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Diffstat (limited to 'source/blender/gpu/intern/gpu_compositing.c')
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c1461
1 files changed, 0 insertions, 1461 deletions
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
deleted file mode 100644
index 2f2a16f9e1d..00000000000
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ /dev/null
@@ -1,1461 +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_extensions.h"
-#include "GPU_framebuffer.h"
-#include "GPU_glew.h"
-#include "GPU_shader.h"
-#include "GPU_texture.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;
-
- unsigned int vbuffer;
-};
-
-#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_procedural(side * side, texels, NULL);
- 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_procedural(numsaples, (float *)texels, NULL);
- MEM_freeN(texels);
- return tex;
-}
-
-/* generate a new FX compositor */
-GPUFX *GPU_fx_compositor_create(void)
-{
- GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor");
-
- glGenBuffers(1, &fx->vbuffer);
- glBindBuffer(GL_ARRAY_BUFFER, fx->vbuffer);
- glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), NULL, GL_STATIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, 8 * sizeof(float), fullscreencos);
- glBufferSubData(GL_ARRAY_BUFFER, 8 * sizeof(float), 8 * sizeof(float), fullscreenuvs);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- 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);
- glDeleteBuffers(1, &fx->vbuffer);
- MEM_freeN(fx);
-}
-
-static GPUTexture * create_jitter_texture(void)
-{
- 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]);
- }
-
- return GPU_texture_create_2D_procedural(64, 64, &jitter[0][0], true, NULL);
-}
-
-
-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 (!GLEW_EXT_framebuffer_object)
- return false;
-
- 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, GPU_HDR_NONE, 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) &&
- GPU_geometry_shader_support() && GPU_instanced_drawing_support();
-
- /* 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, GPU_HDR_NONE, 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, GPU_HDR_NONE, err_out)))
- {
- printf("%.256s\n", err_out);
- cleanup_fx_gl_data(fx, true);
- return false;
- }
- if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_procedural(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, false, err_out)))
- {
- printf("%.256s\n", err_out);
- cleanup_fx_gl_data(fx, true);
- return false;
- }
-
-
- if (!(fx->dof_near_blur = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, err_out)))
- {
- printf("%.256s\n", err_out);
- cleanup_fx_gl_data(fx, true);
- return false;
- }
-
- if (!(fx->dof_far_blur = GPU_texture_create_2D(
- fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_HALF_FLOAT, 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, GPU_HDR_NONE, 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, GPU_HDR_NONE, 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, GPU_HDR_NONE, 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, GPU_HDR_NONE, 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 */
- if (!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, err_out))
- printf("%.256s\n", err_out);
-
- if (!GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, err_out))
- printf("%.256s\n", err_out);
-
- 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;
- glPushAttrib(GL_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, NULL);
- }
-}
-
-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 */
- glBindBuffer(GL_ARRAY_BUFFER, fx->vbuffer);
- glVertexPointer(2, GL_FLOAT, 0, NULL);
- glTexCoordPointer(2, GL_FLOAT, 0, ((GLubyte *)NULL + 8 * sizeof(float)));
- 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) {
- GPUDepthResolveInterface *interface = GPU_shader_get_interface(depth_resolve_shader);
-
- GPU_shader_bind(depth_resolve_shader);
-
- GPU_texture_bind(fx->depth_buffer_xray, 0);
- GPU_texture_filter_mode(fx->depth_buffer_xray, false, true);
- GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray);
-
- /* draw */
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- /* disable bindings */
- GPU_texture_filter_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);
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- 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;
- 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)
- glPopAttrib();
-
- src = fx->color_buffer;
- target = fx->color_buffer_sec;
-
- /* set up quad buffer */
- glBindBuffer(GL_ARRAY_BUFFER, fx->vbuffer);
- glVertexPointer(2, GL_FLOAT, 0, NULL);
- glTexCoordPointer(2, GL_FLOAT, 0, ((GLubyte *)NULL + 8 * sizeof(float)));
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
- /* 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];
- }
-
- /* set invalid color in case shader fails */
- glColor3f(1.0, 0.0, 1.0);
- 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_shader_get_interface(ssao_shader);
-
- GPU_shader_bind(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_filter_mode(fx->depth_buffer, false, 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);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- /* disable bindings */
- GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, 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();
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- GPU_shader_unbind();
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- 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_shader_get_interface(dof_shader_pass1);
-
- GPU_shader_bind(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_filter_mode(fx->depth_buffer, false, 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, 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, NULL);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1, NULL);
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2, NULL);
- /* 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);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- /* disable bindings */
- GPU_texture_filter_mode(src, false, true);
- GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, 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_shader_get_interface(dof_shader_pass2);
-
- GPU_shader_bind(dof_shader_pass2);
-
- 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_texture_bind(fx->dof_nearfar_coc, numslots++);
- GPU_shader_uniform_texture(dof_shader_pass2, interface->coc_uniform, fx->dof_nearfar_coc);
-
- GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
- GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
- 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, false);
-
- /* target is the downsampled coc buffer */
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0, NULL);
- 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 */
- glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);
-
- GPU_texture_unbind(fx->dof_half_downsampled_far);
- GPU_framebuffer_texture_detach(fx->dof_far_blur);
-
- 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, false);
-
- selection[0] = 1.0f;
- selection[1] = 0.0f;
-
- GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection);
-
- GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0, NULL);
- /* 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 */
- glDrawArraysInstancedARB(GL_POINTS, 0, 1, fx->dof_downsampled_w * fx->dof_downsampled_h);
-
- /* disable bindings */
- glBlendFunc(GL_SRC_ALPHA, 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);
- }
-
- /* 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_shader_get_interface(dof_shader_pass3);
-
- GPU_shader_bind(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, false, 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, false, true);
-
- GPU_texture_bind(fx->depth_buffer, numslots++);
- GPU_texture_filter_mode(fx->depth_buffer, false, 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);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- /* disable bindings */
- GPU_texture_unbind(fx->dof_near_blur);
- GPU_texture_unbind(fx->dof_far_blur);
- GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, 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();
- }
- }
-
- 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();
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- GPU_shader_unbind();
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- 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_shader_get_interface(dof_shader_pass1);
-
- GPU_shader_bind(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_filter_mode(fx->depth_buffer, false, 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, NULL);
- /* binding takes care of setting the viewport to the downsampled size */
- GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- /* disable bindings */
- GPU_texture_unbind(src);
- GPU_texture_filter_mode(fx->depth_buffer, true, 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_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 */
- GPU_shader_bind(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_filter_mode(fx->depth_buffer, false, 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, NULL);
-
- /* Drawing quad */
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- /* *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, NULL);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- /* *unbind/detach */
- GPU_texture_filter_mode(fx->depth_buffer, true, 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_shader_get_interface(dof_shader_pass3);
-
- GPU_shader_bind(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, NULL);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- /* 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_shader_get_interface(dof_shader_pass4);
-
- GPU_shader_bind(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, NULL);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- /* 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_shader_get_interface(dof_shader_pass5);
-
- GPU_shader_bind(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_filter_mode(fx->depth_buffer, false, 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);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- /* 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_filter_mode(fx->depth_buffer, true, 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;
- }
- }
- }
-
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glBindBuffer(GL_ARRAY_BUFFER, 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;
-}
-
-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(struct 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_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_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_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_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_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_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_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_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_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_shader_set_interface(shader, interface);
- break;
- }
-
- default:
- break;
- }
-}
-