3D: Cleanup bloom effect
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5 changed files with 169 additions and 319 deletions
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@ -31,6 +31,7 @@ namespace NL3D
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class UDriver;
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class UDriver;
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class UScene;
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class UScene;
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class CTextureUser;
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//-----------------------------------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------------------------------
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//---------------------------------------- CBloomEffect -----------------------------------------------------
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//---------------------------------------- CBloomEffect -----------------------------------------------------
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@ -52,19 +53,14 @@ public:
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// Destructor
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// Destructor
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~CBloomEffect();
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~CBloomEffect();
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// Called after the Driver initialization to indicate if OpenGL or Direct3D is used.
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// Called after the Driver initialization.
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// They are some differences in bloom algorithm depending on this API choice.
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void init();
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// If bloom effect is activated and supported, private method init() is called to initialize
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// textures and materials.
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// initBloomEffect = false => directx
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// initBloomEffect = true => opengl
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void init(bool initBloomEffect);
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// must be called before init
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// must be called before init
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void setDriver(UDriver *driver) { _Driver = driver; }
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void setDriver(UDriver *driver) { _Driver = driver; }
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UDriver* getDriver() const { return _Driver; }
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UDriver* getDriver() const { return _Driver; }
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// must be called before initBloom
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// must be called before applyBloom
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void setScene(UScene *scene) { _Scene = scene; }
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void setScene(UScene *scene) { _Scene = scene; }
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UScene* getScene() const { return _Scene; }
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UScene* getScene() const { return _Scene; }
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@ -76,6 +72,9 @@ public:
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void setDensityBloom(uint8 densityBloom) { _DensityBloom = densityBloom; }
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void setDensityBloom(uint8 densityBloom) { _DensityBloom = densityBloom; }
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uint8 getDensityBloom() const { return _DensityBloom; }
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uint8 getDensityBloom() const { return _DensityBloom; }
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// Applies bloom to the current render target, if backbuffer is true the final image is rendered to the backbuffer instead of to a render target
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void applyBloom(bool backbuffer);
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// Called at the beginning of renderAll method in the main loop, if window has been resized,
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// Called at the beginning of renderAll method in the main loop, if window has been resized,
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// reinitialize bloom textures according to new window size.
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// reinitialize bloom textures according to new window size.
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// The bloom texture (_InitText attribute) which is used as render target during scene render
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// The bloom texture (_InitText attribute) which is used as render target during scene render
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@ -83,11 +82,11 @@ public:
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// If window size exceeds 256*256 the textures used to apply blur are reinitialized with
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// If window size exceeds 256*256 the textures used to apply blur are reinitialized with
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// 256*256 size. If a dimension is less than 256, the texture is initialized with the nearer
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// 256*256 size. If a dimension is less than 256, the texture is initialized with the nearer
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// power of 2, lower than this window dimension.
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// power of 2, lower than this window dimension.
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void initBloom();
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// void initBloom();
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// Called at the end of renderAll method in the main loop, recover stretched texture, apply
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// Called at the end of renderAll method in the main loop, recover stretched texture, apply
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// both blur passes, and the blending operation between initial render target and the blured one.
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// both blur passes, and the blending operation between initial render target and the blured one.
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void endBloom();
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// void endBloom();
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// In OpenGL, the use of FBO implies that Z buffer values of scene render have been stored in
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// In OpenGL, the use of FBO implies that Z buffer values of scene render have been stored in
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// a depth render target. Then, to display 3D interfaces, we must display them in the same FBO,
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// a depth render target. Then, to display 3D interfaces, we must display them in the same FBO,
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@ -95,15 +94,12 @@ public:
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// This method is called at the end of interfaces display in the main loop, to display final render target
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// This method is called at the end of interfaces display in the main loop, to display final render target
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// (with added interfaces) in the color frame buffer.
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// (with added interfaces) in the color frame buffer.
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// NB : In Direct3D, the final render target is displayed at the end of endBloom call.
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// NB : In Direct3D, the final render target is displayed at the end of endBloom call.
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void endInterfacesDisplayBloom();
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// void endInterfacesDisplayBloom();
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private:
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private:
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// Initialize textures and materials.
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void init();
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// Initialize a bloom texture with new dimensions.
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// Initialize a bloom texture with new dimensions.
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void initTexture(NLMISC::CSmartPtr<NL3D::ITexture> & tex, bool isMode2D, uint32 width, uint32 height);
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// void initTexture(NLMISC::CSmartPtr<NL3D::ITexture> & tex, bool isMode2D, uint32 width, uint32 height);
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// Called in endBloom method to build a blurred texture. Two passes (then two calls)
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// Called in endBloom method to build a blurred texture. Two passes (then two calls)
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// are necessary : horizontal and vertical.
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// are necessary : horizontal and vertical.
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@ -130,6 +126,7 @@ private:
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// density of bloom
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// density of bloom
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uint8 _DensityBloom;
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uint8 _DensityBloom;
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/*
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// render target textures
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// render target textures
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// used to display scene
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// used to display scene
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NLMISC::CSmartPtr<NL3D::ITexture> _InitText;
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NLMISC::CSmartPtr<NL3D::ITexture> _InitText;
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@ -140,12 +137,13 @@ private:
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NLMISC::CSmartPtr<NL3D::ITexture> _BlurHorizontalTex;
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NLMISC::CSmartPtr<NL3D::ITexture> _BlurHorizontalTex;
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// original render target
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// original render target
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NLMISC::CSmartPtr<NL3D::ITexture> _OriginalRenderTarget;
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NLMISC::CSmartPtr<NL3D::ITexture> _OriginalRenderTarget;
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*/
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// materials
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// materials
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// used to display first texture in doBlur passes.
