mirror of
https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
Implement multi-pass bloom post-processing effect.
This commit is contained in:
parent
4f1a636c20
commit
5af3ed1197
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@ -405,7 +405,7 @@ void FrameBufferList::renderBuffer(u32 _address)
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}
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#if 1
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PostProcessor::get().processTexture(pBuffer->m_pTexture);
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PostProcessor::get().process(pBuffer);
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#endif
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// glDisable(GL_SCISSOR_TEST) does not affect glBlitFramebuffer, at least on AMD
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glScissor(0, 0, ogl.getScreenWidth(), ogl.getScreenHeight());
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@ -3,9 +3,9 @@
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#include "N64.h"
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#include "gSP.h"
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#include "PostProcessor.h"
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#include "GLSLCombiner.h"
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#include "FrameBuffer.h"
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const char * vertexShader =
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static const char * vertexShader =
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"#version 330 core \n"
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"in highp vec2 aPosition; \n"
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"in highp vec2 aTexCoord; \n"
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@ -16,7 +16,159 @@ const char * vertexShader =
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"} \n"
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;
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static const char* bloomShader =
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static const char* extractBloomShader =
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"#version 330 core \n"
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"in mediump vec2 vTexCoord; \n"
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"layout(binding = 0) uniform sampler2D tex; \n"
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"out lowp vec4 fragColor; \n"
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" \n"
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"uniform lowp int ThresholdLevel; \n"
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" \n"
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"void main() \n"
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"{ \n"
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" lowp vec4 color = texture2D(tex, vTexCoord); \n"
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" \n"
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" mediump float lum = dot(vec4(0.30, 0.59, 0.11, 0.0), color);\n"
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" mediump float scale = lum; \n"
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" lowp int level = clamp(ThresholdLevel, 2, 6); \n"
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" for (int i = 1; i < level; ++i) \n"
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" scale *= lum; \n"
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" fragColor = scale*color; \n"
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" fragColor.a = 1.0; \n"
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"} \n"
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;
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static const char* seperableBlurShader =
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/// Author: Nathaniel Meyer
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///
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/// Copyright: Nutty Software
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/// http://www.nutty.ca
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///
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/// Fragment shader for performing a seperable blur on the specified texture.
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"#version 330 core \n"
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"#ifdef GL_ES \n"
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" precision highp float; \n"
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"#endif \n"
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" \n"
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// Uniform variables.
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"layout(binding = 0) uniform sampler2D Sample0; \n"
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"uniform vec2 TexelSize; \n"
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" \n"
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"uniform int Orientation; \n"
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"uniform int BlurAmount; \n"
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"uniform float BlurScale; \n"
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"uniform float BlurStrength; \n"
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" \n"
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"in mediump vec2 vTexCoord; \n"
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"out lowp vec4 fragColor; \n"
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" \n"
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// Gets the Gaussian value in the first dimension.
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// "x" Distance from origin on the x-axis.
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// "deviation" Standard deviation.
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// returns The gaussian value on the x-axis.
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"float Gaussian (float x, float deviation) \n"
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"{ \n"
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" return (1.0 / sqrt(2.0 * 3.141592 * deviation)) * exp(-((x * x) / (2.0 * deviation))); \n"
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"} \n"
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" \n"
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// Fragment shader entry.
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"void main () \n"
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"{ \n"
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" // Locals \n"
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" float halfBlur = float(BlurAmount) * 0.5; \n"
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" vec4 colour = vec4(0.0); \n"
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" \n"
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" // Gaussian deviation \n"
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" float deviation = halfBlur * 0.35; \n"
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" deviation *= deviation; \n"
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" float strength = 1.0 - BlurStrength; \n"
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" \n"
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" if ( Orientation == 0 ) \n"
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" { \n"
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" // Horizontal blur \n"
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" for (int i = 0; i < BlurAmount; ++i) \n"
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" { \n"
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" float offset = float(i) - halfBlur; \n"
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" colour += texture2D(Sample0, vTexCoord + vec2(offset * TexelSize.x * BlurScale, 0.0)) * Gaussian(offset * strength, deviation); \n"
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" } \n"
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" } \n"
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" else \n"
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" { \n"
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" // Vertical blur \n"
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" for (int i = 0; i < BlurAmount; ++i) \n"
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" { \n"
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" float offset = float(i) - halfBlur; \n"
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" colour += texture2D(Sample0, vTexCoord + vec2(0.0, offset * TexelSize.y * BlurScale)) * Gaussian(offset * strength, deviation); \n"
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" } \n"
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" } \n"
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" \n"
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" // Apply colour \n"
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" fragColor = clamp(colour, 0.0, 1.0); \n"
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" fragColor.a = 1.0; \n"
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"} \n"
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;
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static const char* glowShader =
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/// Author: Nathaniel Meyer
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///
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/// Copyright: Nutty Software
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/// http://www.nutty.ca
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///
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/// Fragment shader for blending two textures using an algorithm that overlays the glowmap.
