Removed: bloom_effect in client (the used version is in NeL)

This commit is contained in:
kervala 2010-05-22 08:30:25 +02:00
parent 0a24bd647d
commit 0be0186c68
2 changed files with 0 additions and 756 deletions

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@ -1,617 +0,0 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "bloom_effect.h"
// NEL3D
#include "nel/3d/u_driver.h"
#include "nel/3d/u_scene.h"
#include "nel/3d/u_camera.h"
//3D
#include "nel/3d/driver_user.h"
#include "nel/3d/texture_bloom.h"
#include "nel/3d/texture_user.h"
//client
#include "client_cfg.h"
using namespace NLMISC;
using namespace NL3D;
using namespace std;
// EXTERN
extern UDriver *Driver;
extern UScene *Scene;
// vertex program used to blur texture
static const char *TextureOffset =
"!!VP1.0 \n\
MOV o[COL0].x, c[8].x; \n\
MOV o[COL0].y, c[8].y; \n\
MOV o[COL0].z, c[8].z; \n\
MOV o[COL0].w, c[8].w; \n\
MOV o[HPOS].x, v[OPOS].x; \n\
MOV o[HPOS].y, v[OPOS].y; \n\
MOV o[HPOS].z, v[OPOS].z; \n\
MOV o[HPOS].w, c[9].w; \n\
ADD o[TEX0], v[TEX0], c[10]; \n\
ADD o[TEX1], v[TEX0], c[11]; \n\
ADD o[TEX2], v[TEX0], c[12]; \n\
ADD o[TEX3], v[TEX0], c[13]; \n\
END \n";
static CVertexProgram TextureOffsetVertexProgram(TextureOffset);
//-----------------------------------------------------------------------------------------------------------
CBloomEffect::CBloomEffect()
{
_Init = false;
_InitBloomEffect = false;
}
//-----------------------------------------------------------------------------------------------------------
CBloomEffect::~CBloomEffect()
{
if(_Init)
{
if(!_DisplayInitMat.empty())
{
_DisplayInitMat.getObjectPtr()->setTexture(0, NULL);
if (Driver) Driver->deleteMaterial(_DisplayInitMat);
}
_InitText = NULL;
if(!_DisplayBlurMat.empty())
{
_DisplayBlurMat.getObjectPtr()->setTexture(0, NULL);
if (Driver) Driver->deleteMaterial(_DisplayBlurMat);
}
if(!_DisplaySquareBlurMat.empty())
{
_DisplaySquareBlurMat.getObjectPtr()->setTexture(0, NULL);
_DisplaySquareBlurMat.getObjectPtr()->setTexture(1, NULL);
if (Driver) Driver->deleteMaterial(_DisplaySquareBlurMat);
}
if(!_BlurMat.empty())
{
_BlurMat.getObjectPtr()->setTexture(0, NULL);
_BlurMat.getObjectPtr()->setTexture(1, NULL);
_BlurMat.getObjectPtr()->setTexture(2, NULL);
_BlurMat.getObjectPtr()->setTexture(3, NULL);
if (Driver) Driver->deleteMaterial(_BlurMat);
}
_BlurHorizontalTex = NULL;
_BlurFinalTex = NULL;
}
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::init(bool initBloomEffect)
{
_InitBloomEffect = initBloomEffect;
if(ClientCfg.Bloom && ((CDriverUser *)Driver)->getDriver()->supportBloomEffect())
init();
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::init()
{
_WndWidth = Driver->getWindowWidth();
_WndHeight = Driver->getWindowHeight();
_BlurWidth = 256;
_BlurHeight = 256;
// initialize textures
_InitText = NULL;
_BlurHorizontalTex = NULL;
_BlurFinalTex = NULL;
if(_InitBloomEffect)
{
initTexture(_InitText, false, _WndWidth, _WndHeight);
}
initTexture(_BlurFinalTex, true, _BlurWidth, _BlurHeight);
initTexture(_BlurHorizontalTex, true, _BlurWidth, _BlurHeight);
// initialize blur material
_BlurMat = Driver->createMaterial();
CMaterial * matObject = _BlurMat.getObjectPtr();
_BlurMat.initUnlit();
_BlurMat.setColor(CRGBA::White);
_BlurMat.setBlend (false);
_BlurMat.setAlphaTest (false);
matObject->setBlendFunc (CMaterial::one, CMaterial::zero);
matObject->setZWrite(false);
matObject->setZFunc(CMaterial::always);
matObject->setDoubleSided(true);
// initialize stages of fixed pipeline
CRGBA constantCol1(85, 85, 85, 85);
