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blender-archive/source/blender/gpu/intern/gpu_compositing.c
Campbell Barton 919e38cfc8 Fix for unlikely NULL pointer dereference
Potential crash reading freestyle modifiers from future blend-files
2015-02-20 17:18:41 +11:00

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Antony Riakiotakis.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_compositing.c
* \ingroup gpu
*
* System that manages framebuffer compositing.
*/
#include "BLI_sys_types.h"
#include "BLI_rect.h"
#include "BLI_math.h"
#include "BLI_listbase.h"
#include "BLI_linklist.h"
#include "BLI_rand.h"
#include "BLI_listbase.h"
#include "DNA_vec_types.h"
#include "DNA_view3d_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_camera_types.h"
#include "DNA_gpu_types.h"
#include "GPU_extensions.h"
#include "GPU_compositing.h"
#include "GL/glew.h"
#include "MEM_guardedalloc.h"
static const float fullscreencos[4][2] = {{-1.0f, -1.0f}, {1.0f, -1.0f}, {-1.0f, 1.0f}, {1.0f, 1.0f}};
static const float fullscreenuvs[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 1.0f}};
struct GPUFX {
/* we borrow the term gbuffer from deferred rendering however this is just a regular
* depth/color framebuffer. Could be extended later though */
GPUFrameBuffer *gbuffer;
/* texture bound to the first color attachment of the gbuffer */
GPUTexture *color_buffer;
/* second texture used for ping-pong compositing */
GPUTexture *color_buffer_sec;
/* all those buffers below have to coexist. Fortunately they are all quarter sized (1/16th of memory) of original framebuffer */
int dof_downsampled_w;
int dof_downsampled_h;
/* texture used for near coc and color blurring calculation */
GPUTexture *dof_near_coc_buffer;
/* blurred near coc buffer. */
GPUTexture *dof_near_coc_blurred_buffer;
/* final near coc buffer. */
GPUTexture *dof_near_coc_final_buffer;
/* half size blur buffer */
GPUTexture *dof_half_downsampled;
/* high quality dof texture downsamplers. 6 levels means 64 pixels wide */
GPUTexture *dof_nearfar_coc[6];
GPUTexture *dof_near_blur;
GPUTexture *dof_far_blur;
GPUTexture *dof_concentric_samples_tex;
/* texture bound to the depth attachment of the gbuffer */
GPUTexture *depth_buffer;
GPUTexture *depth_buffer_xray;
/* texture used for jittering for various effects */
GPUTexture *jitter_buffer;
/* texture used for ssao */
int ssao_sample_count;
GPUTexture *ssao_concentric_samples_tex;
/* dimensions of the gbuffer */
int gbuffer_dim[2];
GPUFXSettings settings;
/* or-ed flags of enabled effects */
int effects;
/* number of passes, needed to detect if ping pong buffer allocation is needed */
int num_passes;
/* we have a stencil, restore the previous state */
bool restore_stencil;
};
/* concentric mapping, see "A Low Distortion Map Between Disk and Square" and
* http://psgraphics.blogspot.nl/2011/01/improved-code-for-concentric-map.html */
static GPUTexture * create_concentric_sample_texture(int side)
{
GPUTexture *tex;
float midpoint = 0.5f * (side - 1);
float *texels = (float *)MEM_mallocN(sizeof(float) * 2 * side * side, "concentric_tex");
int i, j;
for (i = 0; i < side; i++) {
for (j = 0; j < side; j++) {
int index = (i * side + j) * 2;
float a = 1.0f - i / midpoint;
float b = 1.0f - j / midpoint;
float phi, r;
if (a * a > b * b) {
r = a;
phi = (M_PI_4) * (b / a);
}
else {
r = b;
phi = M_PI_2 - (M_PI_4) * (a / b);
}
texels[index] = r * cos(phi);
texels[index + 1] = r * sin(phi);
}
}
tex = GPU_texture_create_1D_procedural(side * side, texels, NULL);
MEM_freeN(texels);
return tex;
}
/* generate a new FX compositor */
GPUFX *GPU_fx_compositor_create(void)
{
GPUFX *fx = MEM_callocN(sizeof(GPUFX), "GPUFX compositor");
return fx;
}
static void cleanup_fx_dof_buffers(GPUFX *fx)
{
if (fx->dof_near_coc_blurred_buffer) {
GPU_texture_free(fx->dof_near_coc_blurred_buffer);
fx->dof_near_coc_blurred_buffer = NULL;
}
if (fx->dof_near_coc_buffer) {
GPU_texture_free(fx->dof_near_coc_buffer);
fx->dof_near_coc_buffer = NULL;
}
if (fx->dof_near_coc_final_buffer) {
GPU_texture_free(fx->dof_near_coc_final_buffer);
fx->dof_near_coc_final_buffer = NULL;
}
if (fx->dof_half_downsampled) {
