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https://github.com/thorvg/thorvg.git
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Revert "gl_engine: Introduce gauss blur effect for opengl renderer"
This reverts commit 131c194124
.
note: Lottie animation is broken
This commit is contained in:
parent
131c194124
commit
e002d68338
10 changed files with 168 additions and 298 deletions
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@ -200,12 +200,4 @@ struct GlCompositor : RenderCompositor
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GlCompositor(const RenderRegion& box) : bbox(box) {}
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};
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#define GL_GAUSSIAN_MAX_LEVEL 3
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struct GlGaussianBlur {
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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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};
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#endif /* _TVG_GL_COMMON_H_ */
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@ -63,7 +63,9 @@ public:
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auto task = new T(program, targetFbo, mFbo, std::move(mTasks));
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task->setRenderSize(getFboWidth(), getFboHeight());
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const auto& vp = mFbo->getViewport();
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task->setRenderSize(static_cast<uint32_t>(vp.w), static_cast<uint32_t>(vp.h));
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return task;
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}
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@ -99,20 +99,34 @@ uint32_t alignPow2(uint32_t value)
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return ret;
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}
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GlRenderTarget* GlRenderTargetPool::getRenderTarget(GLuint resolveId)
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GlRenderTarget* GlRenderTargetPool::getRenderTarget(const RenderRegion& vp, GLuint resolveId)
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{
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uint32_t width = static_cast<uint32_t>(vp.w);
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uint32_t height = static_cast<uint32_t>(vp.h);
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// pow2 align width and height
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if (width >= mMaxWidth) width = mMaxWidth;
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else width = alignPow2(width);
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if (width >= mMaxWidth) width = mMaxWidth;
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if (height >= mMaxHeight) height = mMaxHeight;
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else height = alignPow2(height);
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if (height >= mMaxHeight) height = mMaxHeight;
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for (uint32_t i = 0; i < mPool.count; i++) {
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auto rt = mPool[i];
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if (rt->getWidth() == mMaxWidth && rt->getHeight() == mMaxHeight) {
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rt->setViewport({0, 0, (int32_t)mMaxWidth, (int32_t)mMaxHeight});
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if (rt->getWidth() == width && rt->getHeight() == height) {
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rt->setViewport(vp);
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return rt;
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}
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}
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auto rt = new GlRenderTarget(mMaxWidth, mMaxHeight);
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auto rt = new GlRenderTarget(width, height);
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rt->init(resolveId);
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rt->setViewport({0, 0, (int32_t)mMaxWidth, (int32_t)mMaxHeight});
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rt->setViewport(vp);
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mPool.push(rt);
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return rt;
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}
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@ -61,7 +61,7 @@ public:
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GlRenderTargetPool(uint32_t maxWidth, uint32_t maxHeight);
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~GlRenderTargetPool();
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GlRenderTarget* getRenderTarget(GLuint resolveId = 0);
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GlRenderTarget* getRenderTarget(const RenderRegion& vp, GLuint resolveId = 0);
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private:
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uint32_t mMaxWidth = 0;
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uint32_t mMaxHeight = 0;
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@ -379,45 +379,3 @@ void GlComplexBlendTask::normalizeDrawDepth(int32_t maxDepth)
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mStencilTask->normalizeDrawDepth(maxDepth);
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GlRenderTask::normalizeDrawDepth(maxDepth);
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}
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void GlGaussianBlurTask::run() {
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GL_CHECK(glDisable(GL_BLEND));
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uint32_t width = targetDest->getWidth();
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uint32_t height = targetDest->getHeight();
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GL_CHECK(glScissor(0, 0, width, height));
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GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, targetDest->getFboId()));
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GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetTemp0->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(glScissor(0, 0, width, height));
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GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, targetTemp0->getResolveFboId()));
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GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetTemp1->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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auto blur = (RenderEffectGaussianBlur*)mEffect;
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int32_t widthTemp = (int32_t)targetTemp0->getWidth();
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int32_t heightTemp = (int32_t)targetTemp0->getHeight();
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GL_CHECK(glViewport(0, 0, widthTemp, heightTemp));
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// horizontal
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if (blur->direction == 1) {
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, targetDest->getFboId()));
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GL_CHECK(glViewport(0, 0, widthTemp, heightTemp));
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gaussTaskHorz->addBindResource(GlBindingResource{0, targetTemp0->getColorTexture(), gaussTaskHorz->getProgram()->getUniformLocation("uSrcTexture")});
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gaussTaskHorz->run();
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} // vertical
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else if (blur->direction == 2) {
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, targetDest->getFboId()));
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gaussTaskVert->addBindResource(GlBindingResource{0, targetTemp0->getColorTexture(), gaussTaskVert->getProgram()->getUniformLocation("uSrcTexture")});
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gaussTaskVert->run();
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} // both
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else {
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, targetTemp1->getResolveFboId()));
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GL_CHECK(glViewport(0, 0, widthTemp, heightTemp));
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gaussTaskVert->addBindResource(GlBindingResource{0, targetTemp0->getColorTexture(), gaussTaskVert->getProgram()->getUniformLocation("uSrcTexture")});
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gaussTaskVert->run();
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, targetDest->getFboId()));
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gaussTaskHorz->addBindResource(GlBindingResource{0, targetTemp1->getColorTexture(), gaussTaskHorz->getProgram()->getUniformLocation("uSrcTexture")});
