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https://github.com/lubosz/overte.git
synced 2025-04-23 20:34:07 +02:00
Fixed blur to work correctly on four sides of screen
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parent
443d6dfacb
commit
22b1507597
6 changed files with 44 additions and 32 deletions
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@ -319,7 +319,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& shapeInfo) {
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// should never fall in here when collision model not fully loaded
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// hence we assert that all geometries exist and are loaded
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assert(_model && _model->isLoaded() && _compoundShapeResource && _compoundShapeResource->isLoaded());
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assert(model && model->isLoaded() && _compoundShapeResource && _compoundShapeResource->isLoaded());
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const FBXGeometry& collisionGeometry = _compoundShapeResource->getFBXGeometry();
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ShapeInfo::PointCollection& pointCollection = shapeInfo.getPointCollection();
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@ -408,7 +408,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& shapeInfo) {
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shapeInfo.setParams(type, dimensions, getCompoundShapeURL());
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} else if (type >= SHAPE_TYPE_SIMPLE_HULL && type <= SHAPE_TYPE_STATIC_MESH) {
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// should never fall in here when model not fully loaded
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assert(_model && _model->isLoaded());
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assert(model && model->isLoaded());
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updateModelBounds();
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model->updateGeometry();
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@ -17,9 +17,10 @@ void BloomConfig::setMix(float value) {
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}
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void BloomConfig::setSize(float value) {
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auto blurConfig = getConfig<render::BlurGaussian>("Blur");
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assert(blurConfig);
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blurConfig->setProperty("filterScale", value*10.0f);
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auto& blurJob = static_cast<render::Task::TaskConcept*>(_task)->_jobs.front();
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auto& gaussianBlur = blurJob.edit<render::BlurGaussian>();
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auto gaussianBlurParams = gaussianBlur.getParameters();
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gaussianBlurParams->setGaussianFilterTaps((BLUR_MAX_NUM_TAPS - 1) / 2, value*7.0f);
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}
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Bloom::Bloom() {
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@ -27,7 +28,8 @@ Bloom::Bloom() {
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}
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void Bloom::configure(const Config& config) {
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auto blurConfig = config.getConfig<render::BlurGaussian>();
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blurConfig->setProperty("filterScale", 2.5f);
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}
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void Bloom::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs) {
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@ -77,7 +77,7 @@ void BlurParams::setFilterTap(int index, float offset, float value) {
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filterTaps[index].y = value;
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}
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void BlurParams::setGaussianFilterTaps(int numHalfTaps, float sigma, bool normalize) {
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void BlurParams::setGaussianFilterTaps(int numHalfTaps, float sigma) {
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auto& params = _parametersBuffer.edit<Params>();
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const int numTaps = 2 * numHalfTaps + 1;
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assert(numTaps <= BLUR_MAX_NUM_TAPS);
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@ -102,16 +102,8 @@ void BlurParams::setGaussianFilterTaps(int numHalfTaps, float sigma, bool normal
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totalWeight += 2 * weight;
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}
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float normalizer;
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if (normalize) {
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normalizer = float(1.0 / totalWeight);
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} else {
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normalizer = float(1.0 / (sqrt(2 * M_PI)*sigma));
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}
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for (i = 0; i < numTaps; i++) {
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params.filterTaps[i].y *= normalizer;
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}
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// Tap weights will be normalized in shader because side cases on edges of screen
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// won't have the same number of taps as in the center.