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"#version 330 core \n"
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"#ifdef GL_ES \n"
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" precision highp float; \n"
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"#endif \n"
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" \n"
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// Uniform variables.
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"layout(binding = 0) uniform sampler2D Sample0; \n"
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"layout(binding = 1) uniform sampler2D Sample1; \n"
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"uniform int BlendMode; \n"
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" \n"
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"in mediump vec2 vTexCoord; \n"
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"out lowp vec4 fragColor; \n"
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" \n"
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// Fragment shader entry.
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"void main () \n"
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"{ \n"
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" vec4 dst = texture2D(Sample0, vTexCoord); // rendered scene \n"
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" vec4 src = texture2D(Sample1, vTexCoord); // glowmap \n"
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" \n"
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" if ( BlendMode == 0 ) \n"
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" { \n"
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" // Additive blending (strong result, high overexposure) \n"
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" fragColor = min(src + dst, 1.0); \n"
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" } \n"
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" else if ( BlendMode == 1 ) \n"
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" { \n"
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" // Screen blending (mild result, medium overexposure) \n"
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" fragColor = clamp((src + dst) - (src * dst), 0.0, 1.0); \n"
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" fragColor.a = 1.0; \n"
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" } \n"
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" else if ( BlendMode == 2 ) \n"
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" { \n"
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" // Softlight blending (light result, no overexposure) \n"
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" // Due to the nature of soft lighting, we need to bump the black region of the glowmap \n"
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" // to 0.5, otherwise the blended result will be dark (black soft lighting will darken \n"
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" // the image). \n"
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" src = (src * 0.5) + 0.5; \n"
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" \n"
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" fragColor.rgb = vec3((src.x <= 0.5) ? (dst.x - (1.0 - 2.0 * src.x) * dst.x * (1.0 - dst.x)) : (((src.x > 0.5) && (dst.x <= 0.25)) ? (dst.x + (2.0 * src.x - 1.0) * (4.0 * dst.x * (4.0 * dst.x + 1.0) * (dst.x - 1.0) + 7.0 * dst.x)) : (dst.x + (2.0 * src.x - 1.0) * (sqrt(dst.x) - dst.x))), \n"
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" (src.y <= 0.5) ? (dst.y - (1.0 - 2.0 * src.y) * dst.y * (1.0 - dst.y)) : (((src.y > 0.5) && (dst.y <= 0.25)) ? (dst.y + (2.0 * src.y - 1.0) * (4.0 * dst.y * (4.0 * dst.y + 1.0) * (dst.y - 1.0) + 7.0 * dst.y)) : (dst.y + (2.0 * src.y - 1.0) * (sqrt(dst.y) - dst.y))), \n"
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" (src.z <= 0.5) ? (dst.z - (1.0 - 2.0 * src.z) * dst.z * (1.0 - dst.z)) : (((src.z > 0.5) && (dst.z <= 0.25)) ? (dst.z + (2.0 * src.z - 1.0) * (4.0 * dst.z * (4.0 * dst.z + 1.0) * (dst.z - 1.0) + 7.0 * dst.z)) : (dst.z + (2.0 * src.z - 1.0) * (sqrt(dst.z) - dst.z))));\n"
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" fragColor.a = 1.0; \n"
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" } \n"
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" else \n"
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" { \n"
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" // Show just the glow map \n"
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" fragColor = src; \n"
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" } \n"
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"} \n"
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;
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static const char* simpleBloomShader =
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// glsl bloom shader by krischan
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// http://wp.applesandoranges.eu/
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"#version 330 core \n"
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"in mediump vec2 vTexCoord; \n"
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"layout(binding = 0) uniform sampler2D bgl_RenderedTexture; \n"
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@ -28,41 +180,52 @@ static const char* bloomShader =
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" int j; \n"
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" int i; \n"
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" \n"
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" for( i= -4 ; i < 4; i++) \n"
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" { \n"
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" for( i= -4 ; i < 4; i++) { \n"
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" for (j = -3; j < 3; j++) \n"
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" { \n"
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" sum += texture2D(bgl_RenderedTexture, texcoord + vec2(j, i)*0.004) * 0.25; \n"
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" } \n"
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" } \n"
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" if (texture2D(bgl_RenderedTexture, texcoord).r < 0.3) \n"
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" { \n"
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" if (texture2D(bgl_RenderedTexture, texcoord).r < 0.3) { \n"
