
This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now! - Batch_Uniform* - immUniform* - gpuBindMatrices - and others
1495 lines
50 KiB
C
1495 lines
50 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2006 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Antony Riakiotakis.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_compositing.c
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* \ingroup gpu
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*
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* System that manages framebuffer compositing.
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*/
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#include "BLI_sys_types.h"
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#include "BLI_rect.h"
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#include "BLI_math.h"
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#include "BLI_rand.h"
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#include "DNA_vec_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_gpu_types.h"
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#include "GPU_compositing.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_framebuffer.h"
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#include "GPU_glew.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "GPU_batch.h"
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#include "MEM_guardedalloc.h"
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static const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
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static const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}};
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/* shader interfaces (legacy GL 2 style, without uniform buffer objects) */
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typedef struct {
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int ssao_uniform;
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int ssao_color_uniform;
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int color_uniform;
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int depth_uniform;
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int viewvecs_uniform;
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int ssao_sample_params_uniform;
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int ssao_concentric_tex;
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int ssao_jitter_uniform;
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} GPUSSAOShaderInterface;
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typedef struct {
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int invrendertargetdim_uniform;
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int color_uniform;
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int dof_uniform;
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int depth_uniform;
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int viewvecs_uniform;
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} GPUDOFHQPassOneInterface;
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typedef struct {
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int rendertargetdim_uniform;
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int color_uniform;
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int coc_uniform;
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int select_uniform;
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int dof_uniform;
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} GPUDOFHQPassTwoInterface;
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typedef struct {
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int dof_uniform;
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int invrendertargetdim_uniform;
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int color_uniform;
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int far_uniform;
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int near_uniform;
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int viewvecs_uniform;
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int depth_uniform;
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} GPUDOFHQPassThreeInterface;
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typedef struct {
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int dof_uniform;
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int invrendertargetdim_uniform;
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int color_uniform;
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int depth_uniform;
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int viewvecs_uniform;
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} GPUDOFPassOneInterface;
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typedef struct {
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int dof_uniform;
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int invrendertargetdim_uniform;
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int color_uniform;
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int depth_uniform;
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int viewvecs_uniform;
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} GPUDOFPassTwoInterface;
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typedef struct {
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int near_coc_downsampled;
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int near_coc_blurred;
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} GPUDOFPassThreeInterface;
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typedef struct {
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int near_coc_downsampled;
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int invrendertargetdim_uniform;
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} GPUDOFPassFourInterface;
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typedef struct {
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int medium_blurred_uniform;
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int high_blurred_uniform;
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int dof_uniform;
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int invrendertargetdim_uniform;
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int original_uniform;
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int depth_uniform;
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int viewvecs_uniform;
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} GPUDOFPassFiveInterface;
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typedef struct {
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int depth_uniform;
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} GPUDepthResolveInterface;
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struct GPUFX {
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/* we borrow the term gbuffer from deferred rendering however this is just a regular
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* depth/color framebuffer. Could be extended later though */
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GPUFrameBuffer *gbuffer;
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/* dimensions of the gbuffer */
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int gbuffer_dim[2];
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/* texture bound to the first color attachment of the gbuffer */
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GPUTexture *color_buffer;
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/* second texture used for ping-pong compositing */
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GPUTexture *color_buffer_sec;
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/* texture bound to the depth attachment of the gbuffer */
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GPUTexture *depth_buffer;
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GPUTexture *depth_buffer_xray;
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/* texture used for jittering for various effects */
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GPUTexture *jitter_buffer;
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/* all those buffers below have to coexist.
