart())
|
|
{
|
|
const core::vector3df pos = 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(camID, karty);
|
|
}
|
|
else
|
|
setMotionBlurCenterY(camID, 0.5f);
|
|
|
|
out_fbo.bind();
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
float boost_time = cb->getBoostTime(cam->getIndex()) * 10;
|
|
MotionBlurShader::getInstance()->render(in_fbo, boost_time);
|
|
} // renderMotionBlur
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
static void renderDoF(const FrameBuffer &fbo, GLuint rtt)
|
|
{
|
|
DepthOfFieldShader::getInstance()->render(fbo, rtt);
|
|
} // renderDoF
|
|
|
|
// ----------------------------------------------------------------------------
|
|
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
|
|
MLAAColorEdgeDetectionSHader::getInstance()->render(PIXEL_SIZE);
|
|
|
|
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);
|
|
|
|
MLAABlendWeightSHader::getInstance()->render(m_areamap, PIXEL_SIZE);
|
|
|
|
// 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();
|
|
MLAAGatherSHader::getInstance()->render(PIXEL_SIZE);
|
|
|
|
// Done.
|
|
glDisable(GL_STENCIL_TEST);
|
|
} // applyMLAA
|
|
|
|
// ----------------------------------------------------------------------------
|
|
void PostProcessing::renderLightning(core::vector3df intensity)
|
|
{
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
|
|
LightningShader::getInstance()->render(intensity);
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
/** 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);
|
|
|
|
World *world = World::getWorld();
|
|
Physics *physics = world ? world->getPhysics() : NULL;
|
|
|
|
|
|
if (isRace && UserConfigParams::m_dof && (physics == NULL || !physics->isDebug()))
|
|
{
|
|
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, irr_driver->getActualScreenSize().Width / 4,
|
|
irr_driver->getActualScreenSize().Height / 4);
|
|
GodFadeShader::getInstance()->render(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();
|
|
GodRayShader::getInstance()
|
|
->render(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 && (physics == NULL || !physics->isDebug()))
|
|
{
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
|
|
|
|
FrameBuffer::Blit(*in_fbo, irr_driver->getFBO(FBO_BLOOM_1024),
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
|
|
irr_driver->getFBO(FBO_BLOOM_512).bind();
|
|
renderBloom(irr_driver->getRenderTargetTexture(RTT_BLOOM_1024));
|
|
|
|
// Downsample
|
|
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);
|
|
|
|
// Copy for lens flare
|
|
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512),
|
|
irr_driver->getFBO(FBO_LENS_512),
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256),
|
|
irr_driver->getFBO(FBO_LENS_256),
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_128),
|
|
irr_driver->getFBO(FBO_LENS_128),
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
|
|
|
|
// Blur
|
|
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_512),
|
|
irr_driver->getFBO(FBO_TMP_512), 1., 1.);
|
|
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_256),
|
|
irr_driver->getFBO(FBO_TMP_256), 1., 1.);
|
|
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128),
|
|
irr_driver->getFBO(FBO_TMP_128), 1., 1.);
|
|
|
|
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_512),
|
|
irr_driver->getFBO(FBO_TMP_512));
|
|
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_256),
|
|
irr_driver->getFBO(FBO_TMP_256));
|
|
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_128),
|
|
irr_driver->getFBO(FBO_TMP_128));
|
|
|
|
|
|
// Additively blend on top of tmp1
|
|
in_fbo->bind();
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
|
|
BloomBlendShader::getInstance()->render();
|
|
LensBlendShader::getInstance()->render();
|
|
|
|
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
|
|
ToneMapShader::getInstance()->render(*out_fbo, in_fbo->getRTT()[0],
|
|
isRace ? 1.0f : 0.0f);
|
|
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 *)Shaders::getCallback(ES_MOTIONBLUR);
|
|
|
|
if (isRace && UserConfigParams::m_motionblur && World::getWorld() &&
|
|
cb->getBoostTime(Camera::getActiveCamera()->getIndex()) > 0.) // motion blur
|
|
{
|
|
renderMotionBlur(0, *in_fbo, *out_fbo);
|
|
std::swap(in_fbo, out_fbo);
|
|
}
|
|
PROFILER_POP_CPU_MARKER();
|
|
}
|
|
|
|
// Handle lightning rendering
|
|
{
|
|
PROFILER_PUSH_CPU_MARKER("- Lightning", 0xFF, 0x00, 0x00);
|
|
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_LIGHTNING));
|
|
if (World::getWorld() != NULL)
|
|
{
|
|
Weather* m_weather = World::getWorld()->getWeather();
|
|
|
|
if (m_weather != NULL && m_weather->shouldLightning())
|
|
{
|
|
renderLightning(m_weather->getIntensity());
|
|
}
|
|
}
|
|
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
|