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139 lines
6.1 KiB
C++
139 lines
6.1 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_BLOOM_EFFECT_H
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#define NL_BLOOM_EFFECT_H
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// Misc
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#include "nel/misc/singleton.h"
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#include "nel/misc/vector_2f.h"
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// 3D
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#include "nel/3d/texture.h"
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//-----------------------------------------------------------------------------------------------------------
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//---------------------------------------- CBloomEffect -----------------------------------------------------
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//-----------------------------------------------------------------------------------------------------------
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// CBloomEffect class apply a bloom effect on all scene appart from interfaces. All scene is rendered in a
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// render target (a Frame Buffer Object on OpengL, the normal back buffer in Direct3D) which is stretched
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// in a 256*256 another render target.
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// We apply a horizontal blur on this 256*256 render target, then a vertical blur on the result of this first pass.
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// The final blured render target is blend with the initial render target of scene, with a dest + src - dest*src
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// blend operation.
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//-----------------------------------------------------------------------------------------------------------
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class CBloomEffect : public NLMISC::CSingleton<CBloomEffect>
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{
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public:
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/// Constructor
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CBloomEffect();
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// Destructor
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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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// They are some differences in bloom algorithm in function of this API choice.
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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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void init(bool initBloomEffect);
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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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// The bloom texture (_InitText attribute) which is used as render target during scene render
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// is reinitialized with window dimensions.
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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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// power of 2, lower than this window dimension.
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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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// the 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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// 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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// to keep correct Z tests.
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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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// 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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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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void initTexture(NLMISC::CSmartPtr<NL3D::ITexture> & tex, bool isMode2D, uint32 width, uint32 height);
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// Called in endBloom method to build a blured texture. Two passes (then two calls)
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// are necessary : horizontal and vertical.
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// For the first pass, blur is applied horizontally to stretched texture _BlurFinalTex and recover in
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// _BlurHorizontalTex render target texure.
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// For the second pass, blur is applied vertically to precedent _BlurHorizontalTex texture and recover
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// in _BlurFinalTex render target texture.
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// For each pass, thanks to a vertex program, first texture is displayed with several little decals
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// in order to obtain in the render target texture a mix of color of a texel and its neighbored texels
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// on the axe of the pass.
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void doBlur(bool horizontalBlur);
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// Called in endBloom method after the both doBlur passes. Apply blend operation between intial render target
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// texture _InitText of scene and the blured texture _BlurFinalTex.
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void applyBlur();
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// render target textures
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// used to display scene
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NLMISC::CSmartPtr<NL3D::ITexture> _InitText;
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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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NLMISC::CSmartPtr<NL3D::ITexture> _BlurFinalTex;
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// used as rander target in first blur pass, and as displayed texture on second blur pass.
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NLMISC::CSmartPtr<NL3D::ITexture> _BlurHorizontalTex;
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// materials
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// used to display first texture in doBlur passes.
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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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NL3D::UMaterial _DisplayInitMat;
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// used to blend intial scene render target texture and blur texture according to a
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// dest+src - dest*src blend operation.
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NL3D::UMaterial _DisplayBlurMat;
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// used to blend intial scene render target texture and blur texture according to a
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// dest+src - dest*src blend operation, with a square stage operation.
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NL3D::UMaterial _DisplaySquareBlurMat;
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// quads
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NLMISC::CQuadUV _BlurQuad;
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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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bool _Init;
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// current window dimensions
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uint32 _WndWidth;
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uint32 _WndHeight;
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// current blur texture dimensions
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uint32 _BlurWidth;
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uint32 _BlurHeight;
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};
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#endif
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