diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-03-22 18:10:54 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-03-22 18:11:49 +0300 |
commit | 47acd706fde992e1b4f940145724aae9bf896861 (patch) | |
tree | fb4fdac6d6c92a247c7604ed0b4f16a4517e06dd /source/blender/gpu/intern/gpu_compositing.c | |
parent | 6939523a152891153a1eebbad6e730e7a43c6f08 (diff) |
GPUCompositing: Remove entire module.
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.
Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
Diffstat (limited to 'source/blender/gpu/intern/gpu_compositing.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_compositing.c | 1494 |
1 files changed, 0 insertions, 1494 deletions
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c deleted file mode 100644 index ca81ca72a32..00000000000 --- a/source/blender/gpu/intern/gpu_compositing.c +++ /dev/null @@ -1,1494 +0,0 @@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * 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 2 - * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) 2006 Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): Antony Riakiotakis. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/gpu/intern/gpu_compositing.c - * \ingroup gpu - * - * System that manages framebuffer compositing. - */ - -#include "BLI_sys_types.h" -#include "BLI_rect.h" -#include "BLI_math.h" - -#include "BLI_rand.h" - -#include "DNA_vec_types.h" -#include "DNA_scene_types.h" -#include "DNA_gpu_types.h" - -#include "GPU_compositing.h" -#include "GPU_draw.h" -#include "GPU_extensions.h" -#include "GPU_framebuffer.h" -#include "GPU_glew.h" -#include "GPU_shader.h" -#include "GPU_texture.h" -#include "GPU_batch.h" - -#include "MEM_guardedalloc.h" - -static const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}}; -static const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}}; - - -/* shader interfaces (legacy GL 2 style, without uniform buffer objects) */ - -typedef struct { - int ssao_uniform; - int ssao_color_uniform; - int color_uniform; - int depth_uniform; - int viewvecs_uniform; - int ssao_sample_params_uniform; - int ssao_concentric_tex; - int ssao_jitter_uniform; -} GPUSSAOShaderInterface; - -typedef struct { - int invrendertargetdim_uniform; - int color_uniform; - int dof_uniform; - int depth_uniform; - int viewvecs_uniform; -} GPUDOFHQPassOneInterface; - -typedef struct { - int rendertargetdim_uniform; - int color_uniform; - int coc_uniform; - int select_uniform; - int dof_uniform; -} GPUDOFHQPassTwoInterface; - -typedef struct { - int dof_uniform; - int invrendertargetdim_uniform; - int color_uniform; - int far_uniform; - int near_uniform; - int viewvecs_uniform; - int depth_uniform; -} GPUDOFHQPassThreeInterface; - -typedef struct { - int dof_uniform; - int invrendertargetdim_uniform; - int color_uniform; - int depth_uniform; - int viewvecs_uniform; -} GPUDOFPassOneInterface; - -typedef struct { - int dof_uniform; - int invrendertargetdim_uniform; - int color_uniform; - int depth_uniform; - int viewvecs_uniform; -} GPUDOFPassTwoInterface; - -typedef struct { - int near_coc_downsampled; - int near_coc_blurred; -} GPUDOFPassThreeInterface; - -typedef struct { - int near_coc_downsampled; - int invrendertargetdim_uniform; -} GPUDOFPassFourInterface; - -typedef struct { - int medium_blurred_uniform; - int high_blurred_uniform; - int dof_uniform; - int invrendertargetdim_uniform; - int original_uniform; - int depth_uniform; - int viewvecs_uniform; -} GPUDOFPassFiveInterface; - -typedef struct { - int depth_uniform; -} GPUDepthResolveInterface; - - -struct GPUFX { - /* we borrow the term gbuffer from deferred rendering however this is just a regular - * depth/color framebuffer. Could be extended later though */ - GPUFrameBuffer *gbuffer; - - /* dimensions of the gbuffer */ - int gbuffer_dim[2]; - - /* texture bound to the first color attachment of the gbuffer */ - GPUTexture *color_buffer; - - /* second texture used for ping-pong compositing */ - GPUTexture *color_buffer_sec; - /* texture bound to the depth attachment of the gbuffer */ - GPUTexture *depth_buffer; - GPUTexture *depth_buffer_xray; - - /* texture used for jittering for various effects */ - GPUTexture *jitter_buffer; - - /* all those buffers below have to coexist. - * Fortunately they are all quarter sized (1/16th of memory) of original framebuffer */ - int dof_downsampled_w; - int dof_downsampled_h; - - /* texture used for near coc and color blurring calculation */ - GPUTexture *dof_near_coc_buffer; - /* blurred near coc buffer. */ - GPUTexture *dof_near_coc_blurred_buffer; - /* final near coc buffer. */ - GPUTexture *dof_near_coc_final_buffer; - - /* half size blur buffer */ - GPUTexture *dof_half_downsampled_near; - GPUTexture *dof_half_downsampled_far; - /* high quality dof texture downsamplers. 6 levels means 64 pixels wide - should be enough */ - GPUTexture *dof_nearfar_coc; - GPUTexture *dof_near_blur; - GPUTexture *dof_far_blur; - - /* for high quality we use again a spiral texture with radius adapted */ - bool dof_high_quality; - - /* texture used for ssao */ - int ssao_sample_count_cache; - GPUTexture *ssao_spiral_samples_tex; - - - GPUFXSettings settings; - - /* or-ed flags of enabled effects */ - int effects; - - /* number of passes, needed to detect if ping pong buffer allocation is needed */ - int num_passes; - - /* we have a stencil, restore the previous state */ - bool restore_stencil; - - Gwn_Batch *quad_batch; - Gwn_Batch *point_batch; -}; - -#if 0 -/* concentric mapping, see "A Low Distortion Map Between Disk and Square" and - * http://psgraphics.blogspot.nl/2011/01/improved-code-for-concentric-map.html */ -static GPUTexture * create_concentric_sample_texture(int side) -{ - GPUTexture *tex; - float midpoint = 0.5f * (side - 1); - float *texels = (float *)MEM_mallocN(sizeof(float) * 2 * side * side, "concentric_tex"); - int i, j; - - for (i = 0; i < side; i++) { - for (j = 0; j < side; j++) { - int index = (i * side + j) * 2; - float a = 1.0f - i / midpoint; - float