Fixed blur to work correctly on four sides of screen

This commit is contained in:
Olivier Prat 2017-09-25 16:41:20 +02:00
parent 443d6dfacb
commit 22b1507597
6 changed files with 44 additions and 32 deletions

View file

@ -319,7 +319,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& shapeInfo) {
// should never fall in here when collision model not fully loaded // should never fall in here when collision model not fully loaded
// hence we assert that all geometries exist and are loaded // hence we assert that all geometries exist and are loaded
assert(_model && _model->isLoaded() && _compoundShapeResource && _compoundShapeResource->isLoaded()); assert(model && model->isLoaded() && _compoundShapeResource && _compoundShapeResource->isLoaded());
const FBXGeometry& collisionGeometry = _compoundShapeResource->getFBXGeometry(); const FBXGeometry& collisionGeometry = _compoundShapeResource->getFBXGeometry();
ShapeInfo::PointCollection& pointCollection = shapeInfo.getPointCollection(); ShapeInfo::PointCollection& pointCollection = shapeInfo.getPointCollection();
@ -408,7 +408,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& shapeInfo) {
shapeInfo.setParams(type, dimensions, getCompoundShapeURL()); shapeInfo.setParams(type, dimensions, getCompoundShapeURL());
} else if (type >= SHAPE_TYPE_SIMPLE_HULL && type <= SHAPE_TYPE_STATIC_MESH) { } else if (type >= SHAPE_TYPE_SIMPLE_HULL && type <= SHAPE_TYPE_STATIC_MESH) {
// should never fall in here when model not fully loaded // should never fall in here when model not fully loaded
assert(_model && _model->isLoaded()); assert(model && model->isLoaded());
updateModelBounds(); updateModelBounds();
model->updateGeometry(); model->updateGeometry();

View file

@ -17,9 +17,10 @@ void BloomConfig::setMix(float value) {
} }
void BloomConfig::setSize(float value) { void BloomConfig::setSize(float value) {
auto blurConfig = getConfig<render::BlurGaussian>("Blur"); auto& blurJob = static_cast<render::Task::TaskConcept*>(_task)->_jobs.front();
assert(blurConfig); auto& gaussianBlur = blurJob.edit<render::BlurGaussian>();
blurConfig->setProperty("filterScale", value*10.0f); auto gaussianBlurParams = gaussianBlur.getParameters();
gaussianBlurParams->setGaussianFilterTaps((BLUR_MAX_NUM_TAPS - 1) / 2, value*7.0f);
} }
Bloom::Bloom() { Bloom::Bloom() {
@ -27,7 +28,8 @@ Bloom::Bloom() {
} }
void Bloom::configure(const Config& config) { void Bloom::configure(const Config& config) {
auto blurConfig = config.getConfig<render::BlurGaussian>();
blurConfig->setProperty("filterScale", 2.5f);
} }
void Bloom::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs) { void Bloom::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs) {

View file

@ -77,7 +77,7 @@ void BlurParams::setFilterTap(int index, float offset, float value) {
filterTaps[index].y = value; filterTaps[index].y = value;
} }
void BlurParams::setGaussianFilterTaps(int numHalfTaps, float sigma, bool normalize) { void BlurParams::setGaussianFilterTaps(int numHalfTaps, float sigma) {
auto& params = _parametersBuffer.edit<Params>(); auto& params = _parametersBuffer.edit<Params>();
const int numTaps = 2 * numHalfTaps + 1; const int numTaps = 2 * numHalfTaps + 1;
assert(numTaps <= BLUR_MAX_NUM_TAPS); assert(numTaps <= BLUR_MAX_NUM_TAPS);
@ -102,16 +102,8 @@ void BlurParams::setGaussianFilterTaps(int numHalfTaps, float sigma, bool normal
totalWeight += 2 * weight; totalWeight += 2 * weight;
} }
float normalizer; // Tap weights will be normalized in shader because side cases on edges of screen
if (normalize) { // won't have the same number of taps as in the center.
normalizer = float(1.0 / totalWeight);
} else {
normalizer = float(1.0 / (sqrt(2 * M_PI)*sigma));
}
for (i = 0; i < numTaps; i++) {
params.filterTaps[i].y *= normalizer;
}
} }
void BlurParams::setDepthPerspective(float oneOverTan2FOV) { void BlurParams::setDepthPerspective(float oneOverTan2FOV) {
@ -158,7 +150,7 @@ bool BlurInOutResource::updateResources(const gpu::FramebufferPointer& sourceFra
// _blurredFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat()); // _blurredFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat());
//} //}
auto blurringSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT); auto blurringSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
auto blurringTarget = gpu::Texture::create2D(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), gpu::Texture::SINGLE_MIP, blurringSampler); auto blurringTarget = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), gpu::Texture::SINGLE_MIP, blurringSampler);
_blurredFramebuffer->setRenderBuffer(0, blurringTarget); _blurredFramebuffer->setRenderBuffer(0, blurringTarget);
} }