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* Fortunately they are all quarter sized (1/16th of memory) of original framebuffer */
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int dof_downsampled_w;
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int dof_downsampled_h;
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/* texture used for near coc and color blurring calculation */
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GPUTexture *dof_near_coc_buffer;
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/* blurred near coc buffer. */
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GPUTexture *dof_near_coc_blurred_buffer;
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/* final near coc buffer. */
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GPUTexture *dof_near_coc_final_buffer;
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/* half size blur buffer */
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GPUTexture *dof_half_downsampled_near;
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GPUTexture *dof_half_downsampled_far;
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/* high quality dof texture downsamplers. 6 levels means 64 pixels wide - should be enough */
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GPUTexture *dof_nearfar_coc;
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GPUTexture *dof_near_blur;
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GPUTexture *dof_far_blur;
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/* for high quality we use again a spiral texture with radius adapted */
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bool dof_high_quality;
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/* texture used for ssao */
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int ssao_sample_count_cache;
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GPUTexture *ssao_spiral_samples_tex;
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GPUFXSettings settings;
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/* or-ed flags of enabled effects */
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int effects;
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/* number of passes, needed to detect if ping pong buffer allocation is needed */
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int num_passes;
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/* we have a stencil, restore the previous state */
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bool restore_stencil;
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Batch *quad_batch;
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Batch *point_batch;
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struct GPUStateValues attribs;
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};
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#if 0
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/* concentric mapping, see "A Low Distortion Map Between Disk and Square" and
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* http://psgraphics.blogspot.nl/2011/01/improved-code-for-concentric-map.html */
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static GPUTexture * create_concentric_sample_texture(int side)
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{
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GPUTexture *tex;
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float midpoint = 0.5f * (side - 1);
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float *texels = (float *)MEM_mallocN(sizeof(float) * 2 * side * side, "concentric_tex");
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int i, j;
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for (i = 0; i < side; i++) {
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for (j = 0; j < side; j++) {
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int index = (i * side + j) * 2;
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float a = 1.0f - i / midpoint;
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float b = 1.0f - j / midpoint;
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float phi, r;
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if (a * a > b * b) {
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r = a;
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phi = (M_PI_4) * (b / a);
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}
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else {
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r = b;
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phi = M_PI_2 - (M_PI_4) * (a / b);
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}
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texels[index] = r * cos(phi);
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texels[index + 1] = r * sin(phi);
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}
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}
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tex = GPU_texture_create_1D_custom(side * side, 2, GPU_RG16F, (float *)texels, NULL);
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/* Set parameters */
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GPU_texture_bind(tex, 0);
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GPU_texture_filter_mode(tex, false);
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GPU_texture_unbind(tex);
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MEM_freeN(texels);
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return tex;
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}
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#endif
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static GPUTexture *create_spiral_sample_texture(int numsaples)
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{
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GPUTexture *tex;
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float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * numsaples, "concentric_tex");
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const float numsaples_inv = 1.0f / numsaples;
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int i;
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/* arbitrary number to ensure we don't get conciding samples every circle */
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const float spirals = 7.357;
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for (i = 0; i < numsaples; i++) {
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float r = (i + 0.5f) * numsaples_inv;
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float phi = r * spirals * (float)(2.0 * M_PI);
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texels[i][0] = r * cosf(phi);
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texels[i][1] = r * sinf(phi);
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}
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tex = GPU_texture_create_1D_custom(numsaples, 2, GPU_RG16F, (float *)texels, NULL);
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/* Set parameters */
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GPU_texture_bind(tex, 0);
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GPU_texture_filter_mode(tex, false);
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GPU_texture_unbind(tex);
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MEM_freeN(texels);
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return tex;
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}
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/* generate a new FX compositor */
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GPUFX *GPU_fx_compositor_create(void)
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{
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GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor");
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/* Quad buffer */
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static VertexFormat format = {0};
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static unsigned int pos, uvs;
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if (format.attrib_ct == 0) {
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pos = VertexFormat_add_attrib(&format, "pos", COMP_F32, 2, KEEP_FLOAT);