GPU_texture_free(fx->dof_half_downsampled);
fx->dof_half_downsampled = NULL;
}
if (fx->dof_nearfar_coc[0]) {
int i;
for (i = 0; i < 6; i++) {
GPU_texture_free(fx->dof_nearfar_coc[i]);
fx->dof_nearfar_coc[i] = NULL;
}
}
if (fx->dof_near_blur) {
GPU_texture_free(fx->dof_near_blur);
fx->dof_near_blur = NULL;
}
if (fx->dof_far_blur) {
GPU_texture_free(fx->dof_far_blur);
fx->dof_far_blur = NULL;
}
if (fx->dof_concentric_samples_tex) {
GPU_texture_free(fx->dof_concentric_samples_tex);
fx->dof_concentric_samples_tex = NULL;
}
}
static void cleanup_fx_gl_data(GPUFX *fx, bool do_fbo)
{
if (fx->color_buffer) {
GPU_framebuffer_texture_detach(fx->color_buffer);
GPU_texture_free(fx->color_buffer);
fx->color_buffer = NULL;
}
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;
}
if (fx->depth_buffer) {
GPU_framebuffer_texture_detach(fx->depth_buffer);
GPU_texture_free(fx->depth_buffer);
fx->depth_buffer = NULL;
}
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;
}
cleanup_fx_dof_buffers(fx);
if (fx->ssao_concentric_samples_tex) {
GPU_texture_free(fx->ssao_concentric_samples_tex);
fx->ssao_concentric_samples_tex = NULL;
}
if (fx->jitter_buffer && do_fbo) {
GPU_texture_free(fx->jitter_buffer);
fx->jitter_buffer = NULL;
}
if (fx->gbuffer && do_fbo) {
GPU_framebuffer_free(fx->gbuffer);
fx->gbuffer = NULL;
}
}
/* destroy a text compositor */
void GPU_fx_compositor_destroy(GPUFX *fx)
{
cleanup_fx_gl_data(fx, true);
MEM_freeN(fx);
}
static GPUTexture * create_jitter_texture(void)
{
float jitter [64 * 64][2];
int i;
for (i = 0; i < 64 * 64; i++) {
jitter[i][0] = 2.0f * BLI_frand() - 1.0;
jitter[i][1] = 2.0f * BLI_frand() - 1.0;
normalize_v2(jitter[i]);
}
return GPU_texture_create_2D_procedural(64, 64, &jitter[0][0], NULL);
}
bool GPU_fx_compositor_initialize_passes(
GPUFX *fx, const rcti *rect, const rcti *scissor_rect,
const GPUFXSettings *fx_settings)
{
int w = BLI_rcti_size_x(rect), h = BLI_rcti_size_y(rect);
char err_out[256];
int num_passes = 0;
char fx_flag;
fx->effects = 0;
if (!fx_settings) {
cleanup_fx_gl_data(fx, true);
return false;
}
fx_flag = fx_settings->fx_flag;
/* disable effects if no options passed for them */
if (!fx_settings->dof) {
fx_flag &= ~GPU_FX_FLAG_DOF;
}
if (!fx_settings->ssao || fx_settings->ssao->samples < 1) {
fx_flag &= ~GPU_FX_FLAG_SSAO;
}
if (!fx_flag) {
cleanup_fx_gl_data(fx, true);
return false;
}
/* scissor is missing when drawing offscreen, in that case, dimensions match exactly. In opposite case
* add one to match viewport dimensions */
if (scissor_rect) {
w++, h++;
}
fx->num_passes = 0;
/* dof really needs a ping-pong buffer to work */
if (fx_flag & GPU_FX_FLAG_DOF)
num_passes++;
if (fx_flag & GPU_FX_FLAG_SSAO)
num_passes++;
if (!fx->gbuffer)
fx->gbuffer = GPU_framebuffer_create();
/* try creating the jitter texture */
if (!fx->jitter_buffer)
fx->jitter_buffer = create_jitter_texture();
if (!fx->gbuffer)
return false;
/* check if color buffers need recreation */
if (!fx->color_buffer || !fx->depth_buffer || w != fx->gbuffer_dim[0] || h != fx->gbuffer_dim[1]) {
cleanup_fx_gl_data(fx, false);
if (!(fx->color_buffer = GPU_texture_create_2D(w, h, NULL, GPU_HDR_NONE, err_out))) {
printf(".256%s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
if (!(fx->depth_buffer = GPU_texture_create_depth(w, h, err_out))) {
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
}
if (fx_flag & GPU_FX_FLAG_SSAO) {
if (fx_settings->ssao->samples != fx->ssao_sample_count || !fx->ssao_concentric_samples_tex) {
if (fx_settings->ssao->samples < 1)
fx_settings->ssao->samples = 1;
fx->ssao_sample_count = fx_settings->ssao->samples;
if (fx->ssao_concentric_samples_tex) {
GPU_texture_free(fx->ssao_concentric_samples_tex);
}
fx->ssao_concentric_samples_tex = create_concentric_sample_texture(fx_settings->ssao->samples);
}
}
else {
if (fx->ssao_concentric_samples_tex) {
GPU_texture_free(fx->ssao_concentric_samples_tex);
fx->ssao_concentric_samples_tex = NULL;
}
}
/* create textures for dof effect */
if (fx_flag & GPU_FX_FLAG_DOF) {
if (!fx->dof_near_coc_buffer || !fx->dof_near_coc_blurred_buffer || !fx->dof_near_coc_final_buffer) {
fx->dof_downsampled_w = w / 4;
