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#include "Headers/BloomPreRenderOperator.h"

#include "Platform/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"

namespace Divide {

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(TextureType::TEXTURE_2D,
                                          GFXImageFormat::RGB8,
                                          GFXDataFormat::UNSIGNED_BYTE);
    tempBloomDescriptor.setSampler(*_internalSampler);

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

    _bright = CreateResource<ShaderProgram>(bright);
    _blur = CreateResource<ShaderProgram>(blur);
    _bright->UniformTexture("texScreen", ShaderProgram::TEXTURE_UNIT0);
    _bright->UniformTexture("texExposure", 1);
    _bright->UniformTexture("texPrevExposure", 2);
    _blur->UniformTexture("texScreen", ShaderProgram::TEXTURE_UNIT0);
    _blur->Uniform("kernelSize", 10);
    _horizBlur = _blur->GetSubroutineIndex(ShaderType::FRAGMENT_SHADER, "blurHorizontal");
    _vertBlur = _blur->GetSubroutineIndex(ShaderType::FRAGMENT_SHADER, "blurVertical");
    reshape(width, height);
}

BloomPreRenderOperator::~BloomPreRenderOperator() {
    RemoveResource(_bright);
    RemoveResource(_blur);
    MemoryManager::DELETE(_tempBloomFB);
    MemoryManager::DELETE(_luminaFB[0]);
    MemoryManager::DELETE(_luminaFB[1]);
    MemoryManager::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()) {
        Console::errorfn(Locale::get("ERROR_BLOOM_INPUT_FB"));
        return;
    }

    size_t defaultStateHash = GFX_DEVICE.getDefaultStateBlock(true);

    _bright->bind();
    toneMapScreen();

    // render all of the "bright spots"
    _outputFB->Begin(Framebuffer::defaultPolicy());
    {
        // screen FB
        _inputFB[0]->Bind(ShaderProgram::TEXTURE_UNIT0);
        GFX_DEVICE.drawPoints(1, defaultStateHash, _bright);
    }
    _outputFB->End();

    _blur->bind();
    // Blur horizontally
    _blur->SetSubroutine(ShaderType::FRAGMENT_SHADER, _horizBlur);
    _tempBloomFB->Begin(Framebuffer::defaultPolicy());
    {
        // bright spots
        _outputFB->Bind(ShaderProgram::TEXTURE_UNIT0);
        GFX_DEVICE.drawPoints(1, defaultStateHash, _blur);
    }
    _tempBloomFB->End();

    // Blur vertically
    _blur->SetSubroutine(ShaderType::FRAGMENT_SHADER, _vertBlur);
    _outputFB->Begin(Framebuffer::defaultPolicy());
    {
        // horizontally blurred bright spots
        _tempBloomFB->Bind(ShaderProgram::TEXTURE_UNIT0);
        GFX_DEVICE.drawPoints(1, defaultStateHash, _blur);
        // clear states
    }
    _outputFB->End();
}

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

    if (!_tempHDRFB) {
        _tempHDRFB = GFX_DEVICE.newFB();
        TextureDescriptor hdrDescriptor(TextureType::TEXTURE_2D,
                                        GFXImageFormat::RGBA16F,
                                        GFXDataFormat::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(TextureWrap::TEXTURE_CLAMP_TO_EDGE);
        lumaSampler.setMinFilter(TextureFilter::TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR);
        lumaSampler.toggleMipMaps(true);

        TextureDescriptor lumaDescriptor(TextureType::TEXTURE_2D,
                                         GFXImageFormat::RED16F,
                                         GFXDataFormat::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(TextureFilter::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);

    _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), _bright);
    _bright->Uniform("toneMap", false);
}
};

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

Diff revisions: vs.
Revision Author Commited Message
364 Diff Diff IonutCava picture IonutCava Fri 06 Mar, 2015 16:55:21 +0000

[Ionut]
- Part 1 of type safe enum replacement (does not compile)

350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

[Ionut]
- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

343 Diff Diff IonutCava picture IonutCava Thu 15 Jan, 2015 17:30:12 +0000

[Ionut]
- Refactored 2 singletons into static classes (Console and TerrainLoader)
- Changed some C-casts to static_casts
- Updated copyright notices

334 Diff Diff IonutCava picture IonutCava Wed 10 Dec, 2014 17:21:22 +0000

[Ionut]
- Reorganized the Hardware project and renamed to "Platform"
- Reorganized the Server project

331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

299 Diff Diff IonutCava picture IonutCava Mon 04 Aug, 2014 22:09:22 +0000

[Ionut]
- Disabled shader binary dump/load on non-nVidia GPUs (caused issues)
- More code cleanup/comments/formating (GFXDevice.cpp)

298 Diff Diff k1ngp1n picture k1ngp1n Sun 03 Aug, 2014 17:46:29 +0000

[Ionut]
- Final nVidia compatibility commit

286 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]]