// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "std3d.h"
// NEL3D
#include "nel/3d/u_driver.h"
#include "nel/3d/u_scene.h"
#include "nel/3d/u_camera.h"
//3D
#include "nel/3d/driver_user.h"
#include "nel/3d/texture_bloom.h"
#include "nel/3d/texture_user.h"
#include "nel/3d/bloom_effect.h"
using namespace NLMISC;
using namespace NL3D;
using namespace std;
namespace NL3D
{
// vertex program used to blur texture
static const char *TextureOffset =
"!!VP1.0 \n\
MOV o[COL0].x, c[8].x; \n\
MOV o[COL0].y, c[8].y; \n\
MOV o[COL0].z, c[8].z; \n\
MOV o[COL0].w, c[8].w; \n\
MOV o[HPOS].x, v[OPOS].x; \n\
MOV o[HPOS].y, v[OPOS].y; \n\
MOV o[HPOS].z, v[OPOS].z; \n\
MOV o[HPOS].w, c[9].w; \n\
ADD o[TEX0], v[TEX0], c[10]; \n\
ADD o[TEX1], v[TEX0], c[11]; \n\
ADD o[TEX2], v[TEX0], c[12]; \n\
ADD o[TEX3], v[TEX0], c[13]; \n\
END \n";
static NLMISC::CSmartPtr TextureOffsetVertexProgram;
//-----------------------------------------------------------------------------------------------------------
CBloomEffect::CBloomEffect()
{
if (!TextureOffsetVertexProgram)
{
TextureOffsetVertexProgram = new CVertexProgram(TextureOffset);
}
_Driver = NULL;
_Scene = NULL;
_SquareBloom = true;
_DensityBloom = 128;
_Init = false;
_BlurFinalTex = NULL;
_BlurHorizontalTex = NULL;
}
//-----------------------------------------------------------------------------------------------------------
CBloomEffect::~CBloomEffect()
{
if (_Init)
{
if (!_DisplayBlurMat.empty())
{
if (_Driver) _Driver->deleteMaterial(_DisplayBlurMat);
}
if (!_DisplaySquareBlurMat.empty())
{
if (_Driver) _Driver->deleteMaterial(_DisplaySquareBlurMat);
}
if (!_BlurMat.empty())
{
if (_Driver) _Driver->deleteMaterial(_BlurMat);
}
}
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::init()
{
if (!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
return;
CDriverUser *dru = static_cast(_Driver);
IDriver *drv = dru->getDriver();
_BlurWidth = 256;
_BlurHeight = 256;
// initialize blur material
_BlurMat = _Driver->createMaterial();
CMaterial * matObject = _BlurMat.getObjectPtr();
_BlurMat.initUnlit();
_BlurMat.setColor(CRGBA::White);
_BlurMat.setBlend (false);
_BlurMat.setAlphaTest (false);
matObject->setBlendFunc (CMaterial::one, CMaterial::zero);
matObject->setZWrite(false);
matObject->setZFunc(CMaterial::always);
matObject->setDoubleSided(true);
// initialize stages of fixed pipeline
CRGBA constantCol1(85, 85, 85, 85);
CRGBA constantCol2(43, 43, 43, 43);
// stage 0
matObject->texConstantColor(0, constantCol1);
matObject->texEnvOpRGB(0, CMaterial::Modulate);
matObject->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
matObject->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
// stage 1
matObject->texConstantColor(1, constantCol2);
matObject->texEnvOpRGB(1, CMaterial::Mad);
matObject->texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
matObject->texEnvArg1RGB(1, CMaterial::Constant, CMaterial::SrcColor);
matObject->texEnvArg2RGB(1, CMaterial::Previous, CMaterial::SrcColor);
// stage 2
matObject->texConstantColor(2, constantCol1);
matObject->texEnvOpRGB(2, CMaterial::Mad);
matObject->texEnvArg0RGB(2, CMaterial::Texture, CMaterial::SrcColor);
matObject->texEnvArg1RGB(2, CMaterial::Constant, CMaterial::SrcColor);
matObject->texEnvArg2RGB(2, CMaterial::Previous, CMaterial::SrcColor);
// stage 3
matObject->texConstantColor(3, constantCol2);
matObject->texEnvOpRGB(3, CMaterial::Mad);
matObject->texEnvArg0RGB(3, CMaterial::Texture, CMaterial::SrcColor);
matObject->texEnvArg1RGB(3, CMaterial::Constant, CMaterial::SrcColor);
matObject->texEnvArg2RGB(3, CMaterial::Previous, CMaterial::SrcColor);
// initialize linear blur material
_DisplayBlurMat = _Driver->createMaterial();
CMaterial * matObjectFinal = _DisplayBlurMat.getObjectPtr();
