Adjust render target handling for effects
--HG-- branch : multipass-stereo
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6c3bcc2439
commit
e88dedf00c
5 changed files with 103 additions and 78 deletions
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@ -72,8 +72,8 @@ public:
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void setDensityBloom(uint8 densityBloom) { _DensityBloom = 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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// Applies bloom to the current render target
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void applyBloom();
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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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@ -143,8 +143,6 @@ private:
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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 onto the backbuffer
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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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// dest+src - dest*src blend operation.
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NL3D::UMaterial _DisplayBlurMat;
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@ -154,7 +152,6 @@ private:
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// quads
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NLMISC::CQuadUV _BlurQuad;
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NLMISC::CQuadUV _DisplayQuad;
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// textures and materials already initialized?
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bool _Init;
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@ -83,11 +83,6 @@ CBloomEffect::~CBloomEffect()
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{
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if (_Init)
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{
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if (!_DisplayInitMat.empty())
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{
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if (_Driver) _Driver->deleteMaterial(_DisplayInitMat);
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}
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if (!_DisplayBlurMat.empty())
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{
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if (_Driver) _Driver->deleteMaterial(_DisplayBlurMat);
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@ -160,18 +155,6 @@ void CBloomEffect::init()
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matObject->texEnvArg1RGB(3, CMaterial::Constant, CMaterial::SrcColor);
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matObject->texEnvArg2RGB(3, CMaterial::Previous, CMaterial::SrcColor);
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// initialize display materials
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_DisplayInitMat = _Driver->createMaterial();
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CMaterial * matObjectInit = _DisplayInitMat.getObjectPtr();
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_DisplayInitMat.initUnlit();
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_DisplayInitMat.setColor(CRGBA::White);
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_DisplayInitMat.setBlend(false);
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_DisplayInitMat.setAlphaTest (false);
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matObjectInit->setBlendFunc(CMaterial::one, CMaterial::zero);
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matObjectInit->setZWrite(false);
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matObjectInit->setZFunc(CMaterial::always);
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matObjectInit->setDoubleSided(true);
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// initialize linear blur material
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_DisplayBlurMat = _Driver->createMaterial();
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CMaterial * matObjectFinal = _DisplayBlurMat.getObjectPtr();
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@ -208,15 +191,6 @@ void CBloomEffect::init()
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matObjectFinal->texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
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// initialize quads
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_DisplayQuad.V0 = CVector(0.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.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.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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@ -241,7 +215,7 @@ void CBloomEffect::init()
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//-----------------------------------------------------------------------------------------------------------
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void CBloomEffect::applyBloom(bool backbuffer)
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void CBloomEffect::applyBloom()
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{
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if (!((CDriverUser *)_Driver)->getDriver()->supportBloomEffect())
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return;
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@ -301,22 +275,7 @@ void CBloomEffect::applyBloom(bool backbuffer)
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drv->setRenderTarget(renderTarget);
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applyBlur();
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// draw final result to backbuffer if last effect
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if (backbuffer)
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{
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CTextureUser texNull;
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dru->setRenderTarget(texNull);
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_DisplayInitMat.getObjectPtr()->setTexture(0, renderTarget);
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UCamera pCam = _Scene->getCam();
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_Driver->setMatrixMode2D11();
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_Driver->drawQuad(_DisplayQuad, _DisplayInitMat);
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_Driver->setMatrixMode3D(pCam);
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}
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// cleanup material texture references
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_DisplayInitMat.getObjectPtr()->setTexture(0, NULL);
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_DisplayBlurMat.getObjectPtr()->setTexture(0, NULL);
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_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, NULL);
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_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, NULL);
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@ -40,6 +40,7 @@
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#include "nel/3d/u_cloud_scape.h"
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#include "nel/3d/u_shape_bank.h"
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#include "nel/3d/u_water_env_map.h"
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#include "nel/3d/material.h"
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// Sound
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#include "nel/sound/u_audio_mixer.h"
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// Client
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@ -136,6 +137,9 @@ std::string LoadingBitmapFilename;
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uint64 StartInitTime = 0;
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uint64 StartPlayTime = 0;
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UMaterial EffectMaterial;
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NLMISC::CQuadUV EffectQuad;
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// texture for the logos
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std::vector<UTextureFile*> LogoBitmaps;
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@ -568,6 +572,29 @@ void initMainLoop()
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// use this scene for bloom effect
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CBloomEffect::getInstance().setScene(Scene);
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if (EffectMaterial.empty())
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{
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EffectMaterial = Driver->createMaterial();
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CMaterial *mat = EffectMaterial.getObjectPtr();
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EffectMaterial.initUnlit();
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EffectMaterial.setColor(CRGBA::White);
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EffectMaterial.setBlend(false);
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EffectMaterial.setAlphaTest (false);
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mat->setBlendFunc(CMaterial::one, CMaterial::zero);
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mat->setZWrite(false);
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mat->setZFunc(CMaterial::always);
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mat->setDoubleSided(true);
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}
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EffectQuad.V0 = CVector(0.f, 0.f, 0.5f);
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EffectQuad.V1 = CVector(1.f, 0.f, 0.5f);
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EffectQuad.V2 = CVector(1.f, 1.f, 0.5f);
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EffectQuad.V3 = CVector(0.f, 1.f, 0.5f);
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EffectQuad.Uv0 = CUV(0.f, 0.f);
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EffectQuad.Uv1 = CUV(1.f, 0.f);
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EffectQuad.Uv2 = CUV(1.f, 1.f);
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EffectQuad.Uv3 = CUV(0.f, 1.f);
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CLandscapePolyDrawer::getInstance().initLandscapePolyDrawingCallback();
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@ -185,6 +185,9 @@ extern std::vector<UTextureFile*> LogoBitmaps;
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extern bool IsInRingSession;
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extern std::string UsedFSAddr;
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extern UMaterial EffectMaterial;
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extern NLMISC::CQuadUV EffectQuad;
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// temp
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extern NLMISC::CValueSmoother smoothFPS;
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extern NLMISC::CValueSmoother moreSmoothFPS;
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@ -569,8 +572,8 @@ void renderScene(bool forceFullDetail, bool bloom)
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// set bloom parameters before applying bloom effect