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uvs = VertexFormat_add_attrib(&format, "uvs", COMP_F32, 2, KEEP_FLOAT);
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}
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VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
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VertexBuffer_allocate_data(vbo, 4);
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for (int i = 0; i < 4; ++i) {
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VertexBuffer_set_attrib(vbo, pos, i, fullscreencos[i]);
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VertexBuffer_set_attrib(vbo, uvs, i, fullscreenuvs[i]);
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}
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fx->quad_batch = Batch_create(PRIM_TRIANGLE_STRIP, vbo, NULL);
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/* Point Buffer */
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static VertexFormat format_point = {0};
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static unsigned int dummy_attrib;
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if (format_point.attrib_ct == 0) {
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dummy_attrib = VertexFormat_add_attrib(&format_point, "pos", COMP_F32, 2, KEEP_FLOAT);
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}
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float dummy[2] = {0.0f, 0.0f};
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VertexBuffer *vbo_point = VertexBuffer_create_with_format(&format_point);
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VertexBuffer_allocate_data(vbo_point, 1);
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VertexBuffer_set_attrib(vbo_point, dummy_attrib, 0, &dummy);
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fx->point_batch = Batch_create(PRIM_POINTS, vbo_point, NULL);
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return fx;
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}
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static void cleanup_fx_dof_buffers(GPUFX *fx)
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{
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if (fx->dof_near_coc_blurred_buffer) {
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GPU_texture_free(fx->dof_near_coc_blurred_buffer);
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fx->dof_near_coc_blurred_buffer = NULL;
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}
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if (fx->dof_near_coc_buffer) {
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GPU_texture_free(fx->dof_near_coc_buffer);
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fx->dof_near_coc_buffer = NULL;
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}
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if (fx->dof_near_coc_final_buffer) {
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GPU_texture_free(fx->dof_near_coc_final_buffer);
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fx->dof_near_coc_final_buffer = NULL;
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}
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if (fx->dof_half_downsampled_near) {
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GPU_texture_free(fx->dof_half_downsampled_near);
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fx->dof_half_downsampled_near = NULL;
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}
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if (fx->dof_half_downsampled_far) {
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GPU_texture_free(fx->dof_half_downsampled_far);
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fx->dof_half_downsampled_far = NULL;
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}
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if (fx->dof_nearfar_coc) {
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GPU_texture_free(fx->dof_nearfar_coc);
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fx->dof_nearfar_coc = NULL;
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}
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if (fx->dof_near_blur) {
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GPU_texture_free(fx->dof_near_blur);
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fx->dof_near_blur = NULL;
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}
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if (fx->dof_far_blur) {
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GPU_texture_free(fx->dof_far_blur);
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fx->dof_far_blur = NULL;
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}
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}
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static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo)
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{
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if (fx->color_buffer) {
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GPU_framebuffer_texture_detach(fx->color_buffer);
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GPU_texture_free(fx->color_buffer);
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fx->color_buffer = NULL;
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}
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if (fx->color_buffer_sec) {
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GPU_framebuffer_texture_detach(fx->color_buffer_sec);
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GPU_texture_free(fx->color_buffer_sec);
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fx->color_buffer_sec = NULL;
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}
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if (fx->depth_buffer) {
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GPU_framebuffer_texture_detach(fx->depth_buffer);
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GPU_texture_free(fx->depth_buffer);
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fx->depth_buffer = NULL;
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}
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if (fx->depth_buffer_xray) {
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GPU_framebuffer_texture_detach(fx->depth_buffer_xray);
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GPU_texture_free(fx->depth_buffer_xray);
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fx->depth_buffer_xray = NULL;
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}
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cleanup_fx_dof_buffers(fx);
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if (fx->ssao_spiral_samples_tex) {
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GPU_texture_free(fx->ssao_spiral_samples_tex);
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fx->ssao_spiral_samples_tex = NULL;
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}
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if (fx->jitter_buffer && do_fbo) {
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GPU_texture_free(fx->jitter_buffer);
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fx->jitter_buffer = NULL;
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}
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if (fx->gbuffer && do_fbo) {
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GPU_framebuffer_free(fx->gbuffer);
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fx->gbuffer = NULL;
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}
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}
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/* destroy a text compositor */
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void GPU_fx_compositor_destroy(GPUFX *fx)
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{
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cleanup_fx_gl_data(fx, true);
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Batch_discard_all(fx->quad_batch);
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Batch_discard_all(fx->point_batch);
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MEM_freeN(fx);
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}
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static GPUTexture * create_jitter_texture(void)