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" fragColor = sum*sum*0.012 + texture2D(bgl_RenderedTexture, texcoord); \n"
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" } \n"
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" else \n"
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" { \n"
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" } else { \n"
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" if (texture2D(bgl_RenderedTexture, texcoord).r < 0.5) \n"
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" { \n"
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" fragColor = sum*sum*0.009 + texture2D(bgl_RenderedTexture, texcoord); \n"
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" } \n"
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" else \n"
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" { \n"
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" fragColor = sum*sum*0.0075 + texture2D(bgl_RenderedTexture, texcoord); \n"
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" } \n"
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"} \n"
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"} \n"
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;
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static const char* copyShader =
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"#version 330 core \n"
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"in mediump vec2 vTexCoord; \n"
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"layout(binding = 0) uniform sampler2D bgl_RenderedTexture; \n"
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"out lowp vec4 fragColor; \n"
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"void main() \n"
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"{ \n"
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" fragColor = texture2D(bgl_RenderedTexture, vTexCoord); \n"
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"} \n"
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;
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static const GLsizei nShaderLogSize = 1024;
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static
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bool check_shader_compile_status(GLuint obj)
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{
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GLint status;
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glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE)
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{
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GLchar shader_log[nShaderLogSize];
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GLsizei nLogSize = nShaderLogSize;
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glGetShaderInfoLog(obj, nShaderLogSize, &nLogSize, shader_log);
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shader_log[nLogSize] = 0;
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return false;
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}
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return true;
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}
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static
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bool check_program_link_status(GLuint obj)
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{
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GLint status;
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glGetProgramiv(obj, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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GLsizei nLogSize = nShaderLogSize;
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GLchar shader_log[nShaderLogSize];
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glGetProgramInfoLog(obj, nShaderLogSize, &nLogSize, shader_log);
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return false;
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}
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return true;
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}
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static
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GLuint _createShaderProgram(const char * _strVertex, const char * _strFragment)
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@ -70,10 +233,12 @@ GLuint _createShaderProgram(const char * _strVertex, const char * _strFragment)
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GLuint vertex_shader_object = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader_object, 1, &_strVertex, NULL);
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glCompileShader(vertex_shader_object);
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assert(check_shader_compile_status(vertex_shader_object));
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GLuint fragment_shader_object = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader_object, 1, &_strFragment, NULL);
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glCompileShader(fragment_shader_object);
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assert(check_shader_compile_status(fragment_shader_object));
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GLuint program = glCreateProgram();
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glBindAttribLocation(program, SC_POSITION, "aPosition");
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@ -83,61 +248,127 @@ GLuint _createShaderProgram(const char * _strVertex, const char * _strFragment)
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glLinkProgram(program);
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glDeleteShader(vertex_shader_object);
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glDeleteShader(fragment_shader_object);
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assert(check_program_link_status(program));
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return program;
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}
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void PostProcessor::init()
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static
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CachedTexture * _createTexture()
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{
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m_bloomProgram = _createShaderProgram(vertexShader, bloomShader);
