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gl_engine: introduce dropshadow effect for opengl renderer
issue: https://github.com/thorvg/thorvg/issues/3054
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5c27fefef8
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6c3fee84ec
7 changed files with 182 additions and 2 deletions
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@ -208,6 +208,11 @@ struct GlGaussianBlur {
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float extend{};
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};
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struct GlDropShadow: GlGaussianBlur {
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float color[4];
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float offset[2];
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};
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struct GlEffectParams {
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// fill: [0..3]: color
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// tint: [0..2]: black, [4..6]: white, [8]: intensity
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@ -435,6 +435,60 @@ void GlGaussianBlurTask::run()
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GL_CHECK(glEnable(GL_BLEND));
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}
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void GlEffectDropShadowTask::run()
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{
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const auto vp = getViewport();
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const auto width = mDstFbo->getWidth();
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const auto height = mDstFbo->getHeight();
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// get targets handles
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GLuint dstCopyTexId0 = mDstCopyFbo0->getColorTexture();
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GLuint dstCopyTexId1 = mDstCopyFbo1->getColorTexture();
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// get programs properties
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GlProgram* programHorz = horzTask->getProgram();
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GlProgram* programVert = vertTask->getProgram();
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GLint horzSrcTextureLoc = programHorz->getUniformLocation("uSrcTexture");
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GLint vertSrcTextureLoc = programVert->getUniformLocation("uSrcTexture");
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GLint srcTextureLoc = getProgram()->getUniformLocation("uSrcTexture");
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GLint blrTextureLoc = getProgram()->getUniformLocation("uBlrTexture");
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addBindResource({ 0, dstCopyTexId0, srcTextureLoc });
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addBindResource({ 1, dstCopyTexId1, blrTextureLoc });
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GL_CHECK(glViewport(0, 0, width, height));
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GL_CHECK(glScissor(0, 0, width, height));
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// we need to make a full copy of dst to intermediate buffers to be sure that they don’t contain prev data.
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GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
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GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
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GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
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GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
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GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
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GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
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GL_CHECK(glDisable(GL_BLEND));
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// horizontal blur
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
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horzTask->setViewport(vp);
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horzTask->addBindResource({ 0, dstCopyTexId1, horzSrcTextureLoc });
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horzTask->run();
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// vertical blur
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
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vertTask->setViewport(vp);
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vertTask->addBindResource({ 0, dstCopyTexId0, vertSrcTextureLoc });
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vertTask->run();
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// copy original image to intermediate buffer
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GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
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GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
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GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
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// run drop shadow effect
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId()));
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GlRenderTask::run();
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GL_CHECK(glEnable(GL_BLEND));
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}
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void GlEffectColorTransformTask::run()
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{
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const auto width = mDstFbo->getWidth();
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@ -237,6 +237,24 @@ private:
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GlRenderTarget* mDstCopyFbo1;
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};
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class GlEffectDropShadowTask: public GlRenderTask
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{
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public:
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GlEffectDropShadowTask(GlProgram* program, GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo0, GlRenderTarget* dstCopyFbo1):
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GlRenderTask(program), mDstFbo(dstFbo), mDstCopyFbo0(dstCopyFbo0), mDstCopyFbo1(dstCopyFbo1) {};
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~GlEffectDropShadowTask(){ delete horzTask; delete vertTask; };
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void run() override;
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GlRenderTask* horzTask;
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GlRenderTask* vertTask;
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RenderEffectDropShadow* effect;
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private:
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GlRenderTarget* mDstFbo;
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GlRenderTarget* mDstCopyFbo0;
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GlRenderTarget* mDstCopyFbo1;
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};
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class GlEffectColorTransformTask: public GlRenderTask
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{
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public:
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@ -144,6 +144,7 @@ void GlRenderer::initShaders()
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// effects
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mPrograms.push(new GlProgram(EFFECT_VERTEX, GAUSSIAN_VERTICAL));
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mPrograms.push(new GlProgram(EFFECT_VERTEX, GAUSSIAN_HORIZONTAL));