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{
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GPUTexture *tex;
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float jitter[64 * 64][2];
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int i;
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for (i = 0; i < 64 * 64; i++) {
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jitter[i][0] = 2.0f * BLI_frand() - 1.0f;
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jitter[i][1] = 2.0f * BLI_frand() - 1.0f;
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normalize_v2(jitter[i]);
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}
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tex = GPU_texture_create_2D_custom(64, 64, 2, GPU_RG16F, &jitter[0][0], NULL);
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/* Set parameters */
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GPU_texture_bind(tex, 0);
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GPU_texture_filter_mode(tex, false);
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GPU_texture_wrap_mode(tex, true);
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GPU_texture_unbind(tex);
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return tex;
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}
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bool GPU_fx_compositor_initialize_passes(
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GPUFX *fx, const rcti *rect, const rcti *scissor_rect,
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const GPUFXSettings *fx_settings)
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{
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int w = BLI_rcti_size_x(rect), h = BLI_rcti_size_y(rect);
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char err_out[256];
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int num_passes = 0;
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char fx_flag;
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fx->effects = 0;
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if (!fx_settings) {
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cleanup_fx_gl_data(fx, true);
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return false;
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}
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fx_flag = fx_settings->fx_flag;
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/* disable effects if no options passed for them */
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if (!fx_settings->dof) {
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fx_flag &= ~GPU_FX_FLAG_DOF;
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}
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if (!fx_settings->ssao || fx_settings->ssao->samples < 1) {
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fx_flag &= ~GPU_FX_FLAG_SSAO;
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}
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if (!fx_flag) {
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cleanup_fx_gl_data(fx, true);
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return false;
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}
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/* scissor is missing when drawing offscreen, in that case, dimensions match exactly. In opposite case
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* add one to match viewport dimensions */
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if (scissor_rect) {
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w++;
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h++;
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}
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fx->num_passes = 0;
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/* dof really needs a ping-pong buffer to work */
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if (fx_flag & GPU_FX_FLAG_DOF)
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num_passes++;
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if (fx_flag & GPU_FX_FLAG_SSAO)
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num_passes++;
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if (!fx->gbuffer) {
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fx->gbuffer = GPU_framebuffer_create();
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if (!fx->gbuffer) {
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return false;
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}
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}
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/* try creating the jitter texture */
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if (!fx->jitter_buffer)
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fx->jitter_buffer = create_jitter_texture();
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/* check if color buffers need recreation */
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if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) {
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cleanup_fx_gl_data(fx, false);
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if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, err_out))) {
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printf(".256%s\n", err_out);
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cleanup_fx_gl_data(fx, true);
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return false;
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}
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if (!(fx->depth_buffer = GPU_texture_create_depth(w, h, err_out))) {
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printf("%.256s\n", err_out);
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cleanup_fx_gl_data(fx, true);
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return false;
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}
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}
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if (fx_flag & GPU_FX_FLAG_SSAO) {
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if (fx_settings->ssao->samples != fx->ssao_sample_count_cache || !fx->ssao_spiral_samples_tex) {
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if (fx_settings->ssao->samples < 1)
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fx_settings->ssao->samples = 1;
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fx->ssao_sample_count_cache = fx_settings->ssao->samples;
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|
|
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, err_out)))
|
|
{
|
|
printf("%.256s\n", err_out);
|
|
cleanup_fx_gl_data(fx, true);
|
|
return false;
|
|
}
|
|
if (!(fx->dof_half_downsampled_far = GPU_texture_create_2D(
|
|
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
|
|
{
|
|
printf("%.256s\n", err_out);
|
|
cleanup_fx_gl_data(fx, true);
|
|
return false;
|
|
}
|
|
|
|
if (!(fx->dof_nearfar_coc = GPU_texture_create_2D_custom(
|
|
fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RG16F, NULL, err_out)))
|
|
{
|
|
printf("%.256s\n", err_out);
|
|
cleanup_fx_gl_data(fx, true);
|
|
return false;
|
|
}
|
|
GPU_texture_bind(fx->dof_nearfar_coc, 0);
|
|
GPU_texture_filter_mode(fx->dof_nearfar_coc, false);
|
|
GPU_texture_wrap_mode(fx->dof_nearfar_coc, false);
|
|
GPU_texture_unbind(fx->dof_nearfar_coc);
|
|
|
|
if (!(fx->dof_near_blur = GPU_texture_create_2D_custom(
|
|
fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RGBA16F, NULL, err_out)))
|
|
{
|
|
printf("%.256s\n", err_out);
|
|
cleanup_fx_gl_data(fx, true);
|
|
return false;
|
|
}
|
|
|
|
if (!(fx->dof_far_blur = GPU_texture_create_2D_custom(
|
|
fx->dof_downsampled_w, fx->dof_downsampled_h, 2, GPU_RGBA16F, NULL, err_out)))
|
|
{
|
|
printf("%.256s\n", err_out);
|
|
cleanup_fx_gl_data(fx, true);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
fx->dof_downsampled_w = w / 4;
|
|
fx->dof_downsampled_h = h / 4;
|
|
|
|
if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) {
|
|
|
|
if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D(
|
|
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
|
|
{
|
|
printf("%.256s\n", err_out);
|
|
cleanup_fx_gl_data(fx, true);
|
|
return false;