_DisplayBlurMat.initUnlit();
_DisplayBlurMat.setColor(CRGBA::White);
matObjectFinal->setBlend(true);
matObjectFinal->setBlendFunc(CMaterial::one, CMaterial::invsrccolor);
matObjectFinal->setZWrite(false);
matObjectFinal->setZFunc(CMaterial::always);
matObjectFinal->setDoubleSided(true);
// matObjectFinal->setTexture(0, _BlurFinalTex);
matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
// initialize square blur material
_DisplaySquareBlurMat = _Driver->createMaterial();
matObjectFinal = _DisplaySquareBlurMat.getObjectPtr();
_DisplaySquareBlurMat.initUnlit();
_DisplaySquareBlurMat.setColor(CRGBA::White);
matObjectFinal->setBlend(true);
matObjectFinal->setBlendFunc(CMaterial::one, CMaterial::invsrccolor);
matObjectFinal->setZWrite(false);
matObjectFinal->setZFunc(CMaterial::always);
matObjectFinal->setDoubleSided(true);
matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
matObjectFinal->texEnvOpRGB(1, CMaterial::Modulate);
matObjectFinal->texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
matObjectFinal->texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
// initialize quads
_BlurQuad.V0 = CVector(-1.f, -1.f, 0.5f);
_BlurQuad.V1 = CVector(1.f, -1.f, 0.5f);
_BlurQuad.V2 = CVector(1.f, 1.f, 0.5f);
_BlurQuad.V3 = CVector(-1.f, 1.f, 0.5f);
if (drv->textureCoordinateAlternativeMode())
{
_BlurQuad.Uv0 = CUV(0.f, 1.f);
_BlurQuad.Uv1 = CUV(1.f, 1.f);
_BlurQuad.Uv2 = CUV(1.f, 0.f);
_BlurQuad.Uv3 = CUV(0.f, 0.f);
}
else
{
_BlurQuad.Uv0 = CUV(0.f, 0.f);
_BlurQuad.Uv1 = CUV(1.f, 0.f);
_BlurQuad.Uv2 = CUV(1.f, 1.f);
_BlurQuad.Uv3 = CUV(0.f, 1.f);
}
_Init = true;
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::applyBloom()
{
if (!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
return;
// don't activate bloom when PolygonMode is different from Filled
if (_Driver->getPolygonMode() != UDriver::Filled) return;
if (_Driver->getWindowWidth()==0 || _Driver->getWindowHeight()==0)
return;
if (!_Init)
init();
CDriverUser *dru = static_cast(_Driver);
IDriver *drv = dru->getDriver();
NL3D::ITexture *renderTarget = drv->getRenderTarget();
nlassert(renderTarget);
nlassert(renderTarget->isBloomTexture());
uint width = renderTarget->getWidth();
uint height = renderTarget->getHeight();
bool mode2D = static_cast(renderTarget)->isMode2D();
nlassert(renderTarget->getUploadFormat() == ITexture::Auto);
if (width >= 256) _BlurWidth = 256;
else _BlurWidth = raiseToNextPowerOf2(width) / 2;
if (height >= 256) _BlurHeight = 256;
else _BlurHeight = raiseToNextPowerOf2(height) / 2;
nlassert(!_BlurFinalTex);
_BlurFinalTex = _Driver->getRenderTargetManager().getRenderTarget(_BlurWidth, _BlurHeight, true);
nlassert(!_BlurHorizontalTex);
_BlurHorizontalTex = _Driver->getRenderTargetManager().getRenderTarget(_BlurWidth, _BlurHeight, true);
_DisplayBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex->getITexture());
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex->getITexture());
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, _BlurFinalTex->getITexture());
CTextureUser texNull;
dru->setRenderTarget(texNull);
// Stretch original render target into blur texture
CTextureUser txt1(renderTarget);
CTextureUser txt2(_BlurFinalTex->getITexture());
CRect rect1(0, 0, width, height);
CRect rect2(0, 0, _BlurWidth, _BlurHeight);
dru->stretchRect(_Scene, txt1, rect1, txt2, rect2);
_Driver->setMatrixMode2D11();
// horizontal blur pass
doBlur(true);
// vertical blur pass
doBlur(false);
// apply blur with a blend operation
drv->setRenderTarget(renderTarget);
applyBlur();
// cleanup material texture references
_DisplayBlurMat.getObjectPtr()->setTexture(0, NULL);
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, NULL);
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, NULL);
