//// GlowEffect.cpp// interface/src/renderer//// Created by Andrzej Kapolka on 8/7/13.// Copyright 2013 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// // include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL#include <gpu/GPUConfig.h> #include <QOpenGLFramebufferObject>#include <QWindow> #include <PathUtils.h>#include <PerfStat.h> #include "GlowEffect.h"#include "ProgramObject.h"#include "RenderUtil.h"#include "TextureCache.h"#include "RenderUtilsLogging.h" #include "gpu/GLBackend.h" GlowEffect::GlowEffect() : _initialized(false), _isOddFrame(false), _isFirstFrame(true), _intensity(0.0f), _enabled(false) {} GlowEffect::~GlowEffect() { if (_initialized) { delete _addProgram; delete _horizontalBlurProgram; delete _verticalBlurAddProgram; delete _verticalBlurProgram; delete _addSeparateProgram; delete _diffuseProgram; }} gpu::FramebufferPointer GlowEffect::getFreeFramebuffer() const { return (_isOddFrame ? DependencyManager::get<TextureCache>()->getSecondaryFramebuffer(): DependencyManager::get<TextureCache>()->getTertiaryFramebuffer());} static ProgramObject* createProgram(const QString& name) { ProgramObject* program = new ProgramObject(); program->addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/" + name + ".frag"); program->link(); program->bind(); program->setUniformValue("originalTexture", 0); program->release(); return program;} void GlowEffect::init(bool enabled) { if (_initialized) { qCDebug(renderutils, "[ERROR] GlowEffeect is already initialized."); return; } _addProgram = createProgram("glow_add"); _horizontalBlurProgram = createProgram("horizontal_blur"); _verticalBlurAddProgram = createProgram("vertical_blur_add"); _verticalBlurProgram = createProgram("vertical_blur"); _addSeparateProgram = createProgram("glow_add_separate"); _diffuseProgram = createProgram("diffuse"); _verticalBlurAddProgram->bind(); _verticalBlurAddProgram->setUniformValue("horizontallyBlurredTexture", 1); _verticalBlurAddProgram->release(); _addSeparateProgram->bind(); _addSeparateProgram->setUniformValue("blurredTexture", 1); _addSeparateProgram->release(); _diffuseProgram->bind(); _diffuseProgram->setUniformValue("diffusedTexture", 1); _diffuseProgram->release(); _diffusionScaleLocation = _diffuseProgram->uniformLocation("diffusionScale"); _initialized = true; _enabled = enabled;} void GlowEffect::prepare(RenderArgs* renderArgs) { auto primaryFBO = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer(); GLuint fbo = gpu::GLBackend::getFramebufferID(primaryFBO); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); _isEmpty = true; _isOddFrame = !_isOddFrame;} void GlowEffect::begin(RenderArgs* renderArgs, float intensity) { // store the current intensity and add the new amount _intensityStack.push(_intensity); glBlendColor(0.0f, 0.0f, 0.0f, _intensity += intensity); _isEmpty &= (_intensity == 0.0f);} void GlowEffect::end(RenderArgs* renderArgs) { // restore the saved intensity glBlendColor(0.0f, 0.0f, 0.0f, _intensity = _intensityStack.pop());} gpu::FramebufferPointer GlowEffect::render(RenderArgs* renderArgs) { PerformanceTimer perfTimer("glowEffect"); auto textureCache = DependencyManager::get<TextureCache>(); auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer()); glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID()); auto framebufferSize = textureCache->getFrameBufferSize(); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); gpu::FramebufferPointer destFBO = textureCache->getSecondaryFramebuffer(); if (!_enabled || _isEmpty) { // copy the primary to the screen glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO)); glBindFramebuffer(GL_READ_FRAMEBUFFER, primaryFBO); glBlitFramebuffer( 0, 0, framebufferSize.width(), framebufferSize.height(), 0, 0, framebufferSize.width(), framebufferSize.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST); } else { // diffuse into the secondary/tertiary (alternating between frames) auto oldDiffusedFBO = textureCache->getSecondaryFramebuffer(); auto newDiffusedFBO = textureCache->getTertiaryFramebuffer(); if (_isOddFrame) { qSwap(oldDiffusedFBO, newDiffusedFBO); } glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(newDiffusedFBO)); if (_isFirstFrame) { glClear(GL_COLOR_BUFFER_BIT); } else { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(oldDiffusedFBO->getRenderBuffer(0))); _diffuseProgram->bind(); _diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / framebufferSize.width(), 1.0f / framebufferSize.height()); renderFullscreenQuad(); _diffuseProgram->release(); } destFBO = oldDiffusedFBO; glBindFramebuffer(GL_FRAMEBUFFER, 0); // add diffused texture to the primary glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(newDiffusedFBO->getRenderBuffer(0))); glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO)); glViewport(0, 0, framebufferSize.width(), framebufferSize.height()); _addSeparateProgram->bind(); renderFullscreenQuad(); _addSeparateProgram->release(); glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE0); } glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glBindTexture(GL_TEXTURE_2D, 0); _isFirstFrame = false; return destFBO;} void GlowEffect::toggleGlowEffect(bool enabled) { _enabled = enabled;} Glower::Glower(float amount) { RenderArgs renderArgs; DependencyManager::get<GlowEffect>()->begin(&renderArgs, amount);}Glower::Glower(RenderArgs* renderArgs, float amount) : _renderArgs(renderArgs) { DependencyManager::get<GlowEffect>()->begin(_renderArgs, amount);} Glower::~Glower() { DependencyManager::get<GlowEffect>()->end(_renderArgs);}
//
// GlowEffect.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 8/7/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include <gpu/GPUConfig.h>
#include <QOpenGLFramebufferObject>
#include <QWindow>
#include <PathUtils.h>
#include <PerfStat.h>
#include "GlowEffect.h"
#include "ProgramObject.h"
#include "RenderUtil.h"
#include "TextureCache.h"
#include "RenderUtilsLogging.h"
#include "gpu/GLBackend.h"
GlowEffect::GlowEffect()
: _initialized(false),
_isOddFrame(false),
_isFirstFrame(true),
_intensity(0.0f),
_enabled(false) {
}
GlowEffect::~GlowEffect() {
if (_initialized) {
delete _addProgram;
delete _horizontalBlurProgram;
delete _verticalBlurAddProgram;
delete _verticalBlurProgram;
delete _addSeparateProgram;
delete _diffuseProgram;
}
}
gpu::FramebufferPointer GlowEffect::getFreeFramebuffer() const {
return (_isOddFrame ?