View file

@ -30,7 +30,7 @@ public:
void setFilterNumTaps(int count); void setFilterNumTaps(int count);
// Tap 0 is considered the center of the kernel // Tap 0 is considered the center of the kernel
void setFilterTap(int index, float offset, float value); void setFilterTap(int index, float offset, float value);
void setGaussianFilterTaps(int numHalfTaps, float sigma = 1.47f, bool normalize = true); void setGaussianFilterTaps(int numHalfTaps, float sigma = 1.47f);
void setDepthPerspective(float oneOverTan2FOV); void setDepthPerspective(float oneOverTan2FOV);
void setDepthThreshold(float threshold); void setDepthThreshold(float threshold);
@ -116,6 +116,8 @@ public:
void configure(const Config& config); void configure(const Config& config);
void run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& blurredFramebuffer); void run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& blurredFramebuffer);
BlurParamsPointer getParameters() const { return _parameters; }
protected: protected:
BlurParamsPointer _parameters; BlurParamsPointer _parameters;

View file

@ -83,17 +83,25 @@ vec4 pixelShaderGaussian(vec2 texcoord, vec2 direction, vec2 pixelStep) {
vec2 finalStep = getFilterScale() * direction * pixelStep; vec2 finalStep = getFilterScale() * direction * pixelStep;
vec4 srcBlurred = vec4(0.0); vec4 srcBlurred = vec4(0.0);
float totalWeight = 0.f;
int numTaps = getFilterNumTaps(); int numTaps = getFilterNumTaps();
for(int i = 0; i < numTaps; i++) { for(int i = 0; i < numTaps; i++) {
vec2 tapInfo = getFilterTap(i); vec2 tapInfo = getFilterTap(i);
// Fetch color and depth for current sample. // Fetch color for current sample.
vec2 sampleCoord = texcoord + (getFilterTapOffset(tapInfo) * finalStep); vec2 sampleCoord = texcoord + (getFilterTapOffset(tapInfo) * finalStep);
vec4 srcSample = texture(sourceMap, sampleCoord); if (all(greaterThanEqual(sampleCoord, vec2(0,0))) && all(lessThanEqual(sampleCoord, vec2(1.0,1.0)))) {
// Accumulate. vec4 srcSample = texture(sourceMap, sampleCoord);
srcBlurred += getFilterTapWeight(tapInfo) * srcSample; float weight = getFilterTapWeight(tapInfo);
// Accumulate.
srcBlurred += srcSample * weight;
totalWeight += weight;
}
} }
if (totalWeight>0.0) {
srcBlurred /= totalWeight;
}
return srcBlurred; return srcBlurred;
} }
@ -128,24 +136,32 @@ vec4 pixelShaderGaussianDepthAware(vec2 texcoord, vec2 direction, vec2 pixelStep
// Accumulate the center sample // Accumulate the center sample
vec2 tapInfo = getFilterTap(0); vec2 tapInfo = getFilterTap(0);
vec4 srcBlurred = getFilterTapWeight(tapInfo) * sampleCenter; float totalWeight = getFilterTapWeight(tapInfo);
vec4 srcBlurred = sampleCenter * totalWeight;
for(int i = 1; i < numTaps; i++) { for(int i = 1; i < numTaps; i++) {
tapInfo = getFilterTap(i); tapInfo = getFilterTap(i);
// Fetch color and depth for current sample. // Fetch color and depth for current sample.
vec2 sampleCoord = texcoord + (getFilterTapOffset(tapInfo) * finalStep); vec2 sampleCoord = texcoord + (getFilterTapOffset(tapInfo) * finalStep);
float srcDepth = texture(depthMap, sampleCoord).x; if (all(greaterThanEqual(sampleCoord, vec2(0,0))) && all(lessThanEqual(sampleCoord, vec2(1.0,1.0)))) {
vec4 srcSample = texture(sourceMap, sampleCoord); float srcDepth = texture(depthMap, sampleCoord).x;
vec4 srcSample = texture(sourceMap, sampleCoord);
float weight = getFilterTapWeight(tapInfo);
// If the difference in depth is huge, we lerp color back. // If the difference in depth is huge, we lerp color back.
float s = clamp(depthThreshold * distanceToProjectionWindow * filterScale * abs(srcDepth - sampleDepth), 0.0, 1.0); float s = clamp(depthThreshold * distanceToProjectionWindow * filterScale * abs(srcDepth - sampleDepth), 0.0, 1.0);
srcSample = mix(srcSample, sampleCenter, s); srcSample = mix(srcSample, sampleCenter, s);
// Accumulate. // Accumulate.
srcBlurred += getFilterTapWeight(tapInfo) * srcSample; srcBlurred += srcSample * weight;
totalWeight += weight;
}
} }
if (totalWeight>0.0) {
srcBlurred /= totalWeight;
}
return srcBlurred; return srcBlurred;
} }

View file

@ -7,4 +7,4 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
// //
#define BLUR_MAX_NUM_TAPS 21 #define BLUR_MAX_NUM_TAPS 25