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// used to display first texture in doBlur passes.
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NL3D::UMaterial _BlurMat;
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NL3D::UMaterial _BlurMat;
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// used to display final render target texture in endInterfacesDisplayBloom call (OpenGL).
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// used to display final render target texture onto the backbuffer
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NL3D::UMaterial _DisplayInitMat;
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NL3D::UMaterial _DisplayInitMat;
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// used to blend initial scene render target texture and blur texture according to a
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// used to blend initial scene render target texture and blur texture according to a
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// dest+src - dest*src blend operation.
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// dest+src - dest*src blend operation.
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@ -158,19 +156,23 @@ private:
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NLMISC::CQuadUV _BlurQuad;
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NLMISC::CQuadUV _BlurQuad;
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NLMISC::CQuadUV _DisplayQuad;
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NLMISC::CQuadUV _DisplayQuad;
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// openGL or Direct3D?
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bool _InitBloomEffect;
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// textures and materials already initialized?
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// textures and materials already initialized?
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bool _Init;
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bool _Init;
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// current window dimensions
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// current window dimensions
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uint32 _WndWidth;
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/*uint32 _WndWidth;
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uint32 _WndHeight;
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uint32 _WndHeight;*/
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// Temporary variables used during applyBloom(...) ->
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// current blur texture dimensions
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// current blur texture dimensions
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uint32 _BlurWidth;
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uint32 _BlurWidth;
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uint32 _BlurHeight;
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uint32 _BlurHeight;
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// used as stretched texture from _InitText, as displayed texture in first blur pass,
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// and as render target in second blur pass.
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CTextureUser *_BlurFinalTex;
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// used as render target in first blur pass, and as displayed texture on second blur pass.
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CTextureUser *_BlurHorizontalTex;
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// <-
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};
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};
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} // NL3D
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} // NL3D
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@ -72,79 +72,49 @@ CBloomEffect::CBloomEffect()
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_SquareBloom = true;
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_SquareBloom = true;
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_DensityBloom = 128;
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_DensityBloom = 128;
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_Init = false;
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_Init = false;
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_InitBloomEffect = false;
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_BlurFinalTex = NULL;
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_BlurHorizontalTex = NULL;
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}
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}
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//-----------------------------------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------------------------------
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CBloomEffect::~CBloomEffect()
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CBloomEffect::~CBloomEffect()
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{
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{
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if(_Init)
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if (_Init)
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{
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{
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if(!_DisplayInitMat.empty())
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if (!_DisplayInitMat.empty())
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{
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{
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_DisplayInitMat.getObjectPtr()->setTexture(0, NULL);
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if (_Driver) _Driver->deleteMaterial(_DisplayInitMat);
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if (_Driver) _Driver->deleteMaterial(_DisplayInitMat);
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}
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}
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_InitText = NULL;
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if(!_DisplayBlurMat.empty())
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if (!_DisplayBlurMat.empty())
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{
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{
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_DisplayBlurMat.getObjectPtr()->setTexture(0, NULL);
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if (_Driver) _Driver->deleteMaterial(_DisplayBlurMat);
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if (_Driver) _Driver->deleteMaterial(_DisplayBlurMat);
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}
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}
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if(!_DisplaySquareBlurMat.empty())
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if (!_DisplaySquareBlurMat.empty())
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{
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{
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_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, NULL);
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_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, NULL);
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if (_Driver) _Driver->deleteMaterial(_DisplaySquareBlurMat);
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if (_Driver) _Driver->deleteMaterial(_DisplaySquareBlurMat);
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}