|
|
}
|
|
if (!(fx->dof_near_coc_blurred_buffer = GPU_texture_create_2D(
|
|
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
|
|
{
|
|
printf("%.256s\n", err_out);
|
|
cleanup_fx_gl_data(fx, true);
|
|
return false;
|
|
}
|
|
if (!(fx->dof_near_coc_final_buffer = GPU_texture_create_2D(
|
|
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, err_out)))
|
|
{
|
|
printf("%.256s\n", err_out);
|
|
cleanup_fx_gl_data(fx, true);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
fx->dof_high_quality = dof_high_quality;
|
|
}
|
|
else {
|
|
/* cleanup unnecessary buffers */
|
|
cleanup_fx_dof_buffers(fx);
|
|
}
|
|
|
|
/* we need to pass data between shader stages, allocate an extra color buffer */
|
|
if (num_passes > 1) {
|
|
if (!fx->color_buffer_sec) {
|
|
if (!(fx->color_buffer_sec = GPU_texture_create_2D(w, h, NULL, err_out))) {
|
|
printf(".256%s\n", err_out);
|
|
cleanup_fx_gl_data(fx, true);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (fx->color_buffer_sec) {
|
|
GPU_framebuffer_texture_detach(fx->color_buffer_sec);
|
|
GPU_texture_free(fx->color_buffer_sec);
|
|
fx->color_buffer_sec = NULL;
|
|
}
|
|
}
|
|
|
|
/* bind the buffers */
|
|
|
|
/* first depth buffer, because system assumes read/write buffers */
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0);
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0);
|
|
|
|
if (!GPU_framebuffer_check_valid(fx->gbuffer, err_out))
|
|
printf("%.256s\n", err_out);
|
|
|
|
GPU_texture_bind_as_framebuffer(fx->color_buffer);
|
|
|
|
/* enable scissor test. It's needed to ensure sculpting works correctly */
|
|
if (scissor_rect) {
|
|
int w_sc = BLI_rcti_size_x(scissor_rect) + 1;
|
|
int h_sc = BLI_rcti_size_y(scissor_rect) + 1;
|
|
gpuSaveState(&fx->attribs, GPU_SCISSOR_BIT);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(scissor_rect->xmin - rect->xmin, scissor_rect->ymin - rect->ymin,
|
|
w_sc, h_sc);
|
|
fx->restore_stencil = true;
|
|
}
|
|
else {
|
|
fx->restore_stencil = false;
|
|
}
|
|
|
|
fx->effects = fx_flag;
|
|
|
|
if (fx_settings)
|
|
fx->settings = *fx_settings;
|
|
fx->gbuffer_dim[0] = w;
|
|
fx->gbuffer_dim[1] = h;
|
|
|
|
fx->num_passes = num_passes;
|
|
|
|
return true;
|
|
}
|
|
|
|
static void gpu_fx_bind_render_target(int *passes_left, GPUFX *fx, struct GPUOffScreen *ofs, GPUTexture *target)
|
|
{
|
|
if ((*passes_left)-- == 1) {
|
|
GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
|
|
if (ofs) {
|
|
GPU_offscreen_bind(ofs, false);
|
|
}
|
|
else
|
|
GPU_framebuffer_restore();
|
|
}
|
|
else {
|
|
/* bind the ping buffer to the color buffer */
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, target, 0);
|
|
}
|
|
}
|
|
|
|
void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray)
|
|
{
|
|
char err_out[256];
|
|
|
|
if (do_xray) {
|
|
if (!fx->depth_buffer_xray &&
|
|
!(fx->depth_buffer_xray = GPU_texture_create_depth(fx->gbuffer_dim[0], fx->gbuffer_dim[1], err_out)))
|
|
{
|
|
printf("%.256s\n", err_out);
|
|
cleanup_fx_gl_data(fx, true);
|
|
return;
|
|
}
|
|
}
|
|
else {
|
|
if (fx->depth_buffer_xray) {
|
|
GPU_framebuffer_texture_detach(fx->depth_buffer_xray);
|
|
GPU_texture_free(fx->depth_buffer_xray);
|
|
fx->depth_buffer_xray = NULL;
|
|
}
|
|
return;
|
|
}
|
|
|
|
GPU_framebuffer_texture_detach(fx->depth_buffer);
|
|
|
|
/* first depth buffer, because system assumes read/write buffers */
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0);
|
|
}
|
|
|
|
|
|
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);
|
|
|
|
/* full screen quad where we will always write to depth buffer */
|
|
gpuSaveState(&fx->attribs, GPU_DEPTH_BUFFER_BIT | GPU_SCISSOR_BIT);
|
|
glDepthFunc(GL_ALWAYS);
|
|
/* disable scissor from sculpt if any */
|
|
glDisable(GL_SCISSOR_TEST);
|
|
/* disable writing to color buffer, it's depth only pass */
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
|
depth_resolve_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_RESOLVE, false);
|
|
|
|
if (depth_resolve_shader) {
|
|
GPUDepthResolveInterface *interface = GPU_fx_shader_get_interface(depth_resolve_shader);
|
|
|
|
/* set up quad buffer */
|
|
Batch_set_program(fx->quad_batch, GPU_shader_get_program(depth_resolve_shader), GPU_shader_get_interface(depth_resolve_shader));
|
|
|
|
GPU_texture_bind(fx->depth_buffer_xray, 0);
|
|
GPU_texture_compare_mode(fx->depth_buffer_xray, false);
|
|
GPU_texture_filter_mode(fx->depth_buffer_xray, true);
|
|
GPU_shader_uniform_texture(depth_resolve_shader, interface->depth_uniform, fx->depth_buffer_xray);
|
|
|
|
/* draw */
|
|
Batch_draw(fx->quad_batch);
|
|
|
|
/* disable bindings */
|
|
GPU_texture_compare_mode(fx->depth_buffer_xray, true);
|
|
GPU_texture_filter_mode(fx->depth_buffer_xray, false);
|
|
GPU_texture_unbind(fx->depth_buffer_xray);
|
|
|
|
GPU_shader_unbind();
|
|
}
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
gpuRestoreState(&fx->attribs);
|
|
}
|
|
|
|
|
|
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) {
|
|
gpuRestoreState(&fx->attribs);
|
|
}
|
|
|
|
src = fx->color_buffer;
|
|
target = fx->color_buffer_sec;
|
|
|
|
/* full screen FX pass */
|
|
|
|
/* invert the view matrix */
|
|
invert_m4_m4(invproj, projmat);
|
|
|
|
/* convert the view vectors to view space */
|
|
for (i = 0; i < 3; i++) {
|
|
mul_m4_v4(invproj, viewvecs[i]);
|
|
/* normalized trick see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
|
|
mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][3]);
|
|
if (is_persp)
|
|
mul_v3_fl(viewvecs[i], 1.0f / viewvecs[i][2]);
|
|
viewvecs[i][3] = 1.0;
|
|
}
|
|
|
|
/* we need to store the differences */
|
|
viewvecs[1][0] -= viewvecs[0][0];
|
|
viewvecs[1][1] = viewvecs[2][1] - viewvecs[0][1];
|
|
|
|
/* calculate a depth offset as well */
|
|
if (!is_persp) {
|
|
float vec_far[] = {-1.0f, -1.0f, 1.0f, 1.0f};
|
|
mul_m4_v4(invproj, vec_far);
|
|
mul_v3_fl(vec_far, 1.0f / vec_far[3]);
|
|
viewvecs[1][2] = vec_far[2] - viewvecs[0][2];
|
|
}
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
/* ssao pass */
|
|
if (fx->effects & GPU_FX_FLAG_SSAO) {
|
|
GPUShader *ssao_shader;
|
|
ssao_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_SSAO, is_persp);
|
|
if (ssao_shader) {
|
|
const GPUSSAOSettings *fx_ssao = fx->settings.ssao;
|
|
float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, fx_ssao->attenuation, 0.0f};
|
|
float sample_params[3];
|
|
|
|
sample_params[0] = fx->ssao_sample_count_cache;
|
|
/* multiplier so we tile the random texture on screen */
|
|
sample_params[1] = fx->gbuffer_dim[0] / 64.0;
|
|
sample_params[2] = fx->gbuffer_dim[1] / 64.0;
|
|
|
|
ssao_params[3] = (passes_left == 1 && !ofs) ? dfdyfac[0] : dfdyfac[1];
|
|
|
|
GPUSSAOShaderInterface *interface = GPU_fx_shader_get_interface(ssao_shader);
|
|
|
|
Batch_set_program(fx->quad_batch, GPU_shader_get_program(ssao_shader), GPU_shader_get_interface(ssao_shader));
|
|
|
|
GPU_shader_uniform_vector(ssao_shader, interface->ssao_uniform, 4, 1, ssao_params);
|
|
GPU_shader_uniform_vector(ssao_shader, interface->ssao_color_uniform, 4, 1, fx_ssao->color);
|
|
GPU_shader_uniform_vector(ssao_shader, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
|
|
GPU_shader_uniform_vector(ssao_shader, interface->ssao_sample_params_uniform, 3, 1, sample_params);
|
|
|
|
GPU_texture_bind(src, numslots++);
|
|
GPU_shader_uniform_texture(ssao_shader, interface->color_uniform, src);
|
|
|
|
GPU_texture_bind(fx->depth_buffer, numslots++);
|
|
GPU_texture_compare_mode(fx->depth_buffer, false);
|
|
GPU_texture_filter_mode(fx->depth_buffer, true);
|
|
GPU_shader_uniform_texture(ssao_shader, interface->depth_uniform, fx->depth_buffer);
|
|
|
|
GPU_texture_bind(fx->jitter_buffer, numslots++);
|
|
GPU_shader_uniform_texture(ssao_shader, interface->ssao_jitter_uniform, fx->jitter_buffer);
|
|
|
|
GPU_texture_bind(fx->ssao_spiral_samples_tex, numslots++);
|
|
GPU_shader_uniform_texture(ssao_shader, interface->ssao_concentric_tex, fx->ssao_spiral_samples_tex);
|
|
|
|
/* draw */
|
|
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
|
|
|
|
Batch_draw(fx->quad_batch);
|
|
|
|
/* disable bindings */
|
|
GPU_texture_unbind(src);
|
|
GPU_texture_compare_mode(fx->depth_buffer, true);
|
|
GPU_texture_filter_mode(fx->depth_buffer, false);
|
|
GPU_texture_unbind(fx->depth_buffer);
|
|
GPU_texture_unbind(fx->jitter_buffer);
|
|
GPU_texture_unbind(fx->ssao_spiral_samples_tex);
|
|
|
|