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m_copyProgram = _createShaderProgram(vertexShader, copyShader);
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CachedTexture * pTexture = textureCache().addFrameBufferTexture();
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pTexture->format = G_IM_FMT_RGBA;
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pTexture->clampS = 1;
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pTexture->clampT = 1;
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pTexture->frameBufferTexture = TRUE;
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pTexture->maskS = 0;
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pTexture->maskT = 0;
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pTexture->mirrorS = 0;
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pTexture->mirrorT = 0;
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pTexture->realWidth = video().getWidth();
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pTexture->realHeight = video().getHeight();
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pTexture->textureBytes = pTexture->realWidth * pTexture->realHeight * 4;
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textureCache().addFrameBufferTextureSize(pTexture->textureBytes);
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glBindTexture(GL_TEXTURE_2D, pTexture->glName);
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m_pTexture = textureCache().addFrameBufferTexture();
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m_pTexture->format = G_IM_FMT_RGBA;
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m_pTexture->clampS = 1;
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m_pTexture->clampT = 1;
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m_pTexture->frameBufferTexture = TRUE;
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m_pTexture->maskS = 0;
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m_pTexture->maskT = 0;
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m_pTexture->mirrorS = 0;
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m_pTexture->mirrorT = 0;
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m_pTexture->realWidth = video().getWidth();
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m_pTexture->realHeight = video().getHeight();
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m_pTexture->textureBytes = m_pTexture->realWidth * m_pTexture->realHeight * 4;
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textureCache().addFrameBufferTextureSize(m_pTexture->textureBytes);
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glBindTexture(GL_TEXTURE_2D, m_pTexture->glName);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_pTexture->realWidth, m_pTexture->realHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pTexture->realWidth, pTexture->realHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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return pTexture;
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glGenFramebuffers(1, &m_FBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_pTexture->glName, 0);
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GLuint attachments[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, attachments);
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// check if everything is OK
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static
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GLuint _createFBO(CachedTexture * _pTexture)
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{
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GLuint FBO;
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glGenFramebuffers(1, &FBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FBO);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _pTexture->glName, 0);
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assert(checkFBO());
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assert(!isGLError());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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return FBO;
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}
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void PostProcessor::init()
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{
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m_extractBloomProgram = _createShaderProgram(vertexShader, extractBloomShader);
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glUseProgram(m_extractBloomProgram);
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int loc = glGetUniformLocation(m_extractBloomProgram, "ThresholdLevel");
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assert(loc >= 0);
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glUniform1i(loc, 4);
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m_seperableBlurProgram = _createShaderProgram(vertexShader, seperableBlurShader);
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glUseProgram(m_seperableBlurProgram);
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loc = glGetUniformLocation(m_seperableBlurProgram, "TexelSize");
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assert(loc >= 0);
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glUniform2f(loc, 1.0f/video().getWidth(), 1.0f/video().getHeight());
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loc = glGetUniformLocation(m_seperableBlurProgram, "Orientation");
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assert(loc >= 0);
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glUniform1i(loc, 0);
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loc = glGetUniformLocation(m_seperableBlurProgram, "BlurAmount");
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assert(loc >= 0);
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glUniform1i(loc, 10);
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loc = glGetUniformLocation(m_seperableBlurProgram, "BlurScale");
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assert(loc >= 0);
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glUniform1f(loc, 1.0f);
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loc = glGetUniformLocation(m_seperableBlurProgram, "BlurStrength");
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assert(loc >= 0);
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glUniform1f(loc, 0.5f);
