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#include "Headers/BloomPreRenderOperator.h"

#include "Hardware/Video/Headers/GFXDevice.h"
#include "Core/Headers/ParamHandler.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "Geometry/Shapes/Headers/Predefined/Quad3D.h"
#include "Rendering/PostFX/Headers/PreRenderStageBuilder.h"

BloomPreRenderOperator::BloomPreRenderOperator(Framebuffer* result,
                                               const vec2<U16>& resolution,
                                               SamplerDescriptor* const sampler) : PreRenderOperator(BLOOM_STAGE,resolution,sampler),
                                                                                   _outputFB(result),
                                                                                   _tempHDRFB(nullptr),
                                                                                   _luminaMipLevel(0)
{
    _luminaFB[0] = nullptr;
    _luminaFB[1] = nullptr;
    F32 width = _resolution.width;
    F32 height = _resolution.height;
    _horizBlur = 0;
    _vertBlur = 0;
    _tempBloomFB = GFX_DEVICE.newFB();

    TextureDescriptor tempBloomDescriptor(TEXTURE_2D, RGB8, UNSIGNED_BYTE);
    tempBloomDescriptor.setSampler(*_internalSampler);

    _tempBloomFB->AddAttachment(tempBloomDescriptor,TextureDescriptor::Color0);
    _outputFB->AddAttachment(tempBloomDescriptor, TextureDescriptor::Color0);
    ResourceDescriptor bright("bright");
    bright.setThreadedLoading(false);
    ResourceDescriptor blur("blur");
    blur.setThreadedLoading(false);

    _bright = CreateResource<ShaderProgram>(bright);
    _blur = CreateResource<ShaderProgram>(blur);
    _bright->UniformTexture("texScreen", 0);
    _bright->UniformTexture("texExposure", 1);
    _bright->UniformTexture("texPrevExposure", 2);
    _blur->UniformTexture("texScreen", 0);
    _blur->Uniform("kernelSize", 10);
    _horizBlur = _blur->GetSubroutineIndex(FRAGMENT_SHADER, "blurHorizontal");
    _vertBlur  = _blur->GetSubroutineIndex(FRAGMENT_SHADER, "blurVertical");
    reshape(width, height);
}

BloomPreRenderOperator::~BloomPreRenderOperator(){
    RemoveResource(_bright);
    RemoveResource(_blur);
    SAFE_DELETE(_tempBloomFB);
    SAFE_DELETE(_luminaFB[0]);
    SAFE_DELETE(_luminaFB[1]);
    SAFE_DELETE(_tempHDRFB);
}

U32 nextPOW2(U32 n) {
    n--;
    n |= n >> 1;
    n |= n >> 2;
    n |= n >> 4;
    n |= n >> 8;
    n |= n >> 16;
    n++;
    return n;
}

void BloomPreRenderOperator::reshape(I32 width, I32 height){
    assert(_tempBloomFB);
    I32 w = width / 4;
    I32 h = height / 4;
    _tempBloomFB->Create(w,h);
    _outputFB->Create(width, height);
    if(_genericFlag && _tempHDRFB){
        _tempHDRFB->Create(width, height);
        U32 lumaRez = nextPOW2(width / 3);
        // make the texture square sized and power of two
        _luminaFB[0]->Create(lumaRez , lumaRez);
        _luminaFB[1]->Create(lumaRez , lumaRez);
        _luminaMipLevel = 0;
        while(lumaRez>>=1) _luminaMipLevel++;
    }
    _blur->Uniform("size", vec2<F32>((F32)w, (F32)h));
}

void BloomPreRenderOperator::operation(){
    if(!_enabled)
        return;

    if(_inputFB.empty()){
        ERROR_FN(Locale::get("ERROR_BLOOM_INPUT_FB"));
        return; 
    }

    _bright->bind();
    toneMapScreen();
    _bright->Uniform("toneMap", false);
    // render all of the "bright spots"
    _outputFB->Begin(Framebuffer::defaultPolicy());
    //screen FB
    _inputFB[0]->Bind(0);
    GFX_DEVICE.drawPoints(1, GFX_DEVICE.getDefaultStateBlock(true));
    _blur->bind();
    _blur->SetSubroutine(FRAGMENT_SHADER, _horizBlur);
    _outputFB->End();
    //Blur horizontally
    _tempBloomFB->Begin(Framebuffer::defaultPolicy());
    //bright spots
    _outputFB->Bind(0);
    GFX_DEVICE.drawPoints(1, GFX_DEVICE.getDefaultStateBlock(true));
    _blur->SetSubroutine(FRAGMENT_SHADER, _vertBlur);
    _tempBloomFB->End();
    //Blur vertically
    _outputFB->Begin(Framebuffer::defaultPolicy());
    //horizontally blurred bright spots
    _tempBloomFB->Bind(0);
    GFX_DEVICE.drawPoints(1, GFX_DEVICE.getDefaultStateBlock(true));
    // clear states
    _outputFB->End();
}

void BloomPreRenderOperator::toneMapScreen()
{
    if(!_genericFlag)
        return;

    if(!_tempHDRFB){
        _tempHDRFB = GFX_DEVICE.newFB();
        TextureDescriptor hdrDescriptor(TEXTURE_2D, RGBA16F, FLOAT_16);
        hdrDescriptor.setSampler(*_internalSampler);
        _tempHDRFB->AddAttachment(hdrDescriptor, TextureDescriptor::Color0);
        _tempHDRFB->Create(_inputFB[0]->getWidth(), _inputFB[0]->getHeight());