/* may not be attached, in that case this just returns */
|
|
if (target) {
|
|
GPU_framebuffer_texture_detach(target);
|
|
if (ofs) {
|
|
GPU_offscreen_bind(ofs, false);
|
|
}
|
|
else {
|
|
GPU_framebuffer_restore();
|
|
}
|
|
}
|
|
|
|
/* swap here, after src/target have been unbound */
|
|
SWAP(GPUTexture *, target, src);
|
|
numslots = 0;
|
|
}
|
|
}
|
|
|
|
/* second pass, dof */
|
|
if (fx->effects & GPU_FX_FLAG_DOF) {
|
|
const GPUDOFSettings *fx_dof = fx->settings.dof;
|
|
float dof_params[4];
|
|
float scale = scene->unit.system ? scene->unit.scale_length : 1.0f;
|
|
/* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
|
|
* unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though
|
|
* because the shader reads coordinates in world space, which is in blender units.
|
|
* Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */
|
|
float scale_camera = 0.001f / scale;
|
|
/* we want radius here for the aperture number */
|
|
float aperture = 0.5f * scale_camera * fx_dof->focal_length / fx_dof->fstop;
|
|
|
|
dof_params[0] = aperture * fabsf(scale_camera * fx_dof->focal_length /
|
|
(fx_dof->focus_distance - scale_camera * fx_dof->focal_length));
|
|
dof_params[1] = fx_dof->focus_distance;
|
|
dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor);
|
|
dof_params[3] = fx_dof->num_blades;
|
|
|
|
if (fx->dof_high_quality) {
|
|
GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3;
|
|
|
|
/* custom shaders close to the effect described in CryEngine 3 Graphics Gems */
|
|
dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE, is_persp);
|
|
dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO, is_persp);
|
|
dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE, is_persp);
|
|
|
|
/* error occured, restore framebuffers and return */
|
|
if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3)) {
|
|
GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
|
|
GPU_framebuffer_restore();
|
|
|
|
GPU_shader_unbind();
|
|
return false;
|
|
}
|
|
|
|
/* pass first, downsample the color buffer to near/far targets and calculate coc texture */
|
|
{
|
|
float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h};
|
|
|
|
GPUDOFHQPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1);
|
|
|
|
Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1));
|
|
|
|
GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params);
|
|
GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
|
|
GPU_shader_uniform_vector(dof_shader_pass1, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
|
|
|
|
GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
|
|
|
|
GPU_texture_bind(fx->depth_buffer, numslots++);
|
|
GPU_texture_compare_mode(fx->depth_buffer, false);
|
|
GPU_texture_filter_mode(fx->depth_buffer, false);
|
|
GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
|
|
|
|
GPU_texture_bind(src, numslots++);
|
|
/* disable filtering for the texture so custom downsample can do the right thing */
|
|
GPU_texture_filter_mode(src, false);
|
|
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, src);
|
|
|
|
/* target is the downsampled coc buffer */
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0);
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1);
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2);
|
|
/* 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);
|
|
|
|
Batch_draw(fx->quad_batch);
|
|
|
|
/* disable bindings */
|
|
GPU_texture_filter_mode(src, true);
|
|
GPU_texture_unbind(src);
|
|
GPU_texture_compare_mode(fx->depth_buffer, true);
|
|
GPU_texture_filter_mode(fx->depth_buffer, false);
|
|
GPU_texture_unbind(fx->depth_buffer);
|
|
|
|
GPU_framebuffer_texture_detach(fx->dof_half_downsampled_near);
|
|
GPU_framebuffer_texture_detach(fx->dof_half_downsampled_far);
|
|
GPU_framebuffer_texture_detach(fx->dof_nearfar_coc);
|
|
GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_half_downsampled_near);
|
|
|
|
numslots = 0;
|
|
}
|
|
|
|
/* second pass, shoot quads for every pixel in the downsampled buffers, scaling according
|
|
* to circle of confusion */
|
|
{
|
|
int rendertargetdim[2] = {fx->dof_downsampled_w, fx->dof_downsampled_h};
|
|
float selection[2] = {0.0f, 1.0f};
|
|
|
|
GPUDOFHQPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2);
|
|
|
|
Batch_set_program(fx->point_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2));
|
|
|
|
GPU_texture_bind(fx->dof_nearfar_coc, numslots++);
|
|
GPU_texture_bind(fx->dof_half_downsampled_far, numslots++);
|
|
GPU_texture_bind(fx->dof_half_downsampled_near, numslots++);
|
|
|
|
GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params);
|
|
GPU_shader_uniform_vector_int(dof_shader_pass2, interface->rendertargetdim_uniform, 2, 1, rendertargetdim);
|
|
GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection);
|
|
GPU_shader_uniform_texture(dof_shader_pass2, interface->coc_uniform, fx->dof_nearfar_coc);
|
|
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_far);
|
|
GPU_texture_filter_mode(fx->dof_half_downsampled_far, false);
|
|
|
|
/* target is the downsampled coc buffer */
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0);
|
|
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 */
|
|
Batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, NULL, NULL);
|
|
|
|
GPU_texture_unbind(fx->dof_half_downsampled_far);
|
|
GPU_framebuffer_texture_detach(fx->dof_far_blur);
|
|
|
|
selection[0] = 1.0f;
|
|
selection[1] = 0.0f;
|
|
|
|
GPU_shader_uniform_vector(dof_shader_pass2, interface->select_uniform, 2, 1, selection);
|
|
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near);
|
|
GPU_texture_filter_mode(fx->dof_half_downsampled_near, false);
|
|
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0);
|
|
/* 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 */
|
|
Batch_draw_stupid_instanced(fx->point_batch, 0, fx->dof_downsampled_w * fx->dof_downsampled_h, 0, 0, NULL, NULL);
|
|
Batch_done_using_program(fx->point_batch);
|
|
|
|
/* 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);
|
|
numslots = 0;
|
|
}
|
|
|
|
/* third pass, accumulate the near/far blur fields */
|
|
{
|
|
float invrendertargetdim[2] = {1.0f / fx->dof_downsampled_w, 1.0f / fx->dof_downsampled_h};
|
|
|
|
GPUDOFHQPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3);
|
|
|
|
Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3));
|
|
|
|
GPU_shader_uniform_vector(dof_shader_pass3, interface->dof_uniform, 4, 1, dof_params);
|
|
|
|
GPU_shader_uniform_vector(dof_shader_pass3, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
|
|
GPU_shader_uniform_vector(dof_shader_pass3, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
|
|
|
|
GPU_texture_bind(fx->dof_near_blur, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass3, interface->near_uniform, fx->dof_near_blur);
|
|
GPU_texture_filter_mode(fx->dof_near_blur, true);
|
|
|
|
GPU_texture_bind(fx->dof_far_blur, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass3, interface->far_uniform, fx->dof_far_blur);
|
|
GPU_texture_filter_mode(fx->dof_far_blur, true);
|
|
|
|
GPU_texture_bind(fx->depth_buffer, numslots++);
|
|
GPU_texture_compare_mode(fx->depth_buffer, false);
|
|
GPU_texture_filter_mode(fx->depth_buffer, false);
|
|
GPU_shader_uniform_texture(dof_shader_pass3, interface->depth_uniform, fx->depth_buffer);
|
|
|
|
GPU_texture_bind(src, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass3, interface->color_uniform, src);
|
|
|
|
/* if this is the last pass, prepare for rendering on the frambuffer */
|
|
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
|
|
|
|
Batch_draw(fx->quad_batch);
|
|
|
|
/* disable bindings */
|
|
GPU_texture_unbind(fx->dof_near_blur);
|
|
GPU_texture_unbind(fx->dof_far_blur);
|
|
GPU_texture_unbind(src);
|
|
GPU_texture_compare_mode(fx->depth_buffer, true);
|
|
GPU_texture_unbind(fx->depth_buffer);
|
|
|
|
/* may not be attached, in that case this just returns */
|
|
if (target) {
|
|
GPU_framebuffer_texture_detach(target);
|
|
if (ofs) {
|
|
GPU_offscreen_bind(ofs, false);
|
|
}
|
|
else {
|
|
GPU_framebuffer_restore();
|
|
}
|
|
}
|
|
|
|
numslots = 0;
|
|
}
|
|
}
|
|
else {
|
|
GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3, *dof_shader_pass4, *dof_shader_pass5;
|
|
|
|
/* DOF effect has many passes but most of them are performed
|
|
* on a texture whose dimensions are 4 times less than the original
|
|
* (16 times lower than original screen resolution).