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}
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if(!_BlurMat.empty())
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if (!_BlurMat.empty())
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{
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{
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_BlurMat.getObjectPtr()->setTexture(0, NULL);
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_BlurMat.getObjectPtr()->setTexture(1, NULL);
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_BlurMat.getObjectPtr()->setTexture(2, NULL);
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_BlurMat.getObjectPtr()->setTexture(3, NULL);
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if (_Driver) _Driver->deleteMaterial(_BlurMat);
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if (_Driver) _Driver->deleteMaterial(_BlurMat);
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}
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}
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_BlurHorizontalTex = NULL;
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_BlurFinalTex = NULL;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------------------------------
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void CBloomEffect::init(bool initBloomEffect)
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{
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_InitBloomEffect = initBloomEffect;
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if(((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
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init();
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}
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//-----------------------------------------------------------------------------------------------------------
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void CBloomEffect::init()
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void CBloomEffect::init()
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{
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{
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_WndWidth = _Driver->getWindowWidth();
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if (!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
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_WndHeight = _Driver->getWindowHeight();
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return;
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_BlurWidth = 256;
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_BlurWidth = 256;
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_BlurHeight = 256;
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_BlurHeight = 256;
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// initialize textures
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_InitText = NULL;
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_BlurHorizontalTex = NULL;
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_BlurFinalTex = NULL;
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if(_InitBloomEffect)
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{
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initTexture(_InitText, false, _WndWidth, _WndHeight);
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}
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initTexture(_BlurFinalTex, true, _BlurWidth, _BlurHeight);
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initTexture(_BlurHorizontalTex, true, _BlurWidth, _BlurHeight);
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// initialize blur material
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// initialize blur material
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_BlurMat = _Driver->createMaterial();
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_BlurMat = _Driver->createMaterial();
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CMaterial * matObject = _BlurMat.getObjectPtr();
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CMaterial * matObject = _BlurMat.getObjectPtr();
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@ -188,20 +158,16 @@ void CBloomEffect::init()
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matObject->texEnvArg2RGB(3, CMaterial::Previous, CMaterial::SrcColor);
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matObject->texEnvArg2RGB(3, CMaterial::Previous, CMaterial::SrcColor);
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// initialize display materials
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// initialize display materials
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if(_InitBloomEffect)
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{
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_DisplayInitMat = _Driver->createMaterial();
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_DisplayInitMat = _Driver->createMaterial();
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CMaterial * matObjectInit = _DisplayInitMat.getObjectPtr();
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CMaterial * matObjectInit = _DisplayInitMat.getObjectPtr();
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_DisplayInitMat.initUnlit();
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_DisplayInitMat.initUnlit();
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_DisplayInitMat.setColor(CRGBA::White);
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_DisplayInitMat.setColor(CRGBA::White);
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_DisplayInitMat.setBlend (false);
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_DisplayInitMat.setBlend(false);
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_DisplayInitMat.setAlphaTest (false);
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_DisplayInitMat.setAlphaTest (false);
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matObjectInit->setBlendFunc (CMaterial::one, CMaterial::zero);
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matObjectInit->setBlendFunc(CMaterial::one, CMaterial::zero);
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matObjectInit->setZWrite(false);
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matObjectInit->setZWrite(false);
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matObjectInit->setZFunc(CMaterial::always);
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matObjectInit->setZFunc(CMaterial::always);
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matObjectInit->setDoubleSided(true);
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matObjectInit->setDoubleSided(true);
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matObjectInit->setTexture(0, _InitText);
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}
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// initialize linear blur material
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// initialize linear blur material
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_DisplayBlurMat = _Driver->createMaterial();
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_DisplayBlurMat = _Driver->createMaterial();
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@ -214,7 +180,7 @@ void CBloomEffect::init()
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matObjectFinal->setZFunc(CMaterial::always);
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matObjectFinal->setZFunc(CMaterial::always);
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matObjectFinal->setDoubleSided(true);
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matObjectFinal->setDoubleSided(true);
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matObjectFinal->setTexture(0, _BlurFinalTex);