b = 1.0f - j / midpoint; - float phi, r; - if (a * a > b * b) { - r = a; - phi = (M_PI_4) * (b / a); - } - else { - r = b; - phi = M_PI_2 - (M_PI_4) * (a / b); - } - texels[index] = r * cos(phi); - texels[index + 1] = r * sin(phi); - } - } - - tex = GPU_texture_create_1D_custom(side * side, 2, GPU_RG16F, (float *)texels, NULL); - - /* Set parameters */ - GPU_texture_bind(tex, 0); - GPU_texture_filter_mode(tex, false); - GPU_texture_unbind(tex); - - MEM_freeN(texels); - return tex; -} -#endif - -static GPUTexture *create_spiral_sample_texture(int numsaples) -{ - GPUTexture *tex; - float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * numsaples, "concentric_tex"); - const float numsaples_inv = 1.0f / numsaples; - int i; - /* arbitrary number to ensure we don't get conciding samples every circle */ - const float spirals = 7.357; - - for (i = 0; i < numsaples; i++) { - float r = (i + 0.5f) * numsaples_inv; - float phi = r * spirals * (float)(2.0 * M_PI); - texels[i][0] = r * cosf(phi); - texels[i][1] = r * sinf(phi); - } - - tex = GPU_texture_create_1D_custom(numsaples, 2, GPU_RG16F, (float *)texels, NULL); - - /* Set parameters */ - GPU_texture_bind(tex, 0); - GPU_texture_filter_mode(tex, false); - GPU_texture_unbind(tex); - - MEM_freeN(texels); - return tex; -} - -/* generate a new FX compositor */ -GPUFX *GPU_fx_compositor_create(void) -{ - GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor"); - - /* Quad buffer */ - static Gwn_VertFormat format = {0}; - static unsigned int pos, uvs; - if (format.attrib_ct == 0) { - pos = GWN_vertformat_attr_add(&format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - uvs = GWN_vertformat_attr_add(&format, "uvs", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - } - Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format); - GWN_vertbuf_data_alloc(vbo, 4); - for (int i = 0; i < 4; ++i) { - GWN_vertbuf_attr_set(vbo, pos, i, fullscreencos[i]); - GWN_vertbuf_attr_set(vbo, uvs, i, fullscreenuvs[i]); - } - fx->quad_batch = GWN_batch_create_ex(GWN_PRIM_TRI_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO); - - /* Point Buffer */ - static Gwn_VertFormat format_point = {0}; - static unsigned int dummy_attrib; - if (format_point.attrib_ct == 0) { - dummy_attrib = GWN_vertformat_attr_add(&format_point, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - } - float dummy[2] = {0.0f, 0.0f}; - Gwn_VertBuf *vbo_point = GWN_vertbuf_create_with_format(&format_point); - GWN_vertbuf_data_alloc(vbo_point, 1); - GWN_vertbuf_attr_set(vbo_point, dummy_attrib, 0, &dummy); - fx->point_batch = GWN_batch_create_ex(GWN_PRIM_POINTS, vbo_point, NULL, GWN_BATCH_OWNS_VBO); - - return fx; -} - -static void cleanup_fx_dof_buffers(GPUFX *fx) -{ - if (fx->dof_near_coc_blurred_buffer) { - GPU_texture_free(fx->dof_near_coc_blurred_buffer); - fx->dof_near_coc_blurred_buffer = NULL; - } - if (fx->dof_near_coc_buffer) { - GPU_texture_free(fx->dof_near_coc_buffer); - fx->dof_near_coc_buffer = NULL; - } - if (fx->dof_near_coc_final_buffer) { - GPU_texture_free(fx->dof_near_coc_final_buffer); - fx->dof_near_coc_final_buffer = NULL; - } - - if (fx->dof_half_downsampled_near) { - GPU_texture_free(fx->dof_half_downsampled_near); - fx->dof_half_downsampled_near = NULL; - } - if (fx->dof_half_downsampled_far) { - GPU_texture_free(fx->dof_half_downsampled_far); - fx->dof_half_downsampled_far = NULL; - } - if (fx->dof_nearfar_coc) { - GPU_texture_free(fx->dof_nearfar_coc); - fx->dof_nearfar_coc = NULL; - } - if (fx->dof_near_blur) { - GPU_texture_free(fx->dof_near_blur); - fx->dof_near_blur = NULL; - } - if (fx->dof_far_blur) { - GPU_texture_free(fx->dof_far_blur); - fx->dof_far_blur = NULL; - } -} - -static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo) -{ - if (fx->color_buffer) { - GPU_framebuffer_texture_detach(fx->color_buffer); - GPU_texture_free(fx->color_buffer); - fx->color_buffer = NULL; - } - - if (fx->color_buffer_sec) { - GPU_framebuffer_texture_detach(fx->color_buffer_sec); - GPU_texture_free(fx->color_buffer_sec); - fx->color_buffer_sec = NULL; - } - - if (fx->depth_buffer) { - GPU_framebuffer_texture_detach(fx->depth_buffer); - GPU_texture_free(fx->depth_buffer); - fx->depth_buffer = NULL; - } - - if (fx->depth_buffer_xray) { - GPU_framebuffer_texture_detach(fx->depth_buffer_xray); - GPU_texture_free(fx->depth_buffer_xray); - fx->depth_buffer_xray = NULL; - } - - cleanup_fx_dof_buffers(fx); - - if (fx->ssao_spiral_samples_tex) { - GPU_texture_free(fx->ssao_spiral_samples_tex); - fx->ssao_spiral_samples_tex = NULL; - } - - if (fx->jitter_buffer && do_fbo) { - GPU_texture_free(fx->jitter_buffer); - fx->jitter_buffer = NULL; - } - - if (fx->gbuffer && do_fbo) { - GPU_framebuffer_free(fx->gbuffer); - fx->gbuffer = NULL; - } -} - -/* destroy a text compositor */ -void GPU_fx_compositor_destroy(GPUFX *fx) -{ - cleanup_fx_gl_data(fx, true); - GWN_batch_discard(fx->quad_batch); - GWN_batch_discard(fx->point_batch); - MEM_freeN(fx); -} - -static GPUTexture * create_jitter_texture(void) -{ - GPUTexture *tex; - float jitter[64 * 64][2]; - int i; - - for (i = 0; i < 64 * 64; i++) { - jitter[i][0] = 2.0f * BLI_frand() - 1.0f; - jitter[i][1] = 2.0f * BLI_frand() - 1.0f; - normalize_v2(jitter[i]); - } - - tex = GPU_texture_create_2D_custom(64, 64, 2, GPU_RG16F, &jitter[0][0], NULL); - - /* Set parameters */ - GPU_texture_bind(tex, 0); - GPU_texture_filter_mode(tex, false); - GPU_texture_wrap_mode(tex, true); - GPU_texture_unbind(tex); - - return tex; -} - - -bool GPU_fx_compositor_initialize_passes( - GPUFX *fx, const rcti *rect, const rcti *scissor_rect, - const GPUFXSettings *fx_settings) -{ - int w = BLI_rcti_size_x(rect), h = BLI_rcti_size_y(rect); - char err_out[256]; - int num_passes = 0; - char fx_flag; - - fx->effects = 0; - - if (!fx_settings) { - cleanup_fx_gl_data(fx, true); - return false; - } - - fx_flag = fx_settings->fx_flag; - - /* disable effects if no options passed for them */ - if (!fx_settings->dof) { - fx_flag &= ~GPU_FX_FLAG_DOF; - } - if (!fx_settings->ssao || fx_settings->ssao->samples < 1) { - fx_flag &= ~GPU_FX_FLAG_SSAO; - } - - if (!fx_flag) { - cleanup_fx_gl_data(fx, true); - return false; - } - - /* scissor is missing when drawing offscreen, in that case, dimensions match exactly. In opposite case - * add one to match viewport dimensions */ - if (scissor_rect) { - w++; - h++; - } - - fx->num_passes = 0; - /* dof really needs a ping-pong buffer to work */ - if (fx_flag & GPU_FX_FLAG_DOF) - num_passes++; - - if (fx_flag & GPU_FX_FLAG_SSAO) - num_passes++; - - if (!fx->gbuffer) { - fx->gbuffer = GPU_framebuffer_create(); - - if (!fx->gbuffer) { - return false; - } - } - - /* try creating the jitter texture */ - if (!fx->jitter_buffer) - fx->jitter_buffer = create_jitter_texture(); - - /* check if color buffers need recreation */ - if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) { - cleanup_fx_gl_data(fx, false); - - if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, err_out))) { - printf(".256%s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - - if (!(fx->depth_buffer = GPU_texture_create_depth(w, h, err_out))) { - printf("%.256s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - } - - if (fx_flag & GPU_FX_FLAG_SSAO) { - if (fx_settings->ssao->samples != fx->ssao_sample_count_cache || !fx->ssao_spiral_samples_tex) { - if (fx_settings->ssao->samples < 1) - fx_settings->ssao->samples = 1; - - fx->ssao_sample_count_cache = fx_settings->ssao->samples; - - if (fx->ssao_spiral_samples_tex) { - GPU_texture_free(fx->ssao_spiral_samples_tex); - } - - fx->ssao_spiral_samples_tex = create_spiral_sample_texture(fx_settings->ssao->samples); - } - } - else { - if (fx->ssao_spiral_samples_tex) { - GPU_texture_free(fx->ssao_spiral_samples_tex); - fx->ssao_spiral_samples_tex = NULL; - } - } - - /* create textures for dof effect */ - if (fx_flag & GPU_FX_FLAG_DOF) { - bool dof_high_quality = (fx_settings->dof->high_quality != 0); - - /* cleanup buffers if quality setting has changed (no need to keep more buffers around than necessary ) */ - if (dof_high_quality != fx->dof_high_quality) - cleanup_fx_dof_buffers(fx); - - if (dof_high_quality) { - fx->dof_downsampled_w = w / 2; - fx->dof_downsampled_h = h / 2; - - if (!fx->dof_half_downsampled_near || !fx->dof_nearfar_coc || !fx->dof_near_blur || - !fx->dof_far_blur || !fx->dof_half_downsampled_far) - { - - if (!(fx->dof_half_downsampled_near = GPU_texture_create_2D( - fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out))) - { - printf("%.256s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - if (!(fx->dof_half_downsampled_far = GPU_texture_create_2D( - fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out))) - { - printf("%.256s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - - if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_custom( - fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RG16F, NULL, err_out))) - { - printf("%.256s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - GPU_texture_bind(fx->dof_nearfar_coc, 0); - GPU_texture_filter_mode(fx->dof_nearfar_coc, false); - GPU_texture_wrap_mode(fx->dof_nearfar_coc, false); - GPU_texture_unbind(fx->dof_nearfar_coc); - - if (!(fx->dof_near_blur = GPU_texture_create_2D_custom( - fx->dof_downsampled_w, fx->dof_downsampled_h, 4, GPU_RGBA16F, NULL, err_out))) - { - printf("%.256s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - - if (!(fx->dof_far_blur = GPU_texture_create_2D_custom( - fx->dof_downsampled_w, fx->dof_downsampled_h, 4, GPU_RGBA16F, NULL, err_out))) - { - printf("%.256s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - } - } - else { - fx->dof_downsampled_w = w / 4; - fx->dof_downsampled_h = h / 4; - - if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) { - - if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D( - fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out))) - { - printf("%.256s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D( - fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out))) - { - printf("%.256s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D( - fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out))) - { - printf("%.256s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - } - } - - fx->dof_high_quality = dof_high_quality; - } - else { - /* cleanup unnecessary buffers */ - cleanup_fx_dof_buffers(fx); - } - - /* we need to pass data between shader stages, allocate an extra color buffer */ - if (num_passes > 1) { - if (!fx->color_buffer_sec) { - if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, err_out))) { - printf(".256%s\n", err_out); - cleanup_fx_gl_data(fx, true); - return false; - } - } - } - else { - if (fx->color_buffer_sec) { - GPU_framebuffer_texture_detach(fx->color_buffer_sec); - GPU_texture_free(fx->color_buffer_sec); - fx->color_buffer_sec = NULL; - } - } - - /* bind the buffers */ - - /* first depth buffer, because system assumes read/write buffers */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, 0); - GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, 0); - - if (!GPU_framebuffer_check_valid(fx->gbuffer, err_out)) - printf("%.256s\n", err_out); - - GPU_texture_bind_as_framebuffer(fx->color_buffer); - - /* enable scissor test. It's needed to ensure sculpting works correctly */ - if (scissor_rect) { - int w_sc = BLI_rcti_size_x(scissor_rect) + 1; - int h_sc = BLI_rcti_size_y(scissor_rect) + 1; - gpuPushAttrib(GPU_SCISSOR_BIT); - glEnable(GL_SCISSOR_TEST); - glScissor(scissor_rect->xmin - rect->xmin, scissor_rect->ymin - rect->ymin, - w_sc, h_sc); - fx->restore_stencil = true; - } - else { - fx->restore_stencil = false; - } - - fx->effects = fx_flag; - - if (fx_settings) - fx->settings = *fx_settings; - fx->gbuffer_dim[0] = w; - fx->gbuffer_dim[1] = h; - - fx->num_passes = num_passes; - - return true; -} - -static void gpu_fx_bind_render_target(int *passes_left, GPUFX *fx, struct GPUOffScreen *ofs, GPUTexture *target) -{ - if ((*passes_left)-- == 1) { - GPU_framebuffer_texture_unbind(fx->gbuffer, NULL); - if (ofs) { - GPU_offscreen_bind(ofs, false); - } - else - GPU_framebuffer_restore(); - } - else { - /* bind the ping buffer to the color buffer */ - GPU_framebuffer_texture_attach(fx->gbuffer, target, 0, 0); - } -} - -void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray) -{ - char err_out[256]; - - if (do_xray) { - if (!fx->depth_buffer_xray && - !