fx->dof_downsampled_h = h / 4;
if (!(fx->dof_near_coc_buffer = GPU_texture_create_2D(
fx->dof_downsampled_w, fx->dof_downsampled_h, NULL, GPU_HDR_NONE, 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, GPU_HDR_NONE, 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, GPU_HDR_NONE, err_out)))
{
printf("%.256s\n", err_out);
cleanup_fx_gl_data(fx, true);
return false;
}
}
}
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, GPU_HDR_NONE, 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 */
if(!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, err_out))
printf("%.256s\n", err_out);
if(!GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, err_out))
printf("%.256s\n", err_out);
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;
glPushAttrib(GL_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, NULL);
}
}
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 */
if(!GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0, err_out))
printf("%.256s\n", err_out);
}
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, NULL);
/* full screen quad where we will always write to depth buffer */
glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_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);
/* set up quad buffer */
glVertexPointer(2, GL_FLOAT, 0, fullscreencos);
glTexCoordPointer(2, GL_FLOAT, 0, fullscreenuvs);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
depth_resolve_shader = GPU_shader_get_builtin_fx_shader(GPU_SHADER_FX_DEPTH_RESOLVE, false);
if (depth_resolve_shader) {
int depth_uniform;
depth_uniform = GPU_shader_get_uniform(depth_resolve_shader, "depthbuffer");
GPU_shader_bind(depth_resolve_shader);
GPU_texture_bind(fx->depth_buffer_xray, 0);
GPU_depth_texture_mode(fx->depth_buffer_xray, false, true);
GPU_shader_uniform_texture(depth_resolve_shader, depth_uniform, fx->depth_buffer_xray);
/* draw */
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
GPU_depth_texture_mode(fx->depth_buffer_xray, true, false);
GPU_texture_unbind(fx->depth_buffer_xray);
GPU_shader_unbind();
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glPopAttrib();
}
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;
/* 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;
/* 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)
glPopAttrib();
src = fx->color_buffer;
target = fx->color_buffer_sec;
/* set up quad buffer */
glVertexPointer(2, GL_FLOAT, 0, fullscreencos);
glTexCoordPointer(2, GL_FLOAT, 0, fullscreenuvs);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
/* 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];
}
/* set invalid color in case shader fails */
glColor3f(1.0, 0.0, 1.0);
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;
int color_uniform, depth_uniform;
int ssao_uniform, ssao_color_uniform, viewvecs_uniform, ssao_sample_params_uniform;
int ssao_jitter_uniform, ssao_concentric_tex;
float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, fx_ssao->attenuation, 0.0f};
float sample_params[4];
sample_params[0] = fx->ssao_sample_count * fx->ssao_sample_count;
/* multiplier so we tile the random texture on screen */
sample_params[2] = fx->gbuffer_dim[0] / 64.0;
sample_params[3] = fx->gbuffer_dim[1] / 64.0;
ssao_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_params");
ssao_color_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_color");
color_uniform = GPU_shader_get_uniform(ssao_shader, "colorbuffer");
depth_uniform = GPU_shader_get_uniform(ssao_shader, "depthbuffer");
viewvecs_uniform = GPU_shader_get_uniform(ssao_shader, "viewvecs");
ssao_sample_params_uniform = GPU_shader_get_uniform(ssao_shader, "ssao_sample_params");
ssao_concentric_tex = GPU_shader_get_uniform(ssao_shader, "ssao_concentric_tex");
ssao_jitter_uniform = GPU_shader_get_uniform(ssao_shader, "jitter_tex");
GPU_shader_bind(ssao_shader);
GPU_shader_uniform_vector(ssao_shader, ssao_uniform, 4, 1, ssao_params);
GPU_shader_uniform_vector(ssao_shader, ssao_color_uniform, 4, 1, fx_ssao->color);
GPU_shader_uniform_vector(ssao_shader, viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_shader_uniform_vector(ssao_shader, ssao_sample_params_uniform, 4, 1, sample_params);
