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221 lines
6.7 KiB
C++
221 lines
6.7 KiB
C++
//
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// GlowEffect.cpp
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// interface/src/renderer
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//
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// Created by Andrzej Kapolka on 8/7/13.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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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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// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
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#include <gpu/GPUConfig.h>
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#include <QOpenGLFramebufferObject>
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#include <QWindow>
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#include <PathUtils.h>
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#include <PerfStat.h>
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#include "GlowEffect.h"
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#include "ProgramObject.h"
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#include "RenderUtil.h"
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#include "TextureCache.h"
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#include "RenderUtilsLogging.h"
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#include "gpu/GLBackend.h"
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GlowEffect::GlowEffect()
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: _initialized(false),
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_isOddFrame(false),
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_isFirstFrame(true),
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_intensity(0.0f),
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_enabled(false) {
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}
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GlowEffect::~GlowEffect() {
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if (_initialized) {
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delete _addProgram;
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delete _horizontalBlurProgram;
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delete _verticalBlurAddProgram;
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delete _verticalBlurProgram;
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delete _addSeparateProgram;
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delete _diffuseProgram;
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}
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}
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gpu::FramebufferPointer GlowEffect::getFreeFramebuffer() const {
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return (_isOddFrame ?
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DependencyManager::get<TextureCache>()->getSecondaryFramebuffer():
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DependencyManager::get<TextureCache>()->getTertiaryFramebuffer());
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}
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static ProgramObject* createProgram(const QString& name) {
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ProgramObject* program = new ProgramObject();
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program->addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/" + name + ".frag");
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program->link();
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program->bind();
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program->setUniformValue("originalTexture", 0);
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program->release();
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return program;
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}
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void GlowEffect::init(bool enabled) {
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if (_initialized) {
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qCDebug(renderutils, "[ERROR] GlowEffeect is already initialized.");
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return;
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}
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_addProgram = createProgram("glow_add");
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_horizontalBlurProgram = createProgram("horizontal_blur");
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_verticalBlurAddProgram = createProgram("vertical_blur_add");
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_verticalBlurProgram = createProgram("vertical_blur");
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_addSeparateProgram = createProgram("glow_add_separate");
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_diffuseProgram = createProgram("diffuse");
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_verticalBlurAddProgram->bind();
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_verticalBlurAddProgram->setUniformValue("horizontallyBlurredTexture", 1);
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_verticalBlurAddProgram->release();
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_addSeparateProgram->bind();
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_addSeparateProgram->setUniformValue("blurredTexture", 1);
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_addSeparateProgram->release();
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_diffuseProgram->bind();
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_diffuseProgram->setUniformValue("diffusedTexture", 1);
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_diffuseProgram->release();
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_diffusionScaleLocation = _diffuseProgram->uniformLocation("diffusionScale");
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_initialized = true;
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_enabled = enabled;
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}
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void GlowEffect::prepare() {
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auto primaryFBO = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
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GLuint fbo = gpu::GLBackend::getFramebufferID(primaryFBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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_isEmpty = true;
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_isOddFrame = !_isOddFrame;
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}
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void GlowEffect::begin(float intensity) {
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// store the current intensity and add the new amount
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_intensityStack.push(_intensity);
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glBlendColor(0.0f, 0.0f, 0.0f, _intensity += intensity);
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_isEmpty &= (_intensity == 0.0f);
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}
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void GlowEffect::end() {
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// restore the saved intensity
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glBlendColor(0.0f, 0.0f, 0.0f, _intensity = _intensityStack.pop());
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}
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gpu::FramebufferPointer GlowEffect::render() {
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PerformanceTimer perfTimer("glowEffect");
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auto textureCache = DependencyManager::get<TextureCache>();
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auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer());
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID());
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auto framebufferSize = textureCache->getFrameBufferSize();
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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gpu::FramebufferPointer destFBO = textureCache->getSecondaryFramebuffer();
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if (!_enabled || _isEmpty) {
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// copy the primary to the screen
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
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glBindFramebuffer(GL_READ_FRAMEBUFFER, primaryFBO);
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glBlitFramebuffer(
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0, 0, framebufferSize.width(), framebufferSize.height(),
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0, 0, framebufferSize.width(), framebufferSize.height(),
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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} else {
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// diffuse into the secondary/tertiary (alternating between frames)
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auto oldDiffusedFBO =
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textureCache->getSecondaryFramebuffer();
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auto newDiffusedFBO =
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textureCache->getTertiaryFramebuffer();
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if (_isOddFrame) {
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qSwap(oldDiffusedFBO, newDiffusedFBO);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(newDiffusedFBO));
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if (_isFirstFrame) {
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glClear(GL_COLOR_BUFFER_BIT);
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} else {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(oldDiffusedFBO->getRenderBuffer(0)));
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_diffuseProgram->bind();
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_diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / framebufferSize.width(), 1.0f / framebufferSize.height());
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renderFullscreenQuad();
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_diffuseProgram->release();
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}
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destFBO = oldDiffusedFBO;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// add diffused texture to the primary
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glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(newDiffusedFBO->getRenderBuffer(0)));
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glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
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glViewport(0, 0, framebufferSize.width(), framebufferSize.height());
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_addSeparateProgram->bind();
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renderFullscreenQuad();
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_addSeparateProgram->release();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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}
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glBindTexture(GL_TEXTURE_2D, 0);
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_isFirstFrame = false;
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return destFBO;
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}
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void GlowEffect::toggleGlowEffect(bool enabled) {
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_enabled = enabled;
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}
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Glower::Glower(float amount) {
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DependencyManager::get<GlowEffect>()->begin(amount);
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}
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Glower::~Glower() {
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DependencyManager::get<GlowEffect>()->end();
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}
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