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// matObjectFinal->setTexture(0, _BlurFinalTex);
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matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
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matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
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matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
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matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
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matObjectFinal->setZFunc(CMaterial::always);
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matObjectFinal->setZFunc(CMaterial::always);
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matObjectFinal->setDoubleSided(true);
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matObjectFinal->setDoubleSided(true);
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matObjectFinal->setTexture(0, _BlurFinalTex);
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matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
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matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
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matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
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matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
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matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
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matObjectFinal->setTexture(1, _BlurFinalTex);
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matObjectFinal->texEnvOpRGB(1, CMaterial::Modulate);
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matObjectFinal->texEnvOpRGB(1, CMaterial::Modulate);
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matObjectFinal->texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
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matObjectFinal->texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
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matObjectFinal->texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
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matObjectFinal->texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
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@ -245,148 +209,74 @@ void CBloomEffect::init()
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_DisplayQuad.V1 = CVector(1.f, 0.f, 0.5f);
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_DisplayQuad.V1 = CVector(1.f, 0.f, 0.5f);
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_DisplayQuad.V2 = CVector(1.f, 1.f, 0.5f);
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_DisplayQuad.V2 = CVector(1.f, 1.f, 0.5f);
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_DisplayQuad.V3 = CVector(0.f, 1.f, 0.5f);
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_DisplayQuad.V3 = CVector(0.f, 1.f, 0.5f);
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_DisplayQuad.Uv0 = CUV(0.f, 0.f);
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_DisplayQuad.Uv1 = CUV(1.f, 0.f);
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_DisplayQuad.Uv2 = CUV(1.f, 1.f);
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_DisplayQuad.Uv3 = CUV(0.f, 1.f);
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_BlurQuad.V0 = CVector(-1.f, -1.f, 0.5f);
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_BlurQuad.V0 = CVector(-1.f, -1.f, 0.5f);
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_BlurQuad.V1 = CVector(1.f, -1.f, 0.5f);
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_BlurQuad.V1 = CVector(1.f, -1.f, 0.5f);
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_BlurQuad.V2 = CVector(1.f, 1.f, 0.5f);
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_BlurQuad.V2 = CVector(1.f, 1.f, 0.5f);
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_BlurQuad.V3 = CVector(-1.f, 1.f, 0.5f);
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_BlurQuad.V3 = CVector(-1.f, 1.f, 0.5f);
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_BlurQuad.Uv0 = CUV(0.f, 0.f);
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_BlurQuad.Uv1 = CUV(1.f, 0.f);
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_BlurQuad.Uv2 = CUV(1.f, 1.f);
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_BlurQuad.Uv3 = CUV(0.f, 1.f);
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_Init = true;
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_Init = true;
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}
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}
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//-----------------------------------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------------------------------
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void CBloomEffect::initTexture(CSmartPtr<ITexture> & tex, bool isMode2D, uint32 width, uint32 height)
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void CBloomEffect::applyBloom(bool backbuffer)
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{
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{
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NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
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if (!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
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tex = new CTextureBloom();
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tex->setReleasable(false);
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tex->resize(width, height);
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tex->setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
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tex->setWrapS(ITexture::Clamp);
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tex->setWrapT(ITexture::Clamp);
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((CTextureBloom *)tex.getPtr())->mode2D(isMode2D);
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if(tex->TextureDrvShare==NULL || tex->TextureDrvShare->DrvTexture.getPtr()==NULL)
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{
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tex->setRenderTarget(true);
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drvInternal->setupTexture(*tex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
void CBloomEffect::initBloom() // clientcfg
|
|
||||||
{
|
|
||||||
if(!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
|
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// don't activate bloom when PolygonMode is different from Filled
|
// don't activate bloom when PolygonMode is different from Filled
|
||||||
if (_Driver->getPolygonMode() != UDriver::Filled) return;
|
if (_Driver->getPolygonMode() != UDriver::Filled) return;
|
||||||
|
|
||||||
if(_Driver->getWindowWidth()==0 || _Driver->getWindowHeight()==0)
|
if (_Driver->getWindowWidth()==0 || _Driver->getWindowHeight()==0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if(!_Init)
|
if (!_Init)
|
||||||
init();
|
init();
|
||||||
|
|
||||||
_OriginalRenderTarget = static_cast<CDriverUser *>(_Driver)->getDriver()->getRenderTarget();
|
CDriverUser *dru = static_cast<CDriverUser *>(_Driver);
|
||||||
|
IDriver *drv = dru->getDriver();
|
||||||
|
|
||||||
// if window resize, reinitialize textures
|
NL3D::ITexture *renderTarget = drv->getRenderTarget();
|
||||||
if(_WndWidth!=_Driver->getWindowWidth() || _WndHeight!=_Driver->getWindowHeight())
|
nlassert(renderTarget);
|
||||||
{
|
nlassert(renderTarget->isBloomTexture());
|
||||||
_WndWidth = _Driver->getWindowWidth();