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mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_DROPSHADOW));
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mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_FILL));
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mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_TINT));
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mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_TRITONE));
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@ -964,6 +965,32 @@ void GlRenderer::effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, cons
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}
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void GlRenderer::effectDropShadowUpdate(RenderEffectDropShadow* effect, const Matrix& transform)
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{
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GlDropShadow* dropShadow = (GlDropShadow*)effect->rd;
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if (!dropShadow) dropShadow = tvg::malloc<GlDropShadow*>(sizeof(GlDropShadow));
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const float sigma = effect->sigma;
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const float scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
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const float radian = tvg::deg2rad(90.0f - effect->angle);
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const Point offset = {
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-effect->distance * cosf(radian) * scale,
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-effect->distance * sinf(radian) * scale
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};
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dropShadow->sigma = sigma;
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dropShadow->scale = scale;
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dropShadow->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
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dropShadow->color[0] = effect->color[0] / 255.0f;
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dropShadow->color[1] = effect->color[1] / 255.0f;
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dropShadow->color[2] = effect->color[2] / 255.0f;
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dropShadow->color[3] = effect->color[3] / 255.0f;
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dropShadow->offset[0] = offset.x;
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dropShadow->offset[1] = offset.y;
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dropShadow->extend = 2 * std::max(sigma * scale + std::abs(offset.x), sigma * scale + std::abs(offset.y));
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effect->rd = dropShadow;
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effect->valid = true;
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}
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void GlRenderer::effectFillUpdate(RenderEffectFill* effect, const Matrix& transform)
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{
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auto params = (GlEffectParams*)effect->rd;
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@ -1031,6 +1058,17 @@ bool GlRenderer::effectGaussianBlurRegion(RenderEffectGaussianBlur* effect)
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};
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bool GlRenderer::effectDropShadowRegion(RenderEffectDropShadow* effect)
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{
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auto gaussianBlur = (GlDropShadow*)effect->rd;
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effect->extend.x = -gaussianBlur->extend;
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effect->extend.w = +gaussianBlur->extend * 2;
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effect->extend.y = -gaussianBlur->extend;
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effect->extend.h = +gaussianBlur->extend * 2;
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return true;
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};
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void GlRenderer::prepare(RenderEffect* effect, const Matrix& transform)
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{
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// we must be sure, that we have intermidiate FBOs
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@ -1039,6 +1077,7 @@ void GlRenderer::prepare(RenderEffect* effect, const Matrix& transform)
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switch (effect->type) {
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case SceneEffect::GaussianBlur: effectGaussianBlurUpdate(static_cast<RenderEffectGaussianBlur*>(effect), transform); break;
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case SceneEffect::DropShadow : effectDropShadowUpdate(static_cast<RenderEffectDropShadow*>(effect), transform); break;
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case SceneEffect::Fill: effectFillUpdate(static_cast<RenderEffectFill*>(effect), transform); break;
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case SceneEffect::Tint: effectTintUpdate(static_cast<RenderEffectTint*>(effect), transform); break;
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case SceneEffect::Tritone: effectTritoneUpdate(static_cast<RenderEffectTritone*>(effect), transform); break;
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@ -1052,6 +1091,7 @@ bool GlRenderer::region(RenderEffect* effect)
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{
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switch (effect->type) {
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case SceneEffect::GaussianBlur: return effectGaussianBlurRegion(static_cast<RenderEffectGaussianBlur*>(effect));
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case SceneEffect::DropShadow : return effectDropShadowRegion(static_cast<RenderEffectDropShadow*>(effect));
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case SceneEffect::Fill:
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case SceneEffect::Tint:
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case SceneEffect::Tritone: return true;
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@ -1074,6 +1114,7 @@ bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, const RenderEffect* ef
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auto voffset = mGpuBuffer.push((void*)vdata, sizeof(vdata));
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auto ioffset = mGpuBuffer.pushIndex((void*)idata, sizeof(idata));
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// effect gaussian blur
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if (effect->type == SceneEffect::GaussianBlur) {
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// get gaussian programs
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GlProgram* programHorz = mPrograms[RT_GaussianHorz];
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@ -1102,7 +1143,40 @@ bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, const RenderEffect* ef
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gaussianTask->vertTask->setDrawRange(ioffset, 6);
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// add task to render pipeline
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pass->addRenderTask(gaussianTask);
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} // effect fill
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} // effect drop shadow
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else if (effect->type == SceneEffect::DropShadow) {
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// get programs
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GlProgram* program = mPrograms[RT_DropShadow];
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GlProgram* programHorz = mPrograms[RT_GaussianHorz];
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GlProgram* programVert = mPrograms[RT_GaussianVert];