CRGBA constantCol2(43, 43, 43, 43);
// stage 0
matObject->texConstantColor(0, constantCol1);
matObject->texEnvOpRGB(0, CMaterial::Modulate);
matObject->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
matObject->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
// stage 1
matObject->texConstantColor(1, constantCol2);
matObject->texEnvOpRGB(1, CMaterial::Mad);
matObject->texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
matObject->texEnvArg1RGB(1, CMaterial::Constant, CMaterial::SrcColor);
matObject->texEnvArg2RGB(1, CMaterial::Previous, CMaterial::SrcColor);
// stage 2
matObject->texConstantColor(2, constantCol1);
matObject->texEnvOpRGB(2, CMaterial::Mad);
matObject->texEnvArg0RGB(2, CMaterial::Texture, CMaterial::SrcColor);
matObject->texEnvArg1RGB(2, CMaterial::Constant, CMaterial::SrcColor);
matObject->texEnvArg2RGB(2, CMaterial::Previous, CMaterial::SrcColor);
// stage 3
matObject->texConstantColor(3, constantCol2);
matObject->texEnvOpRGB(3, CMaterial::Mad);
matObject->texEnvArg0RGB(3, CMaterial::Texture, CMaterial::SrcColor);
matObject->texEnvArg1RGB(3, CMaterial::Constant, CMaterial::SrcColor);
matObject->texEnvArg2RGB(3, CMaterial::Previous, CMaterial::SrcColor);
// initialize display materials
if(_InitBloomEffect)
{
_DisplayInitMat = Driver->createMaterial();
CMaterial * matObjectInit = _DisplayInitMat.getObjectPtr();
_DisplayInitMat.initUnlit();
_DisplayInitMat.setColor(CRGBA::White);
_DisplayInitMat.setBlend (false);
_DisplayInitMat.setAlphaTest (false);
matObjectInit->setBlendFunc (CMaterial::one, CMaterial::zero);
matObjectInit->setZWrite(false);
matObjectInit->setZFunc(CMaterial::always);
matObjectInit->setDoubleSided(true);
matObjectInit->setTexture(0, _InitText);
}
// initialize linear blur material
_DisplayBlurMat = Driver->createMaterial();
CMaterial * matObjectFinal = _DisplayBlurMat.getObjectPtr();
_DisplayBlurMat.initUnlit();
_DisplayBlurMat.setColor(CRGBA::White);
matObjectFinal->setBlend(true);
matObjectFinal->setBlendFunc(CMaterial::one, CMaterial::invsrccolor);
matObjectFinal->setZWrite(false);
matObjectFinal->setZFunc(CMaterial::always);
matObjectFinal->setDoubleSided(true);
matObjectFinal->setTexture(0, _BlurFinalTex);
matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
// initialize square blur material
_DisplaySquareBlurMat = Driver->createMaterial();
matObjectFinal = _DisplaySquareBlurMat.getObjectPtr();
_DisplaySquareBlurMat.initUnlit();
_DisplaySquareBlurMat.setColor(CRGBA::White);
matObjectFinal->setBlend(true);
matObjectFinal->setBlendFunc(CMaterial::one, CMaterial::invsrccolor);
matObjectFinal->setZWrite(false);
matObjectFinal->setZFunc(CMaterial::always);
matObjectFinal->setDoubleSided(true);
matObjectFinal->setTexture(0, _BlurFinalTex);
matObjectFinal->texEnvOpRGB(0, CMaterial::Modulate);
matObjectFinal->texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
matObjectFinal->texEnvArg1RGB(0, CMaterial::Constant, CMaterial::SrcColor);
matObjectFinal->setTexture(1, _BlurFinalTex);
matObjectFinal->texEnvOpRGB(1, CMaterial::Modulate);
matObjectFinal->texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
matObjectFinal->texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
// initialize quads
_DisplayQuad.V0 = CVector(0.f, 0.f, 0.5f);
_DisplayQuad.V1 = CVector(1.f, 0.f, 0.5f);
_DisplayQuad.V2 = CVector(1.f, 1.f, 0.5f);
_DisplayQuad.V3 = CVector(0.f, 1.f, 0.5f);
_BlurQuad.V0 = CVector(-1.f, -1.f, 0.5f);
_BlurQuad.V1 = CVector(1.f, -1.f, 0.5f);
_BlurQuad.V2 = CVector(1.f, 1.f, 0.5f);