GPU_texture_bind(src, numslots++);
GPU_shader_uniform_texture(ssao_shader, color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_depth_texture_mode(fx->depth_buffer, false, true);
GPU_shader_uniform_texture(ssao_shader, depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->jitter_buffer, numslots++);
GPU_shader_uniform_texture(ssao_shader, ssao_jitter_uniform, fx->jitter_buffer);
GPU_texture_bind(fx->ssao_concentric_samples_tex, numslots++);
GPU_shader_uniform_texture(ssao_shader, ssao_concentric_tex, fx->ssao_concentric_samples_tex);
/* draw */
gpu_fx_bind_render_target(&passes_left, fx, ofs, target);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
GPU_texture_unbind(src);
GPU_depth_texture_mode(fx->depth_buffer, true, false);
GPU_texture_unbind(fx->depth_buffer);
GPU_texture_unbind(fx->jitter_buffer);
GPU_texture_unbind(fx->ssao_concentric_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;
GPUShader *dof_shader_pass1, *dof_shader_pass2, *dof_shader_pass3, *dof_shader_pass4, *dof_shader_pass5;
float dof_params[4];
float scale = scene->unit.system ? scene->unit.scale_length : 1.0f;
float scale_camera = 0.001f / scale;
float aperture = 2.0f * scale_camera * fx_dof->focal_length / fx_dof->fstop;
dof_params[0] = aperture * fabs(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] = 0.0f;
/* 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();
return false;
}
/* pass first, first level of blur in low res buffer */
{
int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform;
int viewvecs_uniform;
float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};
dof_uniform = GPU_shader_get_uniform(dof_shader_pass1, "dof_params");
invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass1, "invrendertargetdim");
color_uniform = GPU_shader_get_uniform(dof_shader_pass1, "colorbuffer");
depth_uniform = GPU_shader_get_uniform(dof_shader_pass1, "depthbuffer");
viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass1, "viewvecs");
GPU_shader_bind(dof_shader_pass1);
GPU_shader_uniform_vector(dof_shader_pass1, dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector(dof_shader_pass1, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_shader_uniform_vector(dof_shader_pass1, viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(src, numslots++);
GPU_shader_uniform_texture(dof_shader_pass1, color_uniform, src);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_depth_texture_mode(fx->depth_buffer, false, true);
GPU_shader_uniform_texture(dof_shader_pass1, depth_uniform, fx->depth_buffer);
/* target is the downsampled coc buffer */
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
/* binding takes care of setting the viewport to the downsampled size */
GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
GPU_texture_unbind(src);
GPU_depth_texture_mode(fx->depth_buffer, true, 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 */
{
int invrendertargetdim_uniform, color_uniform, depth_uniform, dof_uniform;
int viewvecs_uniform;
float invrendertargetdim[2] = {1.0f / GPU_texture_opengl_width(fx->dof_near_coc_blurred_buffer),
1.0f / GPU_texture_opengl_height(fx->dof_near_coc_blurred_buffer)};
float tmp = invrendertargetdim[0];
invrendertargetdim[0] = 0.0f;
dof_params[2] = GPU_texture_opengl_width(fx->dof_near_coc_blurred_buffer) / (scale_camera * fx_dof->sensor);
dof_uniform = GPU_shader_get_uniform(dof_shader_pass2, "dof_params");
invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass2, "invrendertargetdim");
color_uniform = GPU_shader_get_uniform(dof_shader_pass2, "colorbuffer");
depth_uniform = GPU_shader_get_uniform(dof_shader_pass2, "depthbuffer");
viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass2, "viewvecs");
/* Blurring vertically */
GPU_shader_bind(dof_shader_pass2);
GPU_shader_uniform_vector(dof_shader_pass2, dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector(dof_shader_pass2, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_shader_uniform_vector(dof_shader_pass2, viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_depth_texture_mode(fx->depth_buffer, false, true);