|
|
||||||
_WndHeight = _Driver->getWindowHeight();
|
|
||||||
|
|
||||||
if(_InitBloomEffect)
|
uint width = renderTarget->getWidth();
|
||||||
{
|
uint height = renderTarget->getHeight();
|
||||||
// release old SmartPtr
|
bool mode2D = static_cast<CTextureBloom *>(renderTarget)->isMode2D();
|
||||||
_DisplayInitMat.getObjectPtr()->setTexture(0, NULL);
|
nlassert(renderTarget->getUploadFormat() == ITexture::Auto);
|
||||||
_InitText = NULL;
|
|
||||||
|
|
||||||
initTexture(_InitText, false, _WndWidth, _WndHeight);
|
if (width >= 256) _BlurWidth = 256;
|
||||||
|
else _BlurWidth = raiseToNextPowerOf2(width) / 2;
|
||||||
|
if (height >= 256) _BlurHeight = 256;
|
||||||
|
else _BlurHeight = raiseToNextPowerOf2(height) / 2;
|
||||||
|
|
||||||
_DisplayInitMat.getObjectPtr()->setTexture(0, _InitText);
|
nlassert(!_BlurFinalTex);
|
||||||
}
|
_BlurFinalTex = _Driver->getRenderTargetManager().getRenderTarget(_BlurWidth, _BlurHeight, true);
|
||||||
|
nlassert(!_BlurHorizontalTex);
|
||||||
|
_BlurHorizontalTex = _Driver->getRenderTargetManager().getRenderTarget(_BlurWidth, _BlurHeight, true);
|
||||||
|
|
||||||
bool reinitBlurTextures = false;
|
_DisplayBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex->getITexture());
|
||||||
if(_WndWidth<_BlurWidth || _WndHeight<_BlurHeight)
|
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex->getITexture());
|
||||||
{
|
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, _BlurFinalTex->getITexture());
|
||||||
_BlurWidth = raiseToNextPowerOf2(_WndWidth)/2;
|
|
||||||
_BlurHeight = raiseToNextPowerOf2(_WndHeight)/2;
|
|
||||||
|
|
||||||
reinitBlurTextures = true;
|
CTextureUser texNull;
|
||||||
}
|
dru->setRenderTarget(texNull);
|
||||||
|
|
||||||
if(_WndWidth>256 && _BlurWidth!=256)
|
// Stretch original render target into blur texture
|
||||||
{
|
CTextureUser txt1(renderTarget);
|
||||||
_BlurWidth = 256;
|
CTextureUser txt2(_BlurFinalTex->getITexture());
|
||||||
reinitBlurTextures = true;
|
CRect rect1(0, 0, width, height);
|
||||||
}
|
|
||||||
|
|
||||||
if(_WndHeight>256 && _BlurHeight!=256)
|
|
||||||
{
|
|
||||||
_BlurHeight = 256;
|
|
||||||
reinitBlurTextures = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(reinitBlurTextures)
|
|
||||||
{
|
|
||||||
// release old SmartPtr
|
|
||||||
_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);
|
|
||||||
|
|
||||||
_BlurHorizontalTex = NULL;
|
|
||||||
_BlurFinalTex = NULL;
|
|
||||||
|
|
||||||
initTexture(_BlurFinalTex, true, _BlurWidth, _BlurHeight);
|
|
||||||
initTexture(_BlurHorizontalTex, true, _BlurWidth, _BlurHeight);
|
|
||||||
|
|
||||||
_DisplayBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex);
|
|
||||||
|
|
||||||
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, _BlurFinalTex);
|
|
||||||
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, _BlurFinalTex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!_OriginalRenderTarget)
|
|
||||||
{
|
|
||||||
NL3D::CTextureUser txt = (_InitBloomEffect) ? (CTextureUser(_InitText)) : (CTextureUser());
|
|
||||||
if(!(static_cast<CDriverUser *>(_Driver)->setRenderTarget(txt, 0, 0, _WndWidth, _WndHeight)))
|
|
||||||
{
|
|
||||||
nlwarning("setRenderTarget return false with initial texture for bloom effect\n");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
void CBloomEffect::endBloom() // clientcfg
|
|
||||||
{
|
|
||||||
if(!_Driver->supportBloomEffect() || !_Init)
|
|
||||||
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;
|
|
||||||
|
|
||||||
CTextureUser txt1 = _OriginalRenderTarget ? CTextureUser(_OriginalRenderTarget) : ((_InitBloomEffect) ? (CTextureUser(_InitText)) : (CTextureUser()));
|
|
||||||
CTextureUser txt2(_BlurFinalTex);
|
|
||||||
CRect rect1(0, 0, _WndWidth, _WndHeight);
|
|
||||||
CRect rect2(0, 0, _BlurWidth, _BlurHeight);
|
CRect rect2(0, 0, _BlurWidth, _BlurHeight);
|
||||||
// stretch rect
|
dru->stretchRect(_Scene, txt1, rect1, txt2, rect2);
|
||||||
((CDriverUser *) _Driver)->stretchRect(_Scene, txt1 , rect1,
|
|
||||||
txt2, rect2);
|
|
||||||
|
|
||||||
// horizontal blur pass
|
// horizontal blur pass
|
||||||
doBlur(true);
|
doBlur(true);
|
||||||
|
@ -395,7 +285,38 @@ void CBloomEffect::endBloom() // clientcfg
|
||||||
doBlur(false);
|
doBlur(false);
|
||||||
|
|
||||||
// apply blur with a blend operation
|
// apply blur with a blend operation
|
||||||
|
drv->setRenderTarget(renderTarget);
|
||||||
applyBlur();
|
applyBlur();
|
||||||
|
|
||||||
|
// draw final result to backbuffer if last effect
|
||||||
|
if (backbuffer)
|
||||||
|
{
|
||||||
|
CTextureUser texNull;
|
||||||
|
dru->setRenderTarget(texNull);
|
||||||
|
|
||||||
|
_DisplayInitMat.getObjectPtr()->setTexture(0, renderTarget);
|
||||||
|
|
||||||
|
UCamera pCam = _Scene->getCam();
|
||||||
|
_Driver->setMatrixMode2D11();
|
||||||
|
_Driver->drawQuad(_DisplayQuad, _DisplayInitMat);
|
||||||
|
_Driver->setMatrixMode3D(pCam);
|
||||||
|
}
|
||||||
|
|
||||||
|
// cleanup material texture references
|
||||||
|
_DisplayInitMat.getObjectPtr()->setTexture(0, NULL);
|
||||||
|
_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;
|
||||||
}
|
}
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------------------------------------
|
||||||
|
@ -404,49 +325,6 @@ void CBloomEffect::applyBlur()
|
||||||
{
|
{
|
||||||
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
|
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
|
||||||
|
|
||||||
/*if (_OriginalRenderTarget)
|
|
||||||
{
|
|
||||||
CTextureUser txt(_OriginalRenderTarget);
|
|
||||||
if(!(static_cast<CDriverUser *>(_Driver)->setRenderTarget(txt, 0, 0, _WndWidth, _WndHeight)))
|
|
||||||
{
|
|
||||||
nlwarning("setRenderTarget return false with original render target for bloom effect\n");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// in opengl, display in init texture
|
|
||||||
else if(_InitBloomEffect)
|
|
||||||
{
|
|
||||||
CTextureUser txt(_InitText);
|
|
||||||
if(!(static_cast<CDriverUser *>(_Driver)->setRenderTarget(txt, 0, 0, _WndWidth, _WndHeight)))
|
|
||||||
{
|
|
||||||
nlwarning("setRenderTarget return false with initial texture for bloom effect\n");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
CTextureUser txtApply = _OriginalRenderTarget ? CTextureUser(_OriginalRenderTarget) : ((_InitBloomEffect) ? (CTextureUser(_InitText)) : (CTextureUser()));
|
|
||||||
if(!(static_cast<CDriverUser *>(_Driver)->setRenderTarget(txtApply, 0, 0, _WndWidth, _WndHeight)))
|
|
||||||
{
|
|
||||||
nlwarning("setRenderTarget return false with initial texture for bloom effect\n");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// display blur texture
|
|
||||||
// initialize blur texture coordinates
|
|
||||||
if(_InitBloomEffect)
|
|
||||||
{
|
|
||||||
_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);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_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);
|
|
||||||
}
|
|
||||||
|
|
||||||
// initialize vertex program
|
// initialize vertex program
|
||||||
drvInternal->activeVertexProgram(TextureOffsetVertexProgram);
|
drvInternal->activeVertexProgram(TextureOffsetVertexProgram);
|
||||||
drvInternal->setUniform4f(IDriver::VertexProgram, 8, 255.f, 255.f, 255.f, 255.f);
|
drvInternal->setUniform4f(IDriver::VertexProgram, 8, 255.f, 255.f, 255.f, 255.f);
|
||||||
|
@ -478,50 +356,6 @@ void CBloomEffect::applyBlur()
|
||||||
drvInternal->activeVertexProgram(NULL);
|
drvInternal->activeVertexProgram(NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
void CBloomEffect::endInterfacesDisplayBloom() // clientcfg
|
|
||||||
{
|
|
||||||
// Render from render target to screen if necessary.
|
|
||||||
// Don't do this when the blend was done to the screen or when rendering to a user provided rendertarget.