_BlurQuad.V3 = CVector(-1.f, 1.f, 0.5f);
_Init = true;
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::initTexture(CSmartPtr<ITexture> & tex, bool isMode2D, uint32 width, uint32 height)
{
NL3D::IDriver *drvInternal = ((CDriverUser *) Driver)->getDriver();
tex = new CTextureBloom();
tex->setReleasable(false);
tex->resize(width, height);
tex->setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
tex->setWrapS(ITexture::Clamp);
tex->setWrapT(ITexture::Clamp);
((CTextureBloom *)tex.getPtr())->mode2D(isMode2D);
if(tex->TextureDrvShare==NULL || tex->TextureDrvShare->DrvTexture.getPtr()==NULL)
{
tex->setRenderTarget(true);
drvInternal->setupTexture(*tex);
}
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::initBloom()
{
if(!ClientCfg.Bloom || !((CDriverUser *)Driver)->getDriver()->supportBloomEffect())
return;
if(Driver->getWindowWidth()==0 || Driver->getWindowHeight()==0)
return;
if(!_Init)
init();
// if window resize, reinitialize textures
if(_WndWidth!=Driver->getWindowWidth() || _WndHeight!=Driver->getWindowHeight())
{
_WndWidth = Driver->getWindowWidth();
_WndHeight = Driver->getWindowHeight();
if(_InitBloomEffect)
{
// release old SmartPtr
_DisplayInitMat.getObjectPtr()->setTexture(0, NULL);
_InitText = NULL;
initTexture(_InitText, false, _WndWidth, _WndHeight);
_DisplayInitMat.getObjectPtr()->setTexture(0, _InitText);
}
bool reinitBlurTextures = false;
if(_WndWidth<_BlurWidth || _WndHeight<_BlurHeight)
{
_BlurWidth = raiseToNextPowerOf2(_WndWidth)/2;
_BlurHeight = raiseToNextPowerOf2(_WndHeight)/2;
reinitBlurTextures = true;
}
if(_WndWidth>256 && _BlurWidth!=256)
{
_BlurWidth = 256;
reinitBlurTextures = true;
}
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);
}
}
NL3D::CTextureUser *txt = (_InitBloomEffect) ? (new CTextureUser(_InitText)) : (new CTextureUser());
if(!((CDriverUser *) Driver)->setRenderTarget(*txt, 0, 0, _WndWidth, _WndHeight))
{
nlwarning("setRenderTarget return false with initial texture for bloom effect\n");
return;
}
delete txt;
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::endBloom()
{
if(!ClientCfg.Bloom || !Driver->supportBloomEffect() || !_Init)
return;
if(Driver->getWindowWidth()==0 || Driver->getWindowHeight()==0)
return;
CTextureUser *txt1 = (_InitBloomEffect) ? (new CTextureUser(_InitText)) : (new CTextureUser());
CTextureUser *txt2 = new CTextureUser(_BlurFinalTex);
CRect *rect1 = new CRect(0, 0, _WndWidth, _WndHeight);
CRect *rect2 = new CRect(0, 0, _BlurWidth, _BlurHeight);
// stretch rect
((CDriverUser *) Driver)->stretchRect(Scene, *txt1 , *rect1,
*txt2, *rect2);
// horizontal blur pass
doBlur(true);
// vertical blur pass
doBlur(false);
// apply blur with a blend operation
applyBlur();
delete txt1;
delete txt2;
delete rect1;
delete rect2;
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::applyBlur()
{
NL3D::IDriver *drvInternal = ((CDriverUser *) Driver)->getDriver();
// in opengl, display in init texture
if(_InitBloomEffect)
{
CTextureUser *txt = new CTextureUser(_InitText);
if(!((CDriverUser *) Driver)->setRenderTarget(*txt, 0, 0, _WndWidth, _WndHeight))
{
nlwarning("setRenderTarget return false with initial texture for bloom effect\n");
return;
}
delete txt;
}
// 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
drvInternal->activeVertexProgram(&TextureOffsetVertexProgram);
drvInternal->setConstant(8, 255.f, 255.f, 255.f, 255.f);
drvInternal->setConstant(9, 0.0f, 0.f, 0.f, 1.f);
// initialize blur material
UMaterial displayBlurMat;
if(ClientCfg.SquareBloom)
{
displayBlurMat = _DisplaySquareBlurMat;
}