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m_glowProgram = _createShaderProgram(vertexShader, glowShader);
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glUseProgram(m_glowProgram);
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loc = glGetUniformLocation(m_glowProgram, "BlendMode");
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assert(loc >= 0);
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glUniform1i(loc, 1);
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m_bloomProgram = _createShaderProgram(vertexShader, simpleBloomShader);
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glUseProgram(0);
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m_pTextureOriginal = _createTexture();
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m_pTextureGlowMap = _createTexture();
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m_pTextureBlur = _createTexture();
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m_FBO_original = _createFBO(m_pTextureOriginal);
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m_FBO_glowMap = _createFBO(m_pTextureGlowMap);
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m_FBO_blur = _createFBO(m_pTextureBlur);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void PostProcessor::destroy()
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{
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if (m_extractBloomProgram != 0)
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glDeleteProgram(m_extractBloomProgram);
|
||||
m_extractBloomProgram = 0;
|
||||
if (m_seperableBlurProgram != 0)
|
||||
glDeleteProgram(m_seperableBlurProgram);
|
||||
m_seperableBlurProgram = 0;
|
||||
if (m_glowProgram != 0)
|
||||
glDeleteProgram(m_glowProgram);
|
||||
m_glowProgram = 0;
|
||||
if (m_bloomProgram != 0)
|
||||
glDeleteProgram(m_bloomProgram);
|
||||
m_bloomProgram = 0;
|
||||
|
||||
if (m_copyProgram != 0)
|
||||
glDeleteProgram(m_copyProgram);
|
||||
if (m_FBO_original != 0)
|
||||
glDeleteFramebuffers(1, &m_FBO_original);
|
||||
m_FBO_original = 0;
|
||||
if (m_FBO_glowMap != 0)
|
||||
glDeleteFramebuffers(1, &m_FBO_glowMap);
|
||||
m_FBO_glowMap = 0;
|
||||
if (m_FBO_blur != 0)
|
||||
glDeleteFramebuffers(1, &m_FBO_blur);
|
||||
m_FBO_blur = 0;
|
||||
|
||||
if (m_FBO != 0)
|
||||
glDeleteFramebuffers(1, &m_FBO);
|
||||
|
||||
if (m_pTexture != NULL)
|
||||
textureCache().removeFrameBufferTexture(m_pTexture);
|
||||
if (m_pTextureOriginal != NULL)
|
||||
textureCache().removeFrameBufferTexture(m_pTextureOriginal);
|
||||
m_pTextureOriginal = NULL;
|
||||
if (m_pTextureGlowMap != NULL)
|
||||
textureCache().removeFrameBufferTexture(m_pTextureGlowMap);
|
||||
m_pTextureGlowMap = NULL;
|
||||
if (m_pTextureBlur != NULL)
|
||||
textureCache().removeFrameBufferTexture(m_pTextureBlur);
|
||||
m_pTextureBlur = NULL;
|
||||
}
|
||||
|
||||
PostProcessor & PostProcessor::get()
|
||||
|
@ -169,28 +400,54 @@ void _setGLState() {
|
|||
glViewport(0, 0, video().getWidth(), video().getHeight());
|
||||
}
|
||||
|
||||
void PostProcessor::processTexture(CachedTexture * _pTexture)
|
||||
void PostProcessor::process(FrameBuffer * _pBuffer)
|
||||
{
|
||||
_setGLState();
|
||||
OGLVideo & ogl = video();
|
||||
|
||||
textureCache().activateTexture(0, _pTexture);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, _pBuffer->m_FBO);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO_original);
|
||||
glBlitFramebuffer(
|
||||
0, 0, ogl.getWidth(), ogl.getHeight(),
|
||||
0, 0, ogl.getWidth(), ogl.getHeight(),
|
||||
GL_COLOR_BUFFER_BIT, GL_LINEAR
|
||||
);
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO);
|
||||
#if 0
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
|
||||
textureCache().activateTexture(0, m_pTextureOriginal);
|
||||
glUseProgram(m_bloomProgram);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
#else
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
textureCache().activateTexture(0, m_pTexture);
|
||||
GLuint copyFBO = 0;
|
||||
glGenFramebuffers(1, ©FBO);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, copyFBO);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _pTexture->glName, 0);
|
||||
assert(checkFBO());
|
||||
glUseProgram(m_copyProgram);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO_glowMap);
|
||||
textureCache().activateTexture(0, m_pTextureOriginal);
|
||||
glUseProgram(m_extractBloomProgram);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO_blur);
|
||||
textureCache().activateTexture(0, m_pTextureGlowMap);
|
||||
glUseProgram(m_seperableBlurProgram);
|
||||
int loc = glGetUniformLocation(m_seperableBlurProgram, "Orientation");
|
||||
assert(loc >= 0);
|
||||
glUniform1i(loc, 0);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO_glowMap);
|
||||
textureCache().activateTexture(0, m_pTextureBlur);
|
||||
glUniform1i(loc, 1);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
|
||||
textureCache().activateTexture(0, m_pTextureOriginal);
|
||||
textureCache().activateTexture(1, m_pTextureGlowMap);
|
||||
glUseProgram(m_glowProgram);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
#endif
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glDeleteFramebuffers(1, ©FBO);
|
||||
video().getRender().dropRenderState();
|
||||
glUseProgram(0);
|
||||
gSP.changed = CHANGED_VIEWPORT | CHANGED_TEXTURE;
|
||||
|
|
|
@ -10,19 +10,29 @@ public:
|
|||
void init();
|
||||
void destroy();
|
||||
|
||||
void processTexture(CachedTexture * _pTexture);
|
||||
void process(FrameBuffer * _pBuffer);
|
||||
|
||||
static PostProcessor & get();
|
||||
|
||||
private:
|
||||
PostProcessor() : m_bloomProgram(0), m_copyProgram(0), m_FBO(0), m_pTexture(NULL) {};
|
||||
PostProcessor() :
|
||||
m_extractBloomProgram(0), m_seperableBlurProgram(0), m_glowProgram(0), m_bloomProgram(0),
|
||||
m_FBO_original(0), m_FBO_glowMap(0), m_FBO_blur(0),
|
||||
m_pTextureOriginal(NULL), m_pTextureGlowMap(NULL), m_pTextureBlur(NULL) {};
|
||||
PostProcessor(const PostProcessor & _other);
|
||||
|
||||
GLuint m_extractBloomProgram;
|
||||
GLuint m_seperableBlurProgram;
|
||||
GLuint m_glowProgram;
|
||||
GLuint m_bloomProgram;
|
||||
GLuint m_copyProgram;
|
||||
|
||||
GLuint m_FBO;
|
||||
CachedTexture * m_pTexture;
|
||||
GLuint m_FBO_original;
|
||||
GLuint m_FBO_glowMap;
|
||||
GLuint m_FBO_blur;
|
||||
|
||||
CachedTexture * m_pTextureOriginal;
|
||||
CachedTexture * m_pTextureGlowMap;
|
||||
CachedTexture * m_pTextureBlur;
|
||||
};
|
||||
|
||||
#endif // POST_PROCESSOR_H
|
||||
|
|
Loading…
Reference in New Issue
Block a user