|
|
||||||
if ((_OriginalRenderTarget.getPtr() == NULL) && _InitBloomEffect)
|
|
||||||
{
|
|
||||||
if(!_Driver->supportBloomEffect() || !_Init)
|
|
||||||
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;
|
|
||||||
|
|
||||||
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
|
|
||||||
CTextureUser txtNull;
|
|
||||||
((CDriverUser *)_Driver)->setRenderTarget(txtNull, 0, 0, 0, 0);
|
|
||||||
|
|
||||||
// initialize texture coordinates
|
|
||||||
float newU = drvInternal->isTextureRectangle(_InitText) ? (float)_WndWidth : 1.f;
|
|
||||||
float newV = drvInternal->isTextureRectangle(_InitText) ? (float)_WndHeight : 1.f;
|
|
||||||
|
|
||||||
_DisplayQuad.Uv0 = CUV(0.f, 0.f);
|
|
||||||
_DisplayQuad.Uv1 = CUV(newU, 0.f);
|
|
||||||
_DisplayQuad.Uv2 = CUV(newU, newV);
|
|
||||||
_DisplayQuad.Uv3 = CUV(0.f, newV);
|
|
||||||
|
|
||||||
// init material texture
|
|
||||||
// CMaterial * matObjectInit = _DisplayInitMat.getObjectPtr();
|
|
||||||
|
|
||||||
// display
|
|
||||||
UCamera pCam = _Scene->getCam();
|
|
||||||
_Driver->setMatrixMode2D11();
|
|
||||||
_Driver->drawQuad(_DisplayQuad, _DisplayInitMat);
|
|
||||||
_Driver->setMatrixMode3D(pCam);
|
|
||||||
}
|
|
||||||
|
|
||||||
_OriginalRenderTarget = NULL;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
void CBloomEffect::doBlur(bool horizontalBlur)
|
void CBloomEffect::doBlur(bool horizontalBlur)
|
||||||
|
@ -531,17 +365,17 @@ void CBloomEffect::doBlur(bool horizontalBlur)
|
||||||
ITexture * endTexture;
|
ITexture * endTexture;
|
||||||
|
|
||||||
// set displayed texture and render target texture of the pass
|
// set displayed texture and render target texture of the pass
|
||||||
if(horizontalBlur)
|
if (horizontalBlur)
|
||||||
{
|
{
|
||||||
blurVec = CVector2f(1.f, 0.f);
|
blurVec = CVector2f(1.f, 0.f);
|
||||||
startTexture = _BlurFinalTex;
|
startTexture = _BlurFinalTex->getITexture();
|
||||||
endTexture = _BlurHorizontalTex;
|
endTexture = _BlurHorizontalTex->getITexture();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
blurVec = CVector2f(0.f, 1.f);
|
blurVec = CVector2f(0.f, 1.f);
|
||||||
startTexture = _BlurHorizontalTex;
|
startTexture = _BlurHorizontalTex->getITexture();
|
||||||
endTexture = _BlurFinalTex;
|
endTexture = _BlurFinalTex->getITexture();
|
||||||
}
|
}
|
||||||
|
|
||||||
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
|
NL3D::IDriver *drvInternal = ((CDriverUser *) _Driver)->getDriver();
|
||||||
|
@ -561,20 +395,20 @@ void CBloomEffect::doBlur(bool horizontalBlur)
|
||||||
// set several decal constants in order to obtain in the render target texture a mix of color
|
// 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.
|
// of a texel and its neighbored texels on the axe of the pass.
|
||||||
float decalL, decal2L, decalR, decal2R;
|
float decalL, decal2L, decalR, decal2R;
|
||||||
if(_InitBloomEffect)
|
// if(_InitBloomEffect)
|
||||||
{
|
// {
|
||||||
decalL = -0.5f;
|
decalL = -0.5f;
|
||||||
decal2L = -1.5f;
|
decal2L = -1.5f;
|
||||||
decalR = 0.5f;
|
decalR = 0.5f;
|
||||||
decal2R = 1.5f;
|
decal2R = 1.5f;
|
||||||
}
|
// }
|
||||||
else
|
// else
|
||||||
{
|
// {
|
||||||
decalL = 0.f;
|
// decalL = 0.f;
|
||||||
decal2L = -1.f;
|
// decal2L = -1.f;
|
||||||
decalR = 1.f;
|
// decalR = 1.f;
|
||||||
decal2R = 2.f;
|
// decal2R = 2.f;
|
||||||
}
|
// }
|
||||||
drvInternal->setUniform2f(IDriver::VertexProgram, 10, (decalR/(float)_BlurWidth)*blurVec.x, (decalR/(float)_BlurHeight)*blurVec.y);
|
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, 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, 12, (decalL/(float)_BlurWidth)*blurVec.x, (decalL/(float)_BlurHeight)*blurVec.y);
|
||||||
|
@ -587,12 +421,6 @@ void CBloomEffect::doBlur(bool horizontalBlur)
|
||||||
matObject->setTexture(2, startTexture);
|
matObject->setTexture(2, startTexture);
|
||||||
matObject->setTexture(3, startTexture);
|
matObject->setTexture(3, startTexture);
|
||||||
|
|
||||||
// initialize quad
|
|
||||||
_BlurQuad.Uv0 = CUV(0.0f, 0.0f);
|
|
||||||
_BlurQuad.Uv1 = CUV(1.f, 0.0f);
|
|
||||||
_BlurQuad.Uv2 = CUV(1.f, 1.f);
|
|
||||||
_BlurQuad.Uv3 = CUV(0.0f, 1.f);
|
|
||||||
|
|
||||||
// display
|
// display
|
||||||
UCamera pCam = _Scene->getCam();
|
UCamera pCam = _Scene->getCam();
|
||||||
_Driver->setMatrixMode2D11();
|
_Driver->setMatrixMode2D11();
|
||||||
|
|
|
@ -1161,7 +1161,7 @@ void prelogInit()
|
||||||
CBloomEffect::getInstance().setDriver(Driver);
|
CBloomEffect::getInstance().setDriver(Driver);
|
||||||
|
|
||||||