DependencyManager::get<TextureCache>()->getSecondaryFramebuffer():
DependencyManager::get<TextureCache>()->getTertiaryFramebuffer());
}
static ProgramObject* createProgram(const QString& name) {
ProgramObject* program = new ProgramObject();
program->addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/" + name + ".frag");
program->link();
program->bind();
program->setUniformValue("originalTexture", 0);
program->release();
return program;
}
void GlowEffect::init(bool enabled) {
if (_initialized) {
qCDebug(renderutils, "[ERROR] GlowEffeect is already initialized.");
return;
}
_addProgram = createProgram("glow_add");
_horizontalBlurProgram = createProgram("horizontal_blur");
_verticalBlurAddProgram = createProgram("vertical_blur_add");
_verticalBlurProgram = createProgram("vertical_blur");
_addSeparateProgram = createProgram("glow_add_separate");
_diffuseProgram = createProgram("diffuse");
_verticalBlurAddProgram->bind();
_verticalBlurAddProgram->setUniformValue("horizontallyBlurredTexture", 1);
_verticalBlurAddProgram->release();
_addSeparateProgram->bind();
_addSeparateProgram->setUniformValue("blurredTexture", 1);
_addSeparateProgram->release();
_diffuseProgram->bind();
_diffuseProgram->setUniformValue("diffusedTexture", 1);
_diffuseProgram->release();
_diffusionScaleLocation = _diffuseProgram->uniformLocation("diffusionScale");
_initialized = true;
_enabled = enabled;
}
void GlowEffect::prepare(RenderArgs* renderArgs) {
auto primaryFBO = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
GLuint fbo = gpu::GLBackend::getFramebufferID(primaryFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_isEmpty = true;
_isOddFrame = !_isOddFrame;
}
void GlowEffect::begin(RenderArgs* renderArgs, float intensity) {
// store the current intensity and add the new amount
_intensityStack.push(_intensity);
glBlendColor(0.0f, 0.0f, 0.0f, _intensity += intensity);
_isEmpty &= (_intensity == 0.0f);
}
void GlowEffect::end(RenderArgs* renderArgs) {
// restore the saved intensity
glBlendColor(0.0f, 0.0f, 0.0f, _intensity = _intensityStack.pop());
}
gpu::FramebufferPointer GlowEffect::render(RenderArgs* renderArgs) {
PerformanceTimer perfTimer("glowEffect");
auto textureCache = DependencyManager::get<TextureCache>();
auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer());
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, textureCache->getPrimaryColorTextureID());
auto framebufferSize = textureCache->getFrameBufferSize();
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
gpu::FramebufferPointer destFBO = textureCache->getSecondaryFramebuffer();
if (!_enabled || _isEmpty) {
// copy the primary to the screen
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
glBindFramebuffer(GL_READ_FRAMEBUFFER, primaryFBO);
glBlitFramebuffer(
0, 0, framebufferSize.width(), framebufferSize.height(),
0, 0, framebufferSize.width(), framebufferSize.height(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
} else {
// diffuse into the secondary/tertiary (alternating between frames)
auto oldDiffusedFBO =
textureCache->getSecondaryFramebuffer();
auto newDiffusedFBO =
textureCache->getTertiaryFramebuffer();
if (_isOddFrame) {
qSwap(oldDiffusedFBO, newDiffusedFBO);
}
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(newDiffusedFBO));
if (_isFirstFrame) {
glClear(GL_COLOR_BUFFER_BIT);
} else {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(oldDiffusedFBO->getRenderBuffer(0)));
_diffuseProgram->bind();
_diffuseProgram->setUniformValue(_diffusionScaleLocation, 1.0f / framebufferSize.width(), 1.0f / framebufferSize.height());
renderFullscreenQuad();
_diffuseProgram->release();
}
destFBO = oldDiffusedFBO;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// add diffused texture to the primary
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(newDiffusedFBO->getRenderBuffer(0)));
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
glViewport(0, 0, framebufferSize.width(), framebufferSize.height());
_addSeparateProgram->bind();
renderFullscreenQuad();
_addSeparateProgram->release();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
_isFirstFrame = false;
return destFBO;
}
void GlowEffect::toggleGlowEffect(bool enabled) {
_enabled = enabled;
}
Glower::Glower(float amount) {
RenderArgs renderArgs;
DependencyManager::get<GlowEffect>()->begin(&renderArgs, amount);
}
Glower::Glower(RenderArgs* renderArgs, float amount) : _renderArgs(renderArgs) {
DependencyManager::get<GlowEffect>()->begin(_renderArgs, amount);
}
Glower::~Glower() {
DependencyManager::get<GlowEffect>()->end(_renderArgs);
}