        _luminaFB[0] = GFX_DEVICE.newFB();
        _luminaFB[1] = GFX_DEVICE.newFB();

        SamplerDescriptor lumaSampler;
        lumaSampler.setWrapMode(TEXTURE_CLAMP_TO_EDGE);
        lumaSampler.setMinFilter(TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR);
        lumaSampler.toggleMipMaps(true);

        TextureDescriptor lumaDescriptor(TEXTURE_2D, RED16F, FLOAT_16);
        lumaDescriptor.setSampler(lumaSampler);
        _luminaFB[0]->AddAttachment(lumaDescriptor, TextureDescriptor::Color0);
        U32 lumaRez = nextPOW2(_inputFB[0]->getWidth() / 3);
        // make the texture square sized and power of two
        _luminaFB[0]->Create(lumaRez , lumaRez);

        lumaSampler.setFilters(TEXTURE_FILTER_LINEAR);
        lumaSampler.toggleMipMaps(false);
        lumaDescriptor.setSampler(lumaSampler);
        _luminaFB[1]->AddAttachment(lumaDescriptor, TextureDescriptor::Color0);

        _luminaFB[1]->Create(1, 1);
        _luminaMipLevel = 0;
        while(lumaRez>>=1) _luminaMipLevel++;
    }

    _bright->Uniform("luminancePass", true);

    _luminaFB[1]->BlitFrom(_luminaFB[0]);

    _luminaFB[0]->Begin(Framebuffer::defaultPolicy());
    _inputFB[0]->Bind(0);
    _luminaFB[1]->Bind(2);
    GFX_DEVICE.drawPoints(1, GFX_DEVICE.getDefaultStateBlock(true));
    
    _bright->Uniform("luminancePass", false);
    _bright->Uniform("toneMap", true);

    _tempHDRFB->BlitFrom(_inputFB[0]);

    _inputFB[0]->Begin(Framebuffer::defaultPolicy());
    //screen FB
    _tempHDRFB->Bind(0);
    // luminance FB
    _luminaFB[0]->Bind(1);
    GFX_DEVICE.drawPoints(1, GFX_DEVICE.getDefaultStateBlock(true));
}

Commits for Divide-Framework/trunk/Source Code/Rendering/PostFX/CustomOperators/BloomPreRenderOperator.cpp

Diff revisions: vs.
Revision Author Commited Message
286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

269 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 12:56:45 +0000

[Ionut] [[BR]]
- All texture objects now properly allocate storage using glTextureStorage*D(w-w/o Multisampled) [[BR]]
- Removed useless “format” element from TextureDescriptor. Format is deduced from the internal format specified (RGBA8 uses RGBA. RG32F uses RG) [[BR]]
- Use GLM only with radians [[BR]]

268 Diff Diff IonutCava picture IonutCava Wed 04 Jun, 2014 10:20:27 +0000

[IonutCava] [[BR]]
- Terrain and vegetation updates: [[BR]]
— Use standard phong lighting model [[BR]]
— Separate grass patches per chunk [[BR]]
— Reduce number of required texture bind points for terrain by adding both textures and normal maps in a single texture array [[BR]]
— Draw terrain with 2 drawcalls (using glMultiDrawElements twice, once for LoD == 0 and once for LoD > 0) [[BR]]
[[BR]]
- Buffer management updates: [[BR]]
— Unified buffer binding system [[BR]]
— Made Uniform buffer objects visible to all classes and moved lightUBO to LightManager, matricesUBO to GFXDevice etc [[BR]]
— Added initial support for Shader Buffer Objects [[BR]]
— Moved viewport management to GFXDevice class [[BR]]
[[BR]]
- Rendering improvements: [[BR]]
— Added Hi-Z occlusion culling to instanceCull shader (using Hi-Z depth buffer constructed in GFXDevice class) [[BR]]
— Resolved issues with shadow maps overriding texture bind locations [[[BR]]
— Improved shader and shader program loading [[BR]]
— Improved material transparency support [[BR]]
— Added buffer lock manager class from “Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)” speech at GDC14 [[BR]]