// init bloom effect
|
// init bloom effect
|
||||||
CBloomEffect::getInstance().init(driver != UDriver::Direct3d);
|
CBloomEffect::getInstance().init();
|
||||||
|
|
||||||
if (StereoDisplay) // VR_CONFIG
|
if (StereoDisplay) // VR_CONFIG
|
||||||
{
|
{
|
||||||
|
|
|
@ -43,6 +43,8 @@
|
||||||
#include "nel/3d/u_instance_material.h"
|
#include "nel/3d/u_instance_material.h"
|
||||||
#include "nel/3d/u_cloud_scape.h"
|
#include "nel/3d/u_cloud_scape.h"
|
||||||
#include "nel/3d/stereo_hmd.h"
|
#include "nel/3d/stereo_hmd.h"
|
||||||
|
#include "nel/3d/render_target_manager.h"
|
||||||
|
#include "nel/3d/driver_user.h"
|
||||||
// game share
|
// game share
|
||||||
#include "game_share/brick_types.h"
|
#include "game_share/brick_types.h"
|
||||||
#include "game_share/light_cycle.h"
|
#include "game_share/light_cycle.h"
|
||||||
|
@ -561,13 +563,18 @@ void clearBuffers()
|
||||||
|
|
||||||
void renderScene(bool forceFullDetail, bool bloom)
|
void renderScene(bool forceFullDetail, bool bloom)
|
||||||
{
|
{
|
||||||
|
CTextureUser *effectRenderTarget = NULL;
|
||||||
if (bloom)
|
if (bloom)
|
||||||
{
|
{
|
||||||
// set bloom parameters before applying bloom effect
|
// set bloom parameters before applying bloom effect
|
||||||
CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
|
CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
|
||||||
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
|
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
|
||||||
// init bloom
|
// init bloom
|
||||||
CBloomEffect::getInstance().initBloom();
|
// CBloomEffect::getInstance().initBloom();
|
||||||
|
uint32 winw, winh;
|
||||||
|
Driver->getWindowSize(winw, winh);
|
||||||
|
effectRenderTarget = Driver->getRenderTargetManager().getRenderTarget(winw, winh);
|
||||||
|
static_cast<CDriverUser *>(Driver)->setRenderTarget(*effectRenderTarget);
|
||||||
}
|
}
|
||||||
if (forceFullDetail)
|
if (forceFullDetail)
|
||||||
{
|
{
|
||||||
|
@ -583,8 +590,9 @@ void renderScene(bool forceFullDetail, bool bloom)
|
||||||
if (bloom)
|
if (bloom)
|
||||||
{
|
{
|
||||||
// apply bloom effect
|
// apply bloom effect
|
||||||
CBloomEffect::getInstance().endBloom();
|
// CBloomEffect::getInstance().endBloom();
|
||||||
CBloomEffect::getInstance().endInterfacesDisplayBloom();
|
// CBloomEffect::getInstance().endInterfacesDisplayBloom();
|
||||||
|
CBloomEffect::getInstance().applyBloom(effectRenderTarget != NULL); // TODO
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1622,6 +1630,7 @@ bool mainLoop()
|
||||||
|
|
||||||
uint i = 0;
|
uint i = 0;
|
||||||
uint bloomStage = 0;
|
uint bloomStage = 0;
|
||||||
|
CTextureUser *effectRenderTarget = NULL;
|
||||||
while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
|
while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
|
||||||
{
|
{
|
||||||
++i;
|
++i;
|
||||||
|
@ -1664,14 +1673,20 @@ bool mainLoop()
|
||||||
{
|
{
|
||||||
if (Render)
|
if (Render)
|
||||||
{
|
{
|
||||||
if (!StereoDisplay && ClientCfg.Bloom) // NO VR BLOOMZ
|
if (ClientCfg.Bloom && bloomStage == 0)
|
||||||
{
|
{
|
||||||
nlassert(bloomStage == 0);
|
|
||||||
// set bloom parameters before applying bloom effect
|
// set bloom parameters before applying bloom effect
|
||||||
CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
|
CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
|
||||||
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
|
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
|
||||||
// start bloom effect (just before the first scene element render)
|
// start bloom effect (just before the first scene element render)
|
||||||
CBloomEffect::instance().initBloom();
|
if (!StereoDisplay) // FIXME: Assumes rendering to render target...!
|
||||||
|
{
|
||||||
|
uint32 winw, winh;
|
||||||
|
Driver->getWindowSize(winw, winh);
|
||||||
|
effectRenderTarget = Driver->getRenderTargetManager().getRenderTarget(winw, winh);
|
||||||
|
static_cast<CDriverUser *>(Driver)->setRenderTarget(*effectRenderTarget);
|
||||||
|
}
|
||||||
|
// CBloomEffect::instance().initBloom();
|
||||||
bloomStage = 1;
|
bloomStage = 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1714,13 +1729,18 @@ bool mainLoop()
|
||||||
// Render
|
// Render
|
||||||
if (Render)
|
if (Render)
|
||||||
{
|
{
|
||||||
if (!StereoDisplay && ClientCfg.Bloom && bloomStage == 1) // NO VR BLOOMZ
|
if (ClientCfg.Bloom && bloomStage == 1)
|
||||||
{
|
{
|
||||||
// End the actual bloom effect visible in the scene.
|
// End the actual bloom effect visible in the scene.