(fx->depth_buffer_xray = GPU_texture_create_depth(fx->gbuffer_dim[0], fx->gbuffer_dim[1], err_out))) - { - printf("%.256s\n", err_out); - cleanup_fx_gl_data(fx, true); - return; - } - } - else { - if (fx->depth_buffer_xray) { - GPU_framebuffer_texture_detach(fx->depth_buffer_xray); - GPU_texture_free(fx->depth_buffer_xray); - fx->depth_buffer_xray = NULL; - } - return; - } - - GPU_framebuffer_texture_detach(fx->depth_buffer); - - /* first depth buffer, because system assumes read/write buffers */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0, 0); -} - - -void GPU_fx_compositor_XRay_resolve(GPUFX *fx) -{ - GPUShader *depth_resolve_shader; - GPU_framebuffer_texture_detach(fx->depth_buffer_xray); - - /* attach regular framebuffer */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, 0); - - /* full screen quad where we will always write to depth buffer */ - gpuPushAttrib(GPU_DEPTH_BUFFER_BIT | GPU_SCISSOR_BIT); - glDepthFunc(GL_ALWAYS); - /* disable scissor from sculpt if any */ - glDisable(GL_SCISSOR_TEST); - /* disable writing to color buffer, it's depth only pass */ - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - - depth_resolve_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_RESOLVE, false); - - if (depth_resolve_shader) { - GPUDepthResolveInterface *interface = GPU_fx_shader_get_interface(depth_resolve_shader); - - /* set up quad buffer */ - GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(depth_resolve_shader), GPU_shader_get_interface(depth_resolve_shader)); - - GPU_texture_bind(fx->depth_buffer_xray, 0); - GPU_texture_compare_mode(fx->depth_buffer_xray, false); - GPU_texture_filter_mode(fx->depth_buffer_xray, true); - GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray); - - /* draw */ - GWN_batch_draw(fx->quad_batch); - - /* disable bindings */ - GPU_texture_compare_mode(fx->depth_buffer_xray, true); - GPU_texture_filter_mode(fx->depth_buffer_xray, false); - GPU_texture_unbind(fx->depth_buffer_xray); - - GPU_shader_unbind(); - } - - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - - gpuPopAttrib(); -} - - -bool GPU_fx_do_composite_pass( - GPUFX *fx, float projmat[4][4], bool is_persp, - struct Scene *scene, struct GPUOffScreen *ofs) -{ - GPUTexture *src, *target; - int numslots = 0; - float invproj[4][4]; - int i; - float dfdyfac[2]; - /* number of passes left. when there are no more passes, the result is passed to the frambuffer */ - int passes_left = fx->num_passes; - /* view vectors for the corners of the view frustum. Can be used to recreate the world space position easily */ - float viewvecs[3][4] = { - {-1.0f, -1.0f, -1.0f, 1.0f}, - {1.0f, -1.0f, -1.0f, 1.0f}, - {-1.0f, 1.0f, -1.0f, 1.0f} - }; - - if (fx->effects == 0) - return false; - - GPU_get_dfdy_factors(dfdyfac); - /* first, unbind the render-to-texture framebuffer */ - GPU_framebuffer_texture_detach(fx->color_buffer); - GPU_framebuffer_texture_detach(fx->depth_buffer); - - if (fx->restore_stencil) { - gpuPopAttrib(); - } - - src = fx->color_buffer; - target = fx->color_buffer_sec; - - /* full screen FX pass */ - - /* invert the view matrix */ - invert_m4_m4(invproj, projmat); - - /* convert the view vectors to view space */ - for (i = 0; i < 3; i++) { - mul_m4_v4(invproj, viewvecs[i]); - /* normalized trick see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */ - mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]); - if (is_persp) - mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]); - viewvecs[i][3] = 1.0; - } - - /* we need to store the differences */ - viewvecs[1][0] -= viewvecs[0][0]; - viewvecs[1][1] = viewvecs[2][1] - viewvecs[0][1]; - - /* calculate a depth offset as well */ - if (!is_persp) { - float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f}; - mul_m4_v4(invproj, vec_far); - mul_v3_fl(vec_far, 1.0f / vec_far[3]); - viewvecs[1][2] = vec_far[2] - viewvecs[0][2]; - } - - glDisable(GL_DEPTH_TEST); - - /* ssao pass */ - if (fx->effects & GPU_FX_FLAG_SSAO) { - GPUShader *ssao_shader; - ssao_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_SSAO, is_persp); - if (ssao_shader) { - const GPUSSAOSettings *fx_ssao = fx->settings.ssao; - /* adjust attenuation to be scale invariant */ - float attenuation = fx_ssao->attenuation / (fx_ssao->distance_max * fx_ssao->distance_max); - float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, attenuation, 0.0f}; - float sample_params[3]; - - sample_params[0] = fx->ssao_sample_count_cache; - /* multiplier so we tile the random texture on screen */ - sample_params[1] = fx->gbuffer_dim[0] / 64.0; - sample_params[2] = fx->gbuffer_dim[1] / 64.0; - - ssao_params[3] = (passes_left == 1 && !ofs) ? dfdyfac[0] : dfdyfac[1]; - - GPUSSAOShaderInterface *interface = GPU_fx_shader_get_interface(ssao_shader); - - GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(ssao_shader), GPU_shader_get_interface(ssao_shader)); - - GPU_shader_uniform_vector(ssao_shader, interface->ssao_uniform, 4, 1, ssao_params); - GPU_shader_uniform_vector(ssao_shader, interface->ssao_color_uniform, 4, 1, fx_ssao->color); - GPU_shader_uniform_vector(ssao_shader, interface->viewvecs_uniform, 4, 3, viewvecs[0]); - GPU_shader_uniform_vector(ssao_shader, interface->ssao_sample_params_uniform, 3, 1, sample_params); - - GPU_texture_bind(src, numslots++); - GPU_shader_uniform_texture(ssao_shader, interface->color_uniform, src); - - GPU_texture_bind(fx->depth_buffer, numslots++); - GPU_texture_compare_mode(fx->depth_buffer, false); - GPU_texture_filter_mode(fx->depth_buffer, true); - GPU_shader_uniform_texture(ssao_shader, interface->depth_uniform, fx->depth_buffer); - - GPU_texture_bind(fx->jitter_buffer, numslots++); - GPU_shader_uniform_texture(ssao_shader, interface->ssao_jitter_uniform, fx->jitter_buffer); - - GPU_texture_bind(fx->ssao_spiral_samples_tex, numslots++); - GPU_shader_uniform_texture(ssao_shader, interface->ssao_concentric_tex, fx->ssao_spiral_samples_tex); - - /* draw */ - gpu_fx_bind_render_target(&passes_left, fx, ofs, target); - - GWN_batch_draw(fx->quad_batch); - - /* disable bindings */ - GPU_texture_unbind(src); - GPU_texture_compare_mode(fx->depth_buffer, true); - GPU_texture_filter_mode(fx->depth_buffer, false); - GPU_texture_unbind(fx->depth_buffer); - GPU_texture_unbind(fx->jitter_buffer); - GPU_texture_unbind(fx->ssao_spiral_samples_tex); - - /* may not be attached, in that case this just returns */ - if (target) { - GPU_framebuffer_texture_detach(target); - if (ofs) { - GPU_offscreen_bind(ofs, false); - } - else { - GPU_framebuffer_restore(); - } - } - - /* swap here, after src/target have been unbound */ - SWAP(GPUTexture *, target, src); - numslots = 0; - } - } - - /* second pass, dof */ - if (fx->effects & GPU_FX_FLAG_DOF) { - const GPUDOFSettings *fx_dof = fx->settings.dof; - float dof_params[4]; - float scale = scene->unit.system ? scene->unit.scale_length : 1.0f; - /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm - * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though - * because the shader reads coordinates in world space, which is in blender units. - * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */ - float scale_camera = 0.001f / scale; - /* we want radius here for the aperture number */ - float aperture = 0.5f * scale_camera * fx_dof->focal_length / fx_dof->fstop; - - dof_params[0] = aperture * fabsf(scale_camera * fx_dof->focal_length / - (fx_dof->focus_distance - scale_camera * fx_dof->focal_length)); - dof_params[1] = fx_dof->focus_distance; - dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor); - dof_params[3] = fx_dof->num_blades; - - if (fx->dof_high_quality) { - GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3; - - /* custom shaders close to the effect described in CryEngine 3 Graphics Gems */ - dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE, is_persp); - dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO, is_persp); - dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE, is_persp); - - /* error occured, restore framebuffers and return */ - if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3)) { - GPU_framebuffer_texture_unbind(fx->gbuffer, NULL); - GPU_framebuffer_restore(); - - GPU_shader_unbind(); - return false; - } - - /* pass first, downsample the color buffer to near/far targets and calculate coc texture */ - { - float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h}; - - GPUDOFHQPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1); - - GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1)); - - GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params); - GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); - GPU_shader_uniform_vector(dof_shader_pass1, interface->viewvecs_uniform, 4, 3, viewvecs[0]); - - GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); - - GPU_texture_bind(fx->depth_buffer, numslots++); - GPU_texture_compare_mode(fx->depth_buffer, false); - GPU_texture_filter_mode(fx->depth_buffer, false); - GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer); - - GPU_texture_bind(src, numslots++); - /* disable filtering for the texture so custom downsample can do the right thing */ - GPU_texture_filter_mode(src, false); - GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, src); - - /* target is the downsampled coc buffer */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0, 0); - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1, 0); - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2, 0); - /* binding takes care of setting the viewport to the downsampled size */ - GPU_framebuffer_slots_bind(fx->gbuffer, 0); - - GPU_framebuffer_check_valid(fx->gbuffer, NULL); - - GWN_batch_draw(fx->quad_batch); - - /* disable bindings */ - GPU_texture_filter_mode(src, true); - GPU_texture_unbind(src); - GPU_texture_compare_mode(fx->depth_buffer, true); - GPU_texture_filter_mode(fx->depth_buffer, false); - GPU_texture_unbind(fx->depth_buffer); - - GPU_framebuffer_texture_detach(fx->dof_half_downsampled_near); - GPU_framebuffer_texture_detach(fx->dof_half_downsampled_far); - GPU_framebuffer_texture_detach(fx->dof_nearfar_coc); - GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_half_downsampled_near); - - numslots = 0; - } - - /* second pass, shoot quads for every pixel in the downsampled buffers, scaling according - * to circle of confusion */ - { - int rendertargetdim[2] = {fx->dof_downsampled_w, fx->dof_downsampled_h}; - float selection[2] = {0.0f, 1.0f}; - - GPUDOFHQPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2); - - GWN_batch_program_set(fx->point_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); - - GPU_texture_bind(fx->dof_nearfar_coc, numslots++); - GPU_texture_bind(fx->dof_half_downsampled_far, numslots++); - GPU_texture_bind(fx->dof_half_downsampled_near, numslots++); - - GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params); - GPU_shader_uniform_vector_int(dof_shader_pass2, interface->rendertargetdim_uniform, 2, 1, rendertargetdim); - GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection); - GPU_shader_uniform_texture(dof_shader_pass2, interface->coc_uniform, fx->dof_nearfar_coc); - GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_far); - GPU_texture_filter_mode(fx->dof_half_downsampled_far, false); - - /* target is the downsampled coc buffer */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0, 0); - GPU_texture_bind_as_framebuffer(fx->dof_far_blur); - - glDisable(GL_DEPTH_TEST); - glEnable(GL_BLEND); - glBlendFunc(GL_ONE, GL_ONE); - glPointSize(1.0f); - /* have to clear the buffer unfortunately */ - glClearColor(0.0, 0.0, 0.0, 0.0); - glClear(GL_COLOR_BUFFER_BIT); - /* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */ - // GWN_batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, 