267 Diff Diff k1ngp1n picture k1ngp1n Wed 28 May, 2014 11:08:12 +0000

[Ionut] [[BR]]
- Improved texture handling: [[BR]]
— No more texture unbind (except when clearing the frame state) [[BR]]
— Moved texture bind checking to the GL_API class [[BR]]
- Fixed a crash related to vegetation loading due to compiler optimizations [[BR]]
- removed all “releaseMaterial” functions as they are no longer needed [[BR]]

265 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 19:47:56 +0000

[Ionut] [[BR]]
- reworked uniform buffer binding [[BR]]
- modified framebuffer mipmap update [[BR]]

263 Diff Diff k1ngp1n picture k1ngp1n Fri 09 May, 2014 16:43:53 +0000

[Ionut] [[BR]]
- Fullscreen quads are now rendered via Geometry Shaders [[BR]]
- Implemented shader subroutines [[BR]]
- Improved CVSM’s quality [[BR]]
- Separated shadow only light properties from general light properties in separate UBOs to improve update performance [[BR]]
- Removed shader mask and instead try to load all available shaders from a given file [[BR]]
- Added a method (hackish) of changing projection properties at runtime (e.g. z planes) [[BR]]
- Fixed a comparison bug in RenderStateBlock class (forgot to clean it at last commit) [[BR]]
- Fixed clipping plane upload to shader programs [[BR]]

260 Diff Diff k1ngp1n picture k1ngp1n Sat 03 May, 2014 19:33:41 +0000

[Ionut] [[BR]]
- More work on CSM. Reverted back to VSM to allow easier blurring and filtering [[BR]]
- Rewrote FrameBuffer classes to fix MSAA and memory leaks that occurred on resize (double creation of textures) [[BR]]
— Removed FBType. FrameBuffer types depend only on attachment types and if it’s MSAA enabled or not [[BR]]
- Rewrote RenderState classes to be API agnostic [[BR]]
- Bug fixes in math classes [[BR]]
- Changed “resolution change” logic [[BR]]
- Simplified some options in config.xml [[BR]]
- Improved per-light shadow options [[BR]]

259 Diff Diff k1ngp1n picture k1ngp1n Sun 27 Apr, 2014 18:24:52 +0000

[Ionut][[BR]]
- Implemented Exponential Stable Cascaded Shadow Maps for directional lights (still buggy, but basically working) [[BR]]
— CSM settings (resolution, number of splits, etc) are part of the scene render state [[BR]]
- SGN can skip rendering for the current frame if they are not ready (e.g. OnDraw can now return false or materials can fail to bind) [[BR]]
- Frustum class is now using the Plane class [[BR]]
- Removed Math SIMD implementation as the compiler generated code will always be faster and safer [[BR]]
- Added a “STUBBED” macro for outputing to the error stream of important messages (instead of using #pragma message) [[BR]]
- Added “freeze time” logic to pause/resume updates with or without freezing the GUI too [[BR]]
- Added “processGUI” method the every Scene class to separate time-sensitive GUI updates from game logic loop [[BR]]
- GLSL <-> Vertex Buffer bind locations are automatically set for every vertex shader [[BR]]
- Added basic support for compute shaders [[BR]]
- Removed most OS define checks to make porting to a new platform easier [[BR]]
- Texture transparency check per-pixel is now using OpenMP [[BR]]
- Texture samplers can now set a border color for CLAMP_TO_BORDER wrap mode [[BR]]
- Removed “Object” suffix from GFX Classes (pixel buffer, vertex buffer, frame buffer, etc) [[BR]]
- Stop processing scene input when application looses focus [[BR]]
- SceneGraphNode class is now responsible for updating SGNComponents on draw and calling its _node’s OnDraw method [[BR]]
- UBOs can now list all of the active uniforms inside a block with info such as type and offset [[BR]]
- Removed deprecated ‘GLCheck’ macro [[BR]]
- A lot of bug fixes and performance improvements in various places [[BR]]

249 Diff Diff k1ngp1n picture k1ngp1n Mon 31 Mar, 2014 20:42:31 +0000

[Ionut] [[BR]]
- Migrated to platform toolset v100 [[BR]]
- Updated boost to 1.55 [[BR]]
- Moved from “NULL” to “nullptr” [[BR]]
- DevIL is now linked dynamically [[BR]]

247 k1ngp1n picture k1ngp1n Sun 16 Feb, 2014 16:36:06 +0000

[Ionut] [[BR]]
- Fixed VSM rendering [[BR]]
- Added Z-prePass as a separate render stage [[BR]]
- Added GL error checking and asserts to “Profile” builds [[BR]]
- Fixed bad XML material dump (invalid file name bug) [[BR]]
- Fixed random crashes [[BR]]
- Shadow cast/receive is now a node property, and not a material property [[BR]]
- Fixed an issue with previous RenderPassManager lock mechanism (clearing the queue on frame end to prevent infinite lock) [[BR]]
- Added depth buffer preview (F10 key) [[BR]]