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CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
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CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
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// init bloom
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// CBloomEffect::getInstance().initBloom();
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// init effect render target
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uint32 winw, winh;
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Driver->getWindowSize(winw, winh);
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effectRenderTarget = Driver->getRenderTargetManager().getRenderTarget(winw, winh);
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@ -590,9 +593,25 @@ void renderScene(bool forceFullDetail, bool bloom)
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if (bloom)
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{
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// apply bloom effect
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// CBloomEffect::getInstance().endBloom();
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// CBloomEffect::getInstance().endInterfacesDisplayBloom();
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CBloomEffect::getInstance().applyBloom(effectRenderTarget != NULL); // TODO
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CBloomEffect::getInstance().applyBloom();
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// draw final result to backbuffer
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CDriverUser *dru = static_cast<CDriverUser *>(Driver);
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CTextureUser texNull;
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dru->setRenderTarget(texNull);
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EffectMaterial.getObjectPtr()->setTexture(0, effectRenderTarget->getITexture());
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UCamera pCam = Scene->getCam();
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Driver->setMatrixMode2D11();
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Driver->drawQuad(EffectQuad, EffectMaterial);
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Driver->setMatrixMode3D(pCam);
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EffectMaterial.getObjectPtr()->setTexture(0, NULL);
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Driver->getRenderTargetManager().recycleRenderTarget(effectRenderTarget);
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effectRenderTarget = NULL;
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}
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}
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@ -1629,8 +1648,24 @@ bool mainLoop()
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}
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uint i = 0;
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uint bloomStage = 0;
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bool effectRender = false;
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CTextureUser *effectRenderTarget = NULL;
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bool haveEffects = Render && ClientCfg.Bloom;
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if (haveEffects)
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{
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if (!StereoDisplay)
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{
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uint32 winw, winh;
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Driver->getWindowSize(winw, winh);
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effectRenderTarget = Driver->getRenderTargetManager().getRenderTarget(winw, winh);
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static_cast<CDriverUser *>(Driver)->setRenderTarget(*effectRenderTarget);
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}
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if (ClientCfg.Bloom)
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{
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CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
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CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
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}
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}
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while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
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{
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++i;
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@ -1673,22 +1708,7 @@ bool mainLoop()
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{
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if (Render)
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{
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if (ClientCfg.Bloom && bloomStage == 0)
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{
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// set bloom parameters before applying bloom effect
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CBloomEffect::getInstance().setSquareBloom(ClientCfg.SquareBloom);
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CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
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// start bloom effect (just before the first scene element render)
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if (!StereoDisplay) // FIXME: Assumes rendering to render target...!
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{
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uint32 winw, winh;
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Driver->getWindowSize(winw, winh);
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effectRenderTarget = Driver->getRenderTargetManager().getRenderTarget(winw, winh);
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static_cast<CDriverUser *>(Driver)->setRenderTarget(*effectRenderTarget);
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}
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// CBloomEffect::instance().initBloom();
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bloomStage = 1;
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}
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effectRender = haveEffects;
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}
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// Clear buffers
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@ -1729,18 +1749,15 @@ bool mainLoop()
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// Render
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if (Render)
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{
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if (ClientCfg.Bloom && bloomStage == 1)
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if (effectRender)
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{
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if (ClientCfg.Bloom)
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{
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// End the actual bloom effect visible in the scene.
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if (StereoDisplay) Driver->setViewport(NL3D::CViewport());
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CBloomEffect::instance().applyBloom(effectRenderTarget != NULL);
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CBloomEffect::instance().applyBloom();
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if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport());
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if (effectRenderTarget)
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{
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Driver->getRenderTargetManager().recycleRenderTarget(effectRenderTarget);
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effectRenderTarget = NULL;
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}
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bloomStage = 0;
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effectRender = false;
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}
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// for that frame and
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@ -2182,6 +2199,27 @@ bool mainLoop()
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}
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} /* stereo pass */
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if (effectRenderTarget)
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{
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// draw final result to backbuffer
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CDriverUser *dru = static_cast<CDriverUser *>(Driver);
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CTextureUser texNull;
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dru->setRenderTarget(texNull);
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EffectMaterial.getObjectPtr()->setTexture(0, effectRenderTarget->getITexture());
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UCamera pCam = Scene->getCam();
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Driver->setMatrixMode2D11();
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Driver->drawQuad(EffectQuad, EffectMaterial);
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Driver->setMatrixMode3D(pCam);
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EffectMaterial.getObjectPtr()->setTexture(0, NULL);
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Driver->getRenderTargetManager().recycleRenderTarget(effectRenderTarget);
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effectRenderTarget = NULL;
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}
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// Draw to screen.
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static CQuat MainCamOri;
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if (FirstFrame)
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@ -120,6 +120,7 @@ extern bool userChar;
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extern bool serverReceivedReady;
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extern bool CharNameValidArrived;
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extern UMaterial EffectMaterial;
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extern void releaseContextualCursor();
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extern void selectTipsOfTheDay (uint tips);
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@ -585,6 +586,9 @@ void release()
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// Delete the driver.
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if(Driver)
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{
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if (!EffectMaterial.empty())
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Driver->deleteMaterial(EffectMaterial);
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// Release the prim
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PrimFiles.release (*Driver);
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