diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2015-02-17 20:08:28 +0300 |
---|---|---|
committer | Antony Riakiotakis <kalast@gmail.com> | 2015-02-17 20:11:22 +0300 |
commit | ff7220349d32e747c7559809d68de7d835c0c1cd (patch) | |
tree | c6955f0b86bcf12ab6dc5d87b4a48300375d3da3 /source/blender/gpu/intern/gpu_compositing.c | |
parent | a0d7db503d82c1a5b56a5723da90364f11569b37 (diff) |
Compositing works with X-Ray.
Basically, before drawing X-Rays, we now bind a second depth buffer.
After drawing XRays, we do an extra resolve pass where we overwrite the
non-XRay depth buffer in pixels where the depth is not maximum (which
means background pixel, since depth is cleared before drawing X-Ray
objects).
This ensures both scene and X-Rays keep their depth values and are ready
for compositing. Well, the odd effect due to depth discontinuities can be
expected, and X-Rays are a bit more expensive (extra buffer + resolve pass)
but at least X-Rays won't invalidate depth values anymore. Whee!
Diffstat (limited to 'source/blender/gpu/intern/gpu_compositing.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_compositing.c | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c index cf288070126..32d805035d4 100644 --- a/source/blender/gpu/intern/gpu_compositing.c +++ b/source/blender/gpu/intern/gpu_compositing.c @@ -89,6 +89,7 @@ struct GPUFX { /* 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; @@ -213,6 +214,12 @@ static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo) 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_concentric_samples_tex) { @@ -452,6 +459,88 @@ static void gpu_fx_bind_render_target(int *passes_left, GPUFX *fx, struct GPUOff } } +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 */ + if(!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0, err_out)) + printf("%.256s\n", err_out); +} + + +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, NULL); + + /* full screen quad where we will always write to depth buffer */ + glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_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); + + /* set up quad buffer */ + glVertexPointer(2, GL_FLOAT, 0, fullscreencos); + glTexCoordPointer(2, GL_FLOAT, 0, fullscreenuvs); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + + depth_resolve_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_RESOLVE, false); + + if (depth_resolve_shader) { + int depth_uniform; + + depth_uniform = GPU_shader_get_uniform(depth_resolve_shader, "depthbuffer"); + + GPU_shader_bind(depth_resolve_shader); + + GPU_texture_bind(fx->depth_buffer_xray, 0); + GPU_depth_texture_mode(fx->depth_buffer_xray, false, true); + GPU_shader_uniform_texture(depth_resolve_shader, depth_uniform, fx->depth_buffer_xray); + + /* draw */ + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + /* disable bindings */ + GPU_depth_texture_mode(fx->depth_buffer_xray, true, false); + GPU_texture_unbind(fx->depth_buffer_xray); + + GPU_shader_unbind(); + } + + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + + glPopAttrib(); +} + + bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, struct Scene *scene, struct GPUOffScreen *ofs) { GPUTexture *src, *target; |