|
||||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||||
CBloomEffect::instance().endBloom();
|
CBloomEffect::instance().applyBloom(effectRenderTarget != NULL);
|
||||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||||
bloomStage = 2;
|
if (effectRenderTarget)
|
||||||
|
{
|
||||||
|
Driver->getRenderTargetManager().recycleRenderTarget(effectRenderTarget);
|
||||||
|
effectRenderTarget = NULL;
|
||||||
|
}
|
||||||
|
bloomStage = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// for that frame and
|
// for that frame and
|
||||||
|
@ -1841,14 +1861,14 @@ bool mainLoop()
|
||||||
|
|
||||||
// special case in OpenGL : all scene has been display in render target,
|
// special case in OpenGL : all scene has been display in render target,
|
||||||
// now, final texture is display with a quad
|
// now, final texture is display with a quad
|
||||||
if (!StereoDisplay && !ClientCfg.Light && ClientCfg.Bloom && Render && bloomStage == 2) // NO VR BLOOMZ
|
/*if (!ClientCfg.Light && ClientCfg.Bloom && Render && bloomStage == 2) // NO VR BLOOMZ
|
||||||
{
|
{
|
||||||
// End bloom effect system after drawing the 3d interface (z buffer related).
|
// End bloom effect system after drawing the 3d interface (z buffer related).
|
||||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||||
CBloomEffect::instance().endInterfacesDisplayBloom();
|
CBloomEffect::instance().endInterfacesDisplayBloom();
|
||||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||||
bloomStage = 0;
|
bloomStage = 0;
|
||||||
}
|
}*/
|
||||||
}
|
}
|
||||||
|
|
||||||
{
|
{
|
||||||
|
|
|
@ -373,7 +373,7 @@ void initIngame()
|
||||||
// initialize bloom effect
|
// initialize bloom effect
|
||||||
CBloomEffect::instance().setDriver(Driver);
|
CBloomEffect::instance().setDriver(Driver);
|
||||||
CBloomEffect::instance().setScene(Scene);
|
CBloomEffect::instance().setScene(Scene);
|
||||||
CBloomEffect::instance().init(ConfigFile->getVar("OpenGL").asInt() == 1);
|
CBloomEffect::instance().init();
|
||||||
CConfiguration::setAndCallback("SquareBloom", cbSquareBloom);
|
CConfiguration::setAndCallback("SquareBloom", cbSquareBloom);
|
||||||
CConfiguration::setAndCallback("DensityBloom", cbDensityBloom);
|
CConfiguration::setAndCallback("DensityBloom", cbDensityBloom);
|
||||||
CConfiguration::setAndCallback("EnableBloom", cbEnableBloom);
|
CConfiguration::setAndCallback("EnableBloom", cbEnableBloom);
|
||||||
|
@ -763,12 +763,12 @@ void loopIngame()
|
||||||
if (!StereoDisplay || StereoDisplay->wantClear())
|
if (!StereoDisplay || StereoDisplay->wantClear())
|
||||||
{
|
{
|
||||||
|
|
||||||
if (s_EnableBloom)
|
/*if (s_EnableBloom)
|
||||||
{
|
{
|
||||||
nlassert(bloomStage == 0);
|
nlassert(bloomStage == 0);
|
||||||
CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
|
CBloomEffect::instance().initBloom(); // start bloom effect (just before the first scene element render)
|
||||||
bloomStage = 1;
|
bloomStage = 1;
|
||||||
}
|
}*/
|
||||||
|
|
||||||
// 01. Render Driver (background color)
|
// 01. Render Driver (background color)
|
||||||
Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
|
Driver->clearBuffers(CRGBA(0, 0, 127)); // clear all buffers, if you see this blue there's a problem with scene rendering
|
||||||
|
@ -788,14 +788,14 @@ void loopIngame()
|
||||||
|
|
||||||
if (!StereoDisplay || StereoDisplay->wantInterface3D())
|
if (!StereoDisplay || StereoDisplay->wantInterface3D())
|
||||||
{
|
{
|
||||||
if (s_EnableBloom && bloomStage == 1)
|
/*if (s_EnableBloom && bloomStage == 1)
|
||||||
{
|
{
|
||||||
// End the actual bloom effect visible in the scene.
|
// End the actual bloom effect visible in the scene.
|
||||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||||
CBloomEffect::instance().endBloom();
|
CBloomEffect::instance().endBloom();
|
||||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||||
bloomStage = 2;
|
bloomStage = 2;
|
||||||
}
|
}*/
|
||||||
|
|
||||||
// 06. Render Interface 3D (player names)
|
// 06. Render Interface 3D (player names)
|
||||||
// ...
|
// ...
|
||||||
|
@ -803,14 +803,14 @@ void loopIngame()
|
||||||
|
|
||||||
if (!StereoDisplay || StereoDisplay->wantInterface2D())
|
if (!StereoDisplay || StereoDisplay->wantInterface2D())
|
||||||
{
|
{
|
||||||
if (s_EnableBloom && bloomStage == 2)
|
/*if (s_EnableBloom && bloomStage == 2)
|
||||||
{
|
{
|
||||||
// End bloom effect system after drawing the 3d interface (z buffer related).
|
// End bloom effect system after drawing the 3d interface (z buffer related).
|
||||||
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
|
||||||
CBloomEffect::instance().endInterfacesDisplayBloom();
|
CBloomEffect::instance().endInterfacesDisplayBloom();
|
||||||
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
|
||||||
bloomStage = 0;
|
bloomStage = 0;
|
||||||
}
|
}*/
|
||||||
|
|
||||||
// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
|
// 07. Render Interface 2D (chatboxes etc, optionally does have 3d)
|
||||||
updateCompass(); // Update the compass
|
updateCompass(); // Update the compass
|
||||||
|
|
Loading…
Reference in a new issue