_BlurMat.getObjectPtr()->setTexture(0, NULL);
_BlurMat.getObjectPtr()->setTexture(1, NULL);
_BlurMat.getObjectPtr()->setTexture(2, NULL);
_BlurMat.getObjectPtr()->setTexture(3, NULL);
// recycle render targets
_Driver->getRenderTargetManager().recycleRenderTarget(_BlurFinalTex);
_BlurFinalTex = NULL;
_Driver->getRenderTargetManager().recycleRenderTarget(_BlurHorizontalTex);
_BlurHorizontalTex = NULL;
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::applyBlur()
{
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
// initialize vertex program
drvInternal->activeVertexProgram(TextureOffsetVertexProgram);
drvInternal->setUniform4f(IDriver::VertexProgram, 8, 255.f, 255.f, 255.f, 255.f);
drvInternal->setUniform4f(IDriver::VertexProgram, 9, 0.0f, 0.f, 0.f, 1.f);
// initialize blur material
UMaterial displayBlurMat;
if(_SquareBloom)
{
displayBlurMat = _DisplaySquareBlurMat;
}
else
{
displayBlurMat = _DisplayBlurMat;
}
CMaterial * matObjectFinal = displayBlurMat.getObjectPtr();
uint8 d = _DensityBloom;
CRGBA constCoeff(d, d, d, d);
matObjectFinal->texConstantColor(0, constCoeff);
// display quad
_Driver->drawQuad(_BlurQuad, displayBlurMat);
// disable vertex program
drvInternal->activeVertexProgram(NULL);
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::doBlur(bool horizontalBlur)
{
CVector2f blurVec;
ITexture * startTexture;
ITexture * endTexture;
// set displayed texture and render target texture of the pass
if (horizontalBlur)
{
blurVec = CVector2f(1.f, 0.f);
startTexture = _BlurFinalTex->getITexture();
endTexture = _BlurHorizontalTex->getITexture();
}
else
{
blurVec = CVector2f(0.f, 1.f);
startTexture = _BlurHorizontalTex->getITexture();
endTexture = _BlurFinalTex->getITexture();
}
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
CTextureUser txt(endTexture);
// initialize render target
if(!((CDriverUser *) _Driver)->setRenderTarget(txt, 0, 0, _BlurWidth, _BlurHeight))
{
nlwarning("setRenderTarget return false with blur texture for bloom effect\n");
return;
}
// initialize vertex program
drvInternal->activeVertexProgram(TextureOffsetVertexProgram);
drvInternal->setUniform4f(IDriver::VertexProgram, 8, 255.f, 255.f, 255.f, 255.f);
drvInternal->setUniform4f(IDriver::VertexProgram, 9, 0.0f, 0.f, 0.f, 1.f);
// set several decal constants in order to obtain in the render target texture a mix of color
// of a texel and its neighbored texels on the axe of the pass.
float decalL, decal2L, decalR, decal2R;
if (drvInternal->textureCoordinateAlternativeMode())
{
if (horizontalBlur)
{
decalL = 0.5f;
decal2L = -0.5f;
decalR = 1.5f;
decal2R = 2.5f;
}
else
{
decalL = 0.0f;
decal2L = -1.0f;
decalR = 1.0f;
decal2R = 2.0f;
}
}
else
{
decalL = -0.5f;
decal2L = -1.5f;
decalR = 0.5f;
decal2R = 1.5f;
}
drvInternal->setUniform2f(IDriver::VertexProgram, 10, (decalR/(float)_BlurWidth)*blurVec.x, (decalR/(float)_BlurHeight)*blurVec.y);
drvInternal->setUniform2f(IDriver::VertexProgram, 11, (decal2R/(float)_BlurWidth)*blurVec.x, (decal2R/(float)_BlurHeight)*blurVec.y);
drvInternal->setUniform2f(IDriver::VertexProgram, 12, (decalL/(float)_BlurWidth)*blurVec.x, (decalL/(float)_BlurHeight)*blurVec.y);
drvInternal->setUniform2f(IDriver::VertexProgram, 13, (decal2L/(float)_BlurWidth)*blurVec.x, (decal2L/(float)_BlurHeight)*blurVec.y);
// initialize material textures
CMaterial * matObject = _BlurMat.getObjectPtr();
matObject->setTexture(0, startTexture);
matObject->setTexture(1, startTexture);
matObject->setTexture(2, startTexture);
matObject->setTexture(3, startTexture);
// display
_Driver->drawQuad(_BlurQuad, _BlurMat);
// disable render target and vertex program
drvInternal->activeVertexProgram(NULL);
CTextureUser cu;
((CDriverUser *)_Driver)->setRenderTarget(cu, 0, 0, 0, 0);
}
}; // NL3D