|
|
* Technique used is not very exact but should be fast enough and is based
|
|
* on "Practical Post-Process Depth of Field"
|
|
* see http://http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html */
|
|
dof_shader_pass1 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE, is_persp);
|
|
dof_shader_pass2 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO, is_persp);
|
|
dof_shader_pass3 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE, is_persp);
|
|
dof_shader_pass4 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR, is_persp);
|
|
dof_shader_pass5 = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE, is_persp);
|
|
|
|
/* error occured, restore framebuffers and return */
|
|
if (!(dof_shader_pass1 && dof_shader_pass2 && dof_shader_pass3 && dof_shader_pass4 && dof_shader_pass5)) {
|
|
GPU_framebuffer_texture_unbind(fx->gbuffer, NULL);
|
|
GPU_framebuffer_restore();
|
|
|
|
GPU_shader_unbind();
|
|
return false;
|
|
}
|
|
|
|
/* pass first, first level of blur in low res buffer */
|
|
{
|
|
float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};
|
|
|
|
GPUDOFPassOneInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass1);
|
|
|
|
Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass1), GPU_shader_get_interface(dof_shader_pass1));
|
|
|
|
GPU_shader_uniform_vector(dof_shader_pass1, interface->dof_uniform, 4, 1, dof_params);
|
|
GPU_shader_uniform_vector(dof_shader_pass1, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
|
|
GPU_shader_uniform_vector(dof_shader_pass1, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
|
|
|
|
GPU_texture_bind(src, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass1, interface->color_uniform, src);
|
|
|
|
GPU_texture_bind(fx->depth_buffer, numslots++);
|
|
GPU_texture_compare_mode(fx->depth_buffer, false);
|
|
GPU_texture_filter_mode(fx->depth_buffer, true);
|
|
GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer);
|
|
|
|
/* target is the downsampled coc buffer */
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0);
|
|
/* binding takes care of setting the viewport to the downsampled size */
|
|
GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer);
|
|
|
|
Batch_draw(fx->quad_batch);
|
|
/* disable bindings */
|
|
GPU_texture_unbind(src);
|
|
GPU_texture_compare_mode(fx->depth_buffer, true);
|
|
GPU_texture_filter_mode(fx->depth_buffer, false);
|
|
GPU_texture_unbind(fx->depth_buffer);
|
|
|
|
GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);
|
|
numslots = 0;
|
|
}
|
|
|
|
/* second pass, gaussian blur the downsampled image */
|
|
{
|
|
float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer),
|
|
1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)};
|
|
float tmp = invrendertargetdim[0];
|
|
invrendertargetdim[0] = 0.0f;
|
|
|
|
GPUDOFPassTwoInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass2);
|
|
|
|
dof_params[2] = GPU_texture_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor);
|
|
|
|
/* Blurring vertically */
|
|
Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2));
|
|
|
|
GPU_shader_uniform_vector(dof_shader_pass2, interface->dof_uniform, 4, 1, dof_params);
|
|
GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
|
|
GPU_shader_uniform_vector(dof_shader_pass2, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
|
|
|
|
GPU_texture_bind(fx->depth_buffer, numslots++);
|
|
GPU_texture_compare_mode(fx->depth_buffer, false);
|
|
GPU_texture_filter_mode(fx->depth_buffer, true);
|
|
GPU_shader_uniform_texture(dof_shader_pass2, interface->depth_uniform, fx->depth_buffer);
|
|
|
|
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_buffer);
|
|
|
|
/* use final buffer as a temp here */
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0);
|
|
|
|
/* Drawing quad */
|
|
Batch_draw(fx->quad_batch);
|
|
|
|
/* Rebind Shader */
|
|
Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass2), GPU_shader_get_interface(dof_shader_pass2));
|
|
|
|
/* *unbind/detach */
|
|
GPU_texture_unbind(fx->dof_near_coc_buffer);
|
|
|
|
GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer);
|
|
|
|
/* Blurring horizontally */
|
|
invrendertargetdim[0] = tmp;
|
|
invrendertargetdim[1] = 0.0f;
|
|
GPU_shader_uniform_vector(dof_shader_pass2, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
|
|
|
|
GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_final_buffer);
|
|
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0);
|
|
|
|
Batch_draw(fx->quad_batch);
|
|
|
|
/* *unbind/detach */
|
|
GPU_texture_compare_mode(fx->depth_buffer, true);
|
|
GPU_texture_filter_mode(fx->depth_buffer, false);
|
|
GPU_texture_unbind(fx->depth_buffer);
|
|
|
|
GPU_texture_unbind(fx->dof_near_coc_final_buffer);
|
|
GPU_framebuffer_texture_detach(fx->dof_near_coc_blurred_buffer);
|
|
|
|
dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor);
|
|
|
|
numslots = 0;
|
|
}
|
|
|
|
/* third pass, calculate near coc */
|
|
{
|
|
GPUDOFPassThreeInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass3);
|
|
|
|
Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass3), GPU_shader_get_interface(dof_shader_pass3));
|
|
|
|
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_downsampled, fx->dof_near_coc_buffer);
|
|
|
|
GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_blurred, fx->dof_near_coc_blurred_buffer);
|
|
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0);
|
|
|
|
Batch_draw(fx->quad_batch);
|
|
/* disable bindings */
|
|
GPU_texture_unbind(fx->dof_near_coc_buffer);
|
|
GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
|
|
|
|
/* unbinding here restores the size to the original */
|
|
GPU_framebuffer_texture_detach(fx->dof_near_coc_final_buffer);
|
|
|
|
numslots = 0;
|
|
}
|
|
|
|
/* fourth pass blur final coc once to eliminate discontinuities */
|
|
{
|
|
float invrendertargetdim[2] = {1.0f / GPU_texture_width(fx->dof_near_coc_blurred_buffer),
|
|
1.0f / GPU_texture_height(fx->dof_near_coc_blurred_buffer)};
|
|
|
|
GPUDOFPassFourInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass4);
|
|
|
|
Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass4), GPU_shader_get_interface(dof_shader_pass4));
|
|
|
|
GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass4, interface->near_coc_downsampled, fx->dof_near_coc_final_buffer);
|
|
GPU_shader_uniform_vector(dof_shader_pass4, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
|
|
|
|
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0);
|
|
|
|
Batch_draw(fx->quad_batch);
|
|
/* disable bindings */
|
|
GPU_texture_unbind(fx->dof_near_coc_final_buffer);
|
|
|
|
/* unbinding here restores the size to the original */
|
|
GPU_framebuffer_texture_unbind(fx->gbuffer, fx->dof_near_coc_buffer);
|
|
GPU_framebuffer_texture_detach(fx->dof_near_coc_buffer);
|
|
|
|
numslots = 0;
|
|
}
|
|
|
|
/* final pass, merge blurred layers according to final calculated coc */
|
|
{
|
|
float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};
|
|
|
|
GPUDOFPassFiveInterface *interface = GPU_fx_shader_get_interface(dof_shader_pass5);
|
|
|
|
Batch_set_program(fx->quad_batch, GPU_shader_get_program(dof_shader_pass5), GPU_shader_get_interface(dof_shader_pass5));
|
|
|
|
GPU_shader_uniform_vector(dof_shader_pass5, interface->dof_uniform, 4, 1, dof_params);