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}
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void BlurParams::setDepthPerspective(float oneOverTan2FOV) {
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@ -158,7 +150,7 @@ bool BlurInOutResource::updateResources(const gpu::FramebufferPointer& sourceFra
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// _blurredFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat());
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//}
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auto blurringSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
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auto blurringTarget = gpu::Texture::create2D(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), gpu::Texture::SINGLE_MIP, blurringSampler);
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auto blurringTarget = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), gpu::Texture::SINGLE_MIP, blurringSampler);
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_blurredFramebuffer->setRenderBuffer(0, blurringTarget);
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}
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@ -30,7 +30,7 @@ public:
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void setFilterNumTaps(int count);
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// Tap 0 is considered the center of the kernel
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void setFilterTap(int index, float offset, float value);
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void setGaussianFilterTaps(int numHalfTaps, float sigma = 1.47f, bool normalize = true);
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void setGaussianFilterTaps(int numHalfTaps, float sigma = 1.47f);
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void setDepthPerspective(float oneOverTan2FOV);
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void setDepthThreshold(float threshold);
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@ -116,6 +116,8 @@ public:
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void configure(const Config& config);
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void run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& blurredFramebuffer);
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BlurParamsPointer getParameters() const { return _parameters; }
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protected:
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BlurParamsPointer _parameters;
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@ -83,17 +83,25 @@ vec4 pixelShaderGaussian(vec2 texcoord, vec2 direction, vec2 pixelStep) {
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vec2 finalStep = getFilterScale() * direction * pixelStep;
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vec4 srcBlurred = vec4(0.0);
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float totalWeight = 0.f;
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int numTaps = getFilterNumTaps();
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for(int i = 0; i < numTaps; i++) {
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vec2 tapInfo = getFilterTap(i);
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// Fetch color and depth for current sample.
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// Fetch color for current sample.
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vec2 sampleCoord = texcoord + (getFilterTapOffset(tapInfo) * finalStep);
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vec4 srcSample = texture(sourceMap, sampleCoord);
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// Accumulate.
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srcBlurred += getFilterTapWeight(tapInfo) * srcSample;
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if (all(greaterThanEqual(sampleCoord, vec2(0,0))) && all(lessThanEqual(sampleCoord, vec2(1.0,1.0)))) {
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vec4 srcSample = texture(sourceMap, sampleCoord);
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float weight = getFilterTapWeight(tapInfo);
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// Accumulate.
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srcBlurred += srcSample * weight;
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totalWeight += weight;
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}
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}
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if (totalWeight>0.0) {
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srcBlurred /= totalWeight;
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}
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return srcBlurred;
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}
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@ -128,24 +136,32 @@ vec4 pixelShaderGaussianDepthAware(vec2 texcoord, vec2 direction, vec2 pixelStep
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// Accumulate the center sample
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vec2 tapInfo = getFilterTap(0);
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vec4 srcBlurred = getFilterTapWeight(tapInfo) * sampleCenter;
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float totalWeight = getFilterTapWeight(tapInfo);
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vec4 srcBlurred = sampleCenter * totalWeight;
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for(int i = 1; i < numTaps; i++) {
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tapInfo = getFilterTap(i);
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// Fetch color and depth for current sample.
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vec2 sampleCoord = texcoord + (getFilterTapOffset(tapInfo) * finalStep);
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float srcDepth = texture(depthMap, sampleCoord).x;
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vec4 srcSample = texture(sourceMap, sampleCoord);
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if (all(greaterThanEqual(sampleCoord, vec2(0,0))) && all(lessThanEqual(sampleCoord, vec2(1.0,1.0)))) {
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float srcDepth = texture(depthMap, sampleCoord).x;
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vec4 srcSample = texture(sourceMap, sampleCoord);
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float weight = getFilterTapWeight(tapInfo);
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// If the difference in depth is huge, we lerp color back.
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float s = clamp(depthThreshold * distanceToProjectionWindow * filterScale * abs(srcDepth - sampleDepth), 0.0, 1.0);
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srcSample = mix(srcSample, sampleCenter, s);
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// If the difference in depth is huge, we lerp color back.
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float s = clamp(depthThreshold * distanceToProjectionWindow * filterScale * abs(srcDepth - sampleDepth), 0.0, 1.0);
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srcSample = mix(srcSample, sampleCenter, s);
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// Accumulate.
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srcBlurred += getFilterTapWeight(tapInfo) * srcSample;
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// Accumulate.
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srcBlurred += srcSample * weight;
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totalWeight += weight;
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}
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}
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if (totalWeight>0.0) {
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srcBlurred /= totalWeight;
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}
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return srcBlurred;
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}
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@ -7,4 +7,4 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#define BLUR_MAX_NUM_TAPS 21
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#define BLUR_MAX_NUM_TAPS 25
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