0, NULL, NULL); - - GPU_texture_unbind(fx->dof_half_downsampled_far); - GPU_framebuffer_texture_detach(fx->dof_far_blur); - - selection[0] = 1.0f; - selection[1] = 0.0f; - - GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection); - GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near); - GPU_texture_filter_mode(fx->dof_half_downsampled_near, false); - - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0, 0); - /* have to clear the buffer unfortunately */ - glClear(GL_COLOR_BUFFER_BIT); - /* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */ - // GWN_batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, 0, NULL, NULL); - GWN_batch_program_use_end(fx->point_batch); - - /* disable bindings */ - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); - - GPU_framebuffer_texture_detach(fx->dof_near_blur); - - GPU_texture_unbind(fx->dof_half_downsampled_near); - GPU_texture_unbind(fx->dof_nearfar_coc); - - GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_far_blur); - numslots = 0; - } - - /* third pass, accumulate the near/far blur fields */ - { - float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h}; - - GPUDOFHQPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3); - - GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3)); - - GPU_shader_uniform_vector(dof_shader_pass3, interface->dof_uniform, 4, 1, dof_params); - - GPU_shader_uniform_vector(dof_shader_pass3, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); - GPU_shader_uniform_vector(dof_shader_pass3, interface->viewvecs_uniform, 4, 3, viewvecs[0]); - - GPU_texture_bind(fx->dof_near_blur, numslots++); - GPU_shader_uniform_texture(dof_shader_pass3, interface->near_uniform, fx->dof_near_blur); - GPU_texture_filter_mode(fx->dof_near_blur, true); - - GPU_texture_bind(fx->dof_far_blur, numslots++); - GPU_shader_uniform_texture(dof_shader_pass3, interface->far_uniform, fx->dof_far_blur); - GPU_texture_filter_mode(fx->dof_far_blur, true); - - GPU_texture_bind(fx->depth_buffer, numslots++); - GPU_texture_compare_mode(fx->depth_buffer, false); - GPU_texture_filter_mode(fx->depth_buffer, false); - GPU_shader_uniform_texture(dof_shader_pass3, interface->depth_uniform, fx->depth_buffer); - - GPU_texture_bind(src, numslots++); - GPU_shader_uniform_texture(dof_shader_pass3, interface->color_uniform, src); - - /* if this is the last pass, prepare for rendering on the frambuffer */ - gpu_fx_bind_render_target(&passes_left, fx, ofs, target); - - GWN_batch_draw(fx->quad_batch); - - /* disable bindings */ - GPU_texture_unbind(fx->dof_near_blur); - GPU_texture_unbind(fx->dof_far_blur); - GPU_texture_unbind(src); - GPU_texture_compare_mode(fx->depth_buffer, true); - GPU_texture_unbind(fx->depth_buffer); - - /* may not be attached, in that case this just returns */ - if (target) { - GPU_framebuffer_texture_detach(target); - if (ofs) { - GPU_offscreen_bind(ofs, false); - } - else { - GPU_framebuffer_restore(); - } - } - - numslots = 0; - } - } - else { - GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3, *dof_shader_pass4, *dof_shader_pass5; - - /* DOF effect has many passes but most of them are performed - * on a texture whose dimensions are 4 times less than the original - * (16 times lower than original screen resolution). - * Technique used is not very exact but should be fast enough and is based - * on "Practical Post-Process Depth of Field" - * see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */ - dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE, is_persp); - dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO, is_persp); - dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE, is_persp); - dof_shader_pass4 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR, is_persp); - dof_shader_pass5 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE, is_persp); - - /* error occured, restore framebuffers and return */ - if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3 && dof_shader_pass4 && dof_shader_pass5)) { - GPU_framebuffer_texture_unbind(fx->gbuffer, NULL); - GPU_framebuffer_restore(); - - GPU_shader_unbind(); - return false; - } - - /* pass first, first level of blur in low res buffer */ - { - float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]}; - - GPUDOFPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1); - - GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1)); - - GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params); - GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); - GPU_shader_uniform_vector(dof_shader_pass1, interface->viewvecs_uniform, 4, 3, viewvecs[0]); - - GPU_texture_bind(src, numslots++); - GPU_shader_uniform_texture(dof_shader_pass1, interface->color_uniform, src); - - GPU_texture_bind(fx->depth_buffer, numslots++); - GPU_texture_compare_mode(fx->depth_buffer, false); - GPU_texture_filter_mode(fx->depth_buffer, true); - GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer); - - /* target is the downsampled coc buffer */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, 0); - /* binding takes care of setting the viewport to the downsampled size */ - GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer); - - GWN_batch_draw(fx->quad_batch); - /* disable bindings */ - GPU_texture_unbind(src); - GPU_texture_compare_mode(fx->depth_buffer, true); - GPU_texture_filter_mode(fx->depth_buffer, false); - GPU_texture_unbind(fx->depth_buffer); - - GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer); - numslots = 0; - } - - /* second pass, gaussian blur the downsampled image */ - { - float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer), - 1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)}; - float tmp = invrendertargetdim[0]; - invrendertargetdim[0] = 0.0f; - - GPUDOFPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2); - - dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor); - - /* Blurring vertically */ - GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); - - GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params); - GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); - GPU_shader_uniform_vector(dof_shader_pass2, interface->viewvecs_uniform, 4, 3, viewvecs[0]); - - GPU_texture_bind(fx->depth_buffer, numslots++); - GPU_texture_compare_mode(fx->depth_buffer, false); - GPU_texture_filter_mode(fx->depth_buffer, true); - GPU_shader_uniform_texture(dof_shader_pass2, interface->depth_uniform, fx->depth_buffer); - - GPU_texture_bind(fx->dof_near_coc_buffer, numslots++); - GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_buffer); - - /* use final buffer as a temp here */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, 0); - - /* Drawing quad */ - GWN_batch_draw(fx->quad_batch); - - /* Rebind Shader */ - GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2)); - - /* *unbind/detach */ - GPU_texture_unbind(fx->dof_near_coc_buffer); - - GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer); - - /* Blurring horizontally */ - invrendertargetdim[0] = tmp; - invrendertargetdim[1] = 0.0f; - GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); - - GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++); - GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_final_buffer); - - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, 0); - - GWN_batch_draw(fx->quad_batch); - - /* *unbind/detach */ - GPU_texture_compare_mode(fx->depth_buffer, true); - GPU_texture_filter_mode(fx->depth_buffer, false); - GPU_texture_unbind(fx->depth_buffer); - - GPU_texture_unbind(fx->dof_near_coc_final_buffer); - GPU_framebuffer_texture_detach(fx->dof_near_coc_blurred_buffer); - - dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor); - - numslots = 0; - } - - /* third pass, calculate near coc */ - { - GPUDOFPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3); - - GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3)); - - GPU_texture_bind(fx->dof_near_coc_buffer, numslots++); - GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_downsampled, fx->dof_near_coc_buffer); - - GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++); - GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_blurred, fx->dof_near_coc_blurred_buffer); - - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, 0); - - GWN_batch_draw(fx->quad_batch); - /* disable bindings */ - GPU_texture_unbind(fx->dof_near_coc_buffer); - GPU_texture_unbind(fx->dof_near_coc_blurred_buffer); - - /* unbinding here restores the size to the original */ - GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer); - - numslots = 0; - } - - /* fourth pass blur final coc once to eliminate discontinuities */ - { - float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer), - 1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)}; - - GPUDOFPassFourInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass4); - - GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass4), GPU_shader_get_interface(dof_shader_pass4)); - - GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++); - GPU_shader_uniform_texture(dof_shader_pass4, interface->near_coc_downsampled, fx->dof_near_coc_final_buffer); - GPU_shader_uniform_vector(dof_shader_pass4, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); - - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, 0); - - GWN_batch_draw(fx->quad_batch); - /* disable bindings */ - GPU_texture_unbind(fx->dof_near_coc_final_buffer); - - /* unbinding here restores the size to the original */ - GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_near_coc_buffer); - GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer); - - numslots = 0; - } - - /* final pass, merge blurred layers according to final calculated coc */ - { - float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]}; - - GPUDOFPassFiveInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass5); - - GWN_batch_program_set(fx->quad_batch, GPU_shader_get_program(dof_shader_pass5), GPU_shader_get_interface(dof_shader_pass5)); - - GPU_shader_uniform_vector(dof_shader_pass5, interface->dof_uniform, 4, 1, dof_params); - GPU_shader_uniform_vector(dof_shader_pass5, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); - GPU_shader_uniform_vector(dof_shader_pass5, interface->viewvecs_uniform, 4, 3, viewvecs[0]); - - GPU_texture_bind(src, numslots++); - GPU_shader_uniform_texture(dof_shader_pass5, interface->original_uniform, src); - - GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++); - GPU_shader_uniform_texture(dof_shader_pass5, interface->high_blurred_uniform, fx->dof_near_coc_blurred_buffer); - - GPU_texture_bind(fx->dof_near_coc_buffer, numslots++); - GPU_shader_uniform_texture(dof_shader_pass5, interface->medium_blurred_uniform, fx->dof_near_coc_buffer); - - GPU_texture_bind(fx->depth_buffer, numslots++); - GPU_texture_compare_mode(fx->depth_buffer, false); - GPU_texture_filter_mode(fx->depth_buffer, true); - GPU_shader_uniform_texture(dof_shader_pass5, interface->depth_uniform, fx->depth_buffer); - - /* if this is the last pass, prepare for rendering on the frambuffer */ - gpu_fx_bind_render_target(&passes_left, fx, ofs, target); - - GWN_batch_draw(fx->quad_batch); - /* disable bindings */ - GPU_texture_unbind(fx->dof_near_coc_buffer); - GPU_texture_unbind(fx->dof_near_coc_blurred_buffer); - GPU_texture_unbind(src); - GPU_texture_compare_mode(fx->depth_buffer, true); - GPU_texture_filter_mode(fx->depth_buffer, false); - GPU_texture_unbind(fx->depth_buffer); - - /* may not be attached, in that case this just returns */ - if (target) { - GPU_framebuffer_texture_detach(target); - if (ofs) { - GPU_offscreen_bind(ofs, false); - } - else { - GPU_framebuffer_restore(); - } - } - - SWAP(GPUTexture *, target, src); - numslots = 0; - } - } - } - - GPU_shader_unbind(); - - return true; -} - -void GPU_fx_compositor_init_dof_settings(GPUDOFSettings *fx_dof) -{ - fx_dof->fstop = 128.0f; - fx_dof->focal_length = 1.0f; - fx_dof->focus_distance = 1.0f; - fx_dof->sensor = 1.0f; - fx_dof->num_blades = 6; - fx_dof->ratio = 1.0f; -} - -void GPU_fx_compositor_init_ssao_settings(GPUSSAOSettings *fx_ssao) -{ - fx_ssao->factor = 1.0f; - fx_ssao->distance_max = 0.2f; - fx_ssao->attenuation = 1.0f; - fx_ssao->samples = 20; -} - -void GPU_fx_shader_init_interface(GPUShader *shader, GPUFXShaderEffect effect) -{ - if (!shader) - return; - - switch (effect) { - case GPU_SHADER_FX_SSAO: - { - GPUSSAOShaderInterface *interface = MEM_mallocN(sizeof(GPUSSAOShaderInterface), "GPUSSAOShaderInterface"); - - interface->ssao_uniform = GPU_shader_get_uniform(shader, "ssao_params"); - interface->ssao_color_uniform = GPU_shader_get_uniform(shader, "ssao_color"); - interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); - interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); - interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); - interface->ssao_sample_params_uniform = GPU_shader_get_uniform(shader, "ssao_sample_params"); - interface->ssao_concentric_tex = GPU_shader_get_uniform(shader, "ssao_concentric_tex"); - interface->ssao_jitter_uniform = GPU_shader_get_uniform(shader, "jitter_tex"); - - GPU_fx_shader_set_interface(shader, interface); - break; - } - - case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE: - { - GPUDOFHQPassOneInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassOneInterface), "GPUDOFHQPassOneInterface"); - - interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); - interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); - interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); - interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); - interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); - - GPU_fx_shader_set_interface(shader, interface); - break; - } - - case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO: - { - GPUDOFHQPassTwoInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassTwoInterface), "GPUDOFHQPassTwoInterface"); - - interface->rendertargetdim_uniform = GPU_shader_get_uniform(shader, "rendertargetdim"); - interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); - interface->coc_uniform = GPU_shader_get_uniform(shader, "cocbuffer"); - interface->select_uniform = GPU_shader_get_uniform(shader, "layerselection"); - interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); - - GPU_fx_shader_set_interface(shader, interface); - break; - } - - case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE: - { - GPUDOFHQPassThreeInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassThreeInterface), "GPUDOFHQPassThreeInterface"); - - interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); - interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); - interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); - interface->far_uniform = GPU_shader_get_uniform(shader, "farbuffer"); - interface->near_uniform = GPU_shader_get_uniform(shader, "nearbuffer"); - interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); - interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); - - GPU_fx_shader_set_interface(shader, interface); - break; - } - - case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE: - { - GPUDOFPassOneInterface *interface = MEM_mallocN(sizeof(GPUDOFPassOneInterface), "GPUDOFPassOneInterface"); - - interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); - interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); - interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); - interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); - interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); - - GPU_fx_shader_set_interface(shader, interface); - break; - } - case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO: - { - GPUDOFPassTwoInterface *interface = MEM_mallocN(sizeof(GPUDOFPassTwoInterface), "GPUDOFPassTwoInterface"); - - interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); - interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); - interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); - interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); - interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); - - GPU_fx_shader_set_interface(shader, interface); - break; - } - case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE: - { - GPUDOFPassThreeInterface *interface = MEM_mallocN(sizeof(GPUDOFPassThreeInterface), "GPUDOFPassThreeInterface"); - - interface->near_coc_downsampled = GPU_shader_get_uniform(shader, "colorbuffer"); - interface->near_coc_blurred = GPU_shader_get_uniform(shader, "blurredcolorbuffer"); - - GPU_fx_shader_set_interface(shader, interface); - break; - } - case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR: - { - GPUDOFPassFourInterface *interface = MEM_mallocN(sizeof(GPUDOFPassFourInterface), "GPUDOFPassFourInterface"); - - interface->near_coc_downsampled = GPU_shader_get_uniform(shader, "colorbuffer"); - interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); - - GPU_fx_shader_set_interface(shader, interface); - break; - } - case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE: - { - GPUDOFPassFiveInterface *interface = MEM_mallocN(sizeof(GPUDOFPassFiveInterface), "GPUDOFPassFiveInterface"); - - interface->medium_blurred_uniform = GPU_shader_get_uniform(shader, "mblurredcolorbuffer"); - interface->high_blurred_uniform = GPU_shader_get_uniform(shader, "blurredcolorbuffer"); - interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params"); - interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim"); - interface->original_uniform = GPU_shader_get_uniform(shader, "colorbuffer"); - interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); - interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs"); - - GPU_fx_shader_set_interface(shader, interface); - break; - } - - case GPU_SHADER_FX_DEPTH_RESOLVE: - { - GPUDepthResolveInterface *interface = MEM_mallocN(sizeof(GPUDepthResolveInterface), "GPUDepthResolveInterface"); - - interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer"); - - GPU_fx_shader_set_interface(shader, interface); - break; - } - - default: - break; - } -} - |