|
|
GPU_shader_uniform_vector(dof_shader_pass5, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim);
|
|
GPU_shader_uniform_vector(dof_shader_pass5, interface->viewvecs_uniform, 4, 3, viewvecs[0]);
|
|
|
|
GPU_texture_bind(src, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass5, interface->original_uniform, src);
|
|
|
|
GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass5, interface->high_blurred_uniform, fx->dof_near_coc_blurred_buffer);
|
|
|
|
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
|
|
GPU_shader_uniform_texture(dof_shader_pass5, interface->medium_blurred_uniform, fx->dof_near_coc_buffer);
|
|
|
|
GPU_texture_bind(fx->depth_buffer, numslots++);
|
|
GPU_texture_compare_mode(fx->depth_buffer, false);
|
|
GPU_texture_filter_mode(fx->depth_buffer, true);
|
|
GPU_shader_uniform_texture(dof_shader_pass5, interface->depth_uniform, fx->depth_buffer);
|
|
|
|
/* if this is the last pass, prepare for rendering on the frambuffer */
|
|
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
|
|
|
|
Batch_draw(fx->quad_batch);
|
|
/* disable bindings */
|
|
GPU_texture_unbind(fx->dof_near_coc_buffer);
|
|
GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
|
|
GPU_texture_unbind(src);
|
|
GPU_texture_compare_mode(fx->depth_buffer, true);
|
|
GPU_texture_filter_mode(fx->depth_buffer, false);
|
|
GPU_texture_unbind(fx->depth_buffer);
|
|
|
|
/* may not be attached, in that case this just returns */
|
|
if (target) {
|
|
GPU_framebuffer_texture_detach(target);
|
|
if (ofs) {
|
|
GPU_offscreen_bind(ofs, false);
|
|
}
|
|
else {
|
|
GPU_framebuffer_restore();
|
|
}
|
|
}
|
|
|
|
SWAP(GPUTexture *, target, src);
|
|
numslots = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
GPU_shader_unbind();
|
|
|
|
return true;
|
|
}
|
|
|
|
void GPU_fx_compositor_init_dof_settings(GPUDOFSettings *fx_dof)
|
|
{
|
|
fx_dof->fstop = 128.0f;
|
|
fx_dof->focal_length = 1.0f;
|
|
fx_dof->focus_distance = 1.0f;
|
|
fx_dof->sensor = 1.0f;
|
|
fx_dof->num_blades = 6;
|
|
}
|
|
|
|
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_fx_shader_set_interface(shader, interface);
|
|
break;
|
|
}
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
|
|
{
|
|
GPUDOFHQPassOneInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassOneInterface), "GPUDOFHQPassOneInterface");
|
|
|
|
interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
|
|
interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
|
|
interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
|
|
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
|
|
interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
|
|
|
|
GPU_fx_shader_set_interface(shader, interface);
|
|
break;
|
|
}
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO:
|
|
{
|
|
GPUDOFHQPassTwoInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassTwoInterface), "GPUDOFHQPassTwoInterface");
|
|
|
|
interface->rendertargetdim_uniform = GPU_shader_get_uniform(shader, "rendertargetdim");
|
|
interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
|
|
interface->coc_uniform = GPU_shader_get_uniform(shader, "cocbuffer");
|
|
interface->select_uniform = GPU_shader_get_uniform(shader, "layerselection");
|
|
interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
|
|
|
|
GPU_fx_shader_set_interface(shader, interface);
|
|
break;
|
|
}
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
|
|
{
|
|
GPUDOFHQPassThreeInterface *interface = MEM_mallocN(sizeof(GPUDOFHQPassThreeInterface), "GPUDOFHQPassThreeInterface");
|
|
|
|
interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
|
|
interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
|
|
interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
|
|
interface->far_uniform = GPU_shader_get_uniform(shader, "farbuffer");
|
|
interface->near_uniform = GPU_shader_get_uniform(shader, "nearbuffer");
|
|
interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
|
|
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
|
|
|
|
GPU_fx_shader_set_interface(shader, interface);
|
|
break;
|
|
}
|
|
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
|
|
{
|
|
GPUDOFPassOneInterface *interface = MEM_mallocN(sizeof(GPUDOFPassOneInterface), "GPUDOFPassOneInterface");
|
|
|
|
interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
|
|
interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
|
|
interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
|
|
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
|
|
interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
|
|
|
|
GPU_fx_shader_set_interface(shader, interface);
|
|
break;
|
|
}
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
|
|
{
|
|
GPUDOFPassTwoInterface *interface = MEM_mallocN(sizeof(GPUDOFPassTwoInterface), "GPUDOFPassTwoInterface");
|
|
|
|
interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
|
|
interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
|
|
interface->color_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
|
|
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
|
|
interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
|
|
|
|
GPU_fx_shader_set_interface(shader, interface);
|
|
break;
|
|
}
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
|
|
{
|
|
GPUDOFPassThreeInterface *interface = MEM_mallocN(sizeof(GPUDOFPassThreeInterface), "GPUDOFPassThreeInterface");
|
|
|
|
interface->near_coc_downsampled = GPU_shader_get_uniform(shader, "colorbuffer");
|
|
interface->near_coc_blurred = GPU_shader_get_uniform(shader, "blurredcolorbuffer");
|
|
|
|
GPU_fx_shader_set_interface(shader, interface);
|
|
break;
|
|
}
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
|
|
{
|
|
GPUDOFPassFourInterface *interface = MEM_mallocN(sizeof(GPUDOFPassFourInterface), "GPUDOFPassFourInterface");
|
|
|
|
interface->near_coc_downsampled = GPU_shader_get_uniform(shader, "colorbuffer");
|
|
interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
|
|
|
|
GPU_fx_shader_set_interface(shader, interface);
|
|
break;
|
|
}
|
|
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
|
|
{
|
|
GPUDOFPassFiveInterface *interface = MEM_mallocN(sizeof(GPUDOFPassFiveInterface), "GPUDOFPassFiveInterface");
|
|
|
|
interface->medium_blurred_uniform = GPU_shader_get_uniform(shader, "mblurredcolorbuffer");
|
|
interface->high_blurred_uniform = GPU_shader_get_uniform(shader, "blurredcolorbuffer");
|
|
interface->dof_uniform = GPU_shader_get_uniform(shader, "dof_params");
|
|
interface->invrendertargetdim_uniform = GPU_shader_get_uniform(shader, "invrendertargetdim");
|
|
interface->original_uniform = GPU_shader_get_uniform(shader, "colorbuffer");
|
|
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
|
|
interface->viewvecs_uniform = GPU_shader_get_uniform(shader, "viewvecs");
|
|
|
|
GPU_fx_shader_set_interface(shader, interface);
|
|
break;
|
|
}
|
|
|
|
case GPU_SHADER_FX_DEPTH_RESOLVE:
|
|
{
|
|
GPUDepthResolveInterface *interface = MEM_mallocN(sizeof(GPUDepthResolveInterface), "GPUDepthResolveInterface");
|
|
|
|
interface->depth_uniform = GPU_shader_get_uniform(shader, "depthbuffer");
|
|
|
|
GPU_fx_shader_set_interface(shader, interface);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|