GPU_shader_uniform_texture(dof_shader_pass2, depth_uniform, fx->depth_buffer);
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, 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, NULL);
/* Drawing quad */
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* *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, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass2, color_uniform, fx->dof_near_coc_final_buffer);
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, NULL);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* *unbind/detach */
GPU_depth_texture_mode(fx->depth_buffer, true, 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 */
{
int near_coc_downsampled, near_coc_blurred;
near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass3, "colorbuffer");
near_coc_blurred = GPU_shader_get_uniform(dof_shader_pass3, "blurredcolorbuffer");
GPU_shader_bind(dof_shader_pass3);
GPU_texture_bind(fx->dof_near_coc_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, 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, near_coc_blurred, fx->dof_near_coc_blurred_buffer);
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, NULL);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* 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 */
{
int near_coc_downsampled;
int invrendertargetdim_uniform;
float invrendertargetdim[2] = {1.0f / GPU_texture_opengl_width(fx->dof_near_coc_blurred_buffer),
1.0f / GPU_texture_opengl_height(fx->dof_near_coc_blurred_buffer)};
near_coc_downsampled = GPU_shader_get_uniform(dof_shader_pass4, "colorbuffer");
invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass4, "invrendertargetdim");
GPU_shader_bind(dof_shader_pass4);
GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass4, near_coc_downsampled, fx->dof_near_coc_final_buffer);
GPU_shader_uniform_vector(dof_shader_pass4, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, NULL);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* 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 */
{
int medium_blurred_uniform, high_blurred_uniform, original_uniform, depth_uniform, dof_uniform;
int invrendertargetdim_uniform, viewvecs_uniform;
float invrendertargetdim[2] = {1.0f / fx->gbuffer_dim[0], 1.0f / fx->gbuffer_dim[1]};
medium_blurred_uniform = GPU_shader_get_uniform(dof_shader_pass5, "mblurredcolorbuffer");
high_blurred_uniform = GPU_shader_get_uniform(dof_shader_pass5, "blurredcolorbuffer");
dof_uniform = GPU_shader_get_uniform(dof_shader_pass5, "dof_params");
invrendertargetdim_uniform = GPU_shader_get_uniform(dof_shader_pass5, "invrendertargetdim");
original_uniform = GPU_shader_get_uniform(dof_shader_pass5, "colorbuffer");
depth_uniform = GPU_shader_get_uniform(dof_shader_pass5, "depthbuffer");
viewvecs_uniform = GPU_shader_get_uniform(dof_shader_pass5, "viewvecs");
GPU_shader_bind(dof_shader_pass5);
GPU_shader_uniform_vector(dof_shader_pass5, dof_uniform, 4, 1, dof_params);
GPU_shader_uniform_vector(dof_shader_pass5, invrendertargetdim_uniform, 2, 1, invrendertargetdim);
GPU_shader_uniform_vector(dof_shader_pass5, viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_texture_bind(src, numslots++);
GPU_shader_uniform_texture(dof_shader_pass5, original_uniform, src);
GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++);
GPU_shader_uniform_texture(dof_shader_pass5, 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, medium_blurred_uniform, fx->dof_near_coc_buffer);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_depth_texture_mode(fx->depth_buffer, false, true);
GPU_shader_uniform_texture(dof_shader_pass5, 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);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
/* disable bindings */
GPU_texture_unbind(fx->dof_near_coc_buffer);
GPU_texture_unbind(fx->dof_near_coc_blurred_buffer);
GPU_texture_unbind(src);
GPU_depth_texture_mode(fx->depth_buffer, true, 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;
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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;
}
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 = 4;
}