else
{
displayBlurMat = _DisplayBlurMat;
}
CMaterial * matObjectFinal = displayBlurMat.getObjectPtr();
uint8 d = (uint8)ClientCfg.DensityBloom;
CRGBA constCoeff(d, d, d, d);
matObjectFinal->texConstantColor(0, constCoeff);
// display quad
UCamera pCam = Scene->getCam();
Driver->setMatrixMode2D11();
Driver->drawQuad(_BlurQuad, displayBlurMat);
Driver->setMatrixMode3D(pCam);
// disable vertex program
drvInternal->activeVertexProgram(NULL);
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::endInterfacesDisplayBloom()
{
if(_InitBloomEffect)
{
if(!ClientCfg.Bloom || !Driver->supportBloomEffect() || !_Init)
return;
if(Driver->getWindowWidth()==0 || Driver->getWindowHeight()==0)
return;
NL3D::IDriver *drvInternal = ((CDriverUser *) Driver)->getDriver();
CTextureUser *txt = new CTextureUser();
((CDriverUser *)Driver)->setRenderTarget(*txt, 0, 0, 0, 0);
delete txt;
// 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);
}
}
//-----------------------------------------------------------------------------------------------------------
void CBloomEffect::doBlur(bool horizontalBlur)
{
CVector2f blurVec;
ITexture * startTexture;
ITexture * endTexture;
// set displayed texture and render target texture of the pass
if(horizontalBlur)
{
blurVec = CVector2f(1.f, 0.f);
startTexture = _BlurFinalTex;
endTexture = _BlurHorizontalTex;
}
else
{
blurVec = CVector2f(0.f, 1.f);
startTexture = _BlurHorizontalTex;
endTexture = _BlurFinalTex;
}
NL3D::IDriver *drvInternal = ((CDriverUser *) Driver)->getDriver();
CTextureUser *txt = new CTextureUser(endTexture);
// initialize render target
if(!((CDriverUser *) Driver)->setRenderTarget(*txt, 0, 0, _BlurWidth, _BlurHeight))
{
nlwarning("setRenderTarget return false with blur texture for bloom effect\n");
return;
}
delete txt;
// initialize vertex program
drvInternal->activeVertexProgram(&TextureOffsetVertexProgram);
drvInternal->setConstant(8, 255.f, 255.f, 255.f, 255.f);
drvInternal->setConstant(9, 0.0f, 0.f, 0.f, 1.f);
// set several decal constants in order to obtain in the render target texture a mix of color
// of a texel and its neighbored texels on the axe of the pass.
float decalL, decal2L, decalR, decal2R;
if(_InitBloomEffect)
{
decalL = -0.5f;
decal2L = -1.5f;
decalR = 0.5f;
decal2R = 1.5f;
}
else
{
decalL = 0.f;
decal2L = -1.f;
decalR = 1.f;
decal2R = 2.f;
}
drvInternal->setConstant(10, (decalR/(float)_BlurWidth)*blurVec.x, (decalR/(float)_BlurHeight)*blurVec.y, 0.f, 0.f);
drvInternal->setConstant(11, (decal2R/(float)_BlurWidth)*blurVec.x, (decal2R/(float)_BlurHeight)*blurVec.y, 0.f, 0.f);
drvInternal->setConstant(12, (decalL/(float)_BlurWidth)*blurVec.x, (decalL/(float)_BlurHeight)*blurVec.y, 0.f, 0.f);
drvInternal->setConstant(13, (decal2L/(float)_BlurWidth)*blurVec.x, (decal2L/(float)_BlurHeight)*blurVec.y, 0.f, 0.f);
// initialize material textures
CMaterial * matObject = _BlurMat.getObjectPtr();
matObject->setTexture(0, startTexture);
matObject->setTexture(1, startTexture);
matObject->setTexture(2, 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
UCamera pCam = Scene->getCam();
Driver->setMatrixMode2D11();
Driver->drawQuad(_BlurQuad, _BlurMat);
// disable render target and vertex program
drvInternal->activeVertexProgram(NULL);
txt = new CTextureUser();
((CDriverUser *)Driver)->setRenderTarget(*txt, 0, 0, 0, 0);
Driver->setMatrixMode3D(pCam);
delete txt;
}
//-----------------------------------------------------------------------------------------------------------

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