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// get current and intermidiate framebuffers
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auto dstFbo = pass->getFbo();
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auto dstCopyFbo0 = mBlendPool[0]->getRenderTarget(vp);
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auto dstCopyFbo1 = mBlendPool[1]->getRenderTarget(vp);
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// add uniform data
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GlDropShadow* params = (GlDropShadow*)(effect->rd);
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auto paramsOffset = mGpuBuffer.push(params, sizeof(GlDropShadow), true);
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// create gaussian blur tasks
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auto task = new GlEffectDropShadowTask(program, dstFbo, dstCopyFbo0, dstCopyFbo1);
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task->effect = (RenderEffectDropShadow*)effect;
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task->setViewport({0, 0, vp.w, vp.h});
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task->addBindResource(GlBindingResource{0, program->getUniformBlockIndex("DropShadow"), mGpuBuffer.getBufferId(), paramsOffset, sizeof(GlDropShadow)});
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task->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
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task->setDrawRange(ioffset, 6);
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// horizontal blur task and geometry
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task->horzTask = new GlRenderTask(programHorz);
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task->horzTask->addBindResource(GlBindingResource{0, programHorz->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), paramsOffset, sizeof(GlGaussianBlur)});
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task->horzTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
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task->horzTask->setDrawRange(ioffset, 6);
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// vertical blur task and geometry
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task->vertTask = new GlRenderTask(programVert);
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task->vertTask->addBindResource(GlBindingResource{0, programVert->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), paramsOffset, sizeof(GlGaussianBlur)});
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task->vertTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
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task->vertTask->setDrawRange(ioffset, 6);
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// add task to render pipeline
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pass->addRenderTask(task);
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} // effect fill, tint, tritone
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else if ((effect->type == SceneEffect::Fill) || (effect->type == SceneEffect::Tint) || (effect->type == SceneEffect::Tritone)) {
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GlProgram* program{};
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if (effect->type == SceneEffect::Fill) program = mPrograms[RT_EffectFill];
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@ -62,7 +62,7 @@ public:
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RT_GaussianVert,
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RT_GaussianHorz,
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//RT_DropShadow,
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RT_DropShadow,
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RT_EffectFill,
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RT_EffectTint,
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RT_EffectTritone,
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@ -124,11 +124,13 @@ private:
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void endRenderPass(RenderCompositor* cmp);
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void effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform);
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void effectDropShadowUpdate(RenderEffectDropShadow* effect, const Matrix& transform);
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void effectFillUpdate(RenderEffectFill* effect, const Matrix& transform);
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void effectTintUpdate(RenderEffectTint* effect, const Matrix& transform);
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void effectTritoneUpdate(RenderEffectTritone* effect, const Matrix& transform);
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bool effectGaussianBlurRegion(RenderEffectGaussianBlur* effect);
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bool effectDropShadowRegion(RenderEffectDropShadow* effect);
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void flush();
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void clearDisposes();
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@ -821,6 +821,32 @@ void main()
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}
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)";
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const char* EFFECT_DROPSHADOW = R"(
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uniform sampler2D uSrcTexture;
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uniform sampler2D uBlrTexture;
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layout(std140) uniform DropShadow {
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int level;
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float sigma;
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float scale;
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float extend;
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vec4 color;
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vec2 offset;
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} uDropShadow;
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in vec2 vUV;
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out vec4 FragColor;
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void main()
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{
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vec2 texelSize = 1.0 / vec2(textureSize(uSrcTexture, 0));
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vec2 offset = uDropShadow.offset * texelSize;
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vec4 orig = texture(uSrcTexture, vUV);
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vec4 blur = texture(uBlrTexture, vUV + offset);
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vec4 shad = uDropShadow.color * blur.a;
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FragColor = orig + shad * (1.0 - orig.a);
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}
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)";
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const char* EFFECT_FILL = R"(
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uniform sampler2D uSrcTexture;
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layout(std140) uniform Params {
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@ -57,6 +57,7 @@ extern const char* EXCLUSION_BLEND_FRAG;
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extern const char* EFFECT_VERTEX;
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extern const char* GAUSSIAN_VERTICAL;
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extern const char* GAUSSIAN_HORIZONTAL;
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extern const char* EFFECT_DROPSHADOW;
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extern const char* EFFECT_FILL;
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extern const char* EFFECT_TINT;
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extern const char* EFFECT_TRITONE;
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