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gaussTaskHorz->run();
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}
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GL_CHECK(glEnable(GL_BLEND));
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};
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@ -219,21 +219,4 @@ private:
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GlComposeTask* mComposeTask;
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};
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class GlGaussianBlurTask: public GlRenderTask
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{
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public:
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GlGaussianBlurTask(const RenderEffect* effect): GlRenderTask(nullptr), mEffect(effect){};
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~GlGaussianBlurTask() override{ delete gaussTaskVert; delete gaussTaskHorz; };
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GlRenderTask* gaussTaskVert{};
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GlRenderTask* gaussTaskHorz{};
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GlRenderTarget* targetDest{};
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GlRenderTarget* targetTemp0{};
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GlRenderTarget* targetTemp1{};
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void run() override;
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protected:
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const RenderEffect* mEffect;
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};
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#endif /* _TVG_GL_RENDER_TASK_H_ */
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@ -140,10 +140,6 @@ void GlRenderer::initShaders()
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mPrograms.push(new GlProgram(MASK_VERT_SHADER, SOFT_LIGHT_BLEND_FRAG));
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mPrograms.push(new GlProgram(MASK_VERT_SHADER, DIFFERENCE_BLEND_FRAG));
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mPrograms.push(new GlProgram(MASK_VERT_SHADER, EXCLUSION_BLEND_FRAG));
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// effects
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mPrograms.push(new GlProgram(EFFECT_VERT, GAUSSIAN_VERTICAL));
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mPrograms.push(new GlProgram(EFFECT_VERT, GAUSSIAN_HORIZONTAL));
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}
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@ -161,6 +157,11 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdat
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bbox.intersect(vp);
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}
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auto x = bbox.x - vp.x;
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auto y = bbox.y - vp.y;
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auto w = bbox.w;
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auto h = bbox.h;
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GlRenderTask* task = nullptr;
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if (mBlendMethod != BlendMethod::Normal && !complexBlend) task = new GlSimpleBlendTask(mBlendMethod, mPrograms[RT_Color]);
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else task = new GlRenderTask(mPrograms[RT_Color]);
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@ -172,7 +173,7 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const RenderColor& c, RenderUpdat
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return;
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}
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task->setViewport({bbox.x, vp.h - bbox.y - bbox.h, bbox.w, bbox.h});
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task->setViewport({x, vp.h - y - h, w, h});
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GlRenderTask* stencilTask = nullptr;
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@ -269,7 +270,10 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFla
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if (complexBlend) vp = currentPass()->getViewport();
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task->setViewport({bbox.x, vp.h - bbox.y - bbox.h, bbox.w, bbox.h});
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auto x = bbox.x - vp.x;
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auto y = bbox.y - vp.y;
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task->setViewport({x, vp.h - y - bbox.h, bbox.w, bbox.h});
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GlRenderTask* stencilTask = nullptr;
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GlStencilMode stencilMode = sdata.geometry.getStencilMode(flag);
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@ -423,19 +427,39 @@ void GlRenderer::drawPrimitive(GlShape& sdata, const Fill* fill, RenderUpdateFla
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void GlRenderer::drawClip(Array<RenderData>& clips)
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{
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// draw clip
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float vertices[8] = {
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-1.0f, +1.0f, // left top point
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-1.0f, -1.0f, // left bottom point
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+1.0f, +1.0f, // right top point
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+1.0f, -1.0f // right bottom point
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};
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uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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float mat4[16] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
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Array<float> identityVertex(4 * 2);
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float left = -1.f;
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float top = 1.f;
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float right = 1.f;
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float bottom = -1.f;
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auto identityVertexOffset = mGpuBuffer.push(vertices, sizeof(vertices));
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auto identityIndexOffset = mGpuBuffer.pushIndex(indices, sizeof(indices));
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auto mat4Offset = mGpuBuffer.push(mat4, sizeof(mat4), true);
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identityVertex.push(left);
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identityVertex.push(top);
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identityVertex.push(left);
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identityVertex.push(bottom);
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identityVertex.push(right);
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identityVertex.push(top);
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identityVertex.push(right);
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identityVertex.push(bottom);
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Array<uint32_t> identityIndex(6);
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identityIndex.push(0);
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identityIndex.push(1);
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identityIndex.push(2);
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identityIndex.push(2);
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identityIndex.push(1);
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identityIndex.push(3);
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float mat4[16];
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memset(mat4, 0, sizeof(float) * 16);
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mat4[0] = 1.f;
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mat4[5] = 1.f;
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mat4[10] = 1.f;
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mat4[15] = 1.f;
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auto identityVertexOffset = mGpuBuffer.push(identityVertex.data, 8 * sizeof(float));
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auto identityIndexOffset = mGpuBuffer.pushIndex(identityIndex.data, 6 * sizeof(uint32_t));
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auto mat4Offset = mGpuBuffer.push(mat4, 16 * sizeof(float), true);
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Array<int32_t> clipDepths(clips.count);
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clipDepths.count = clips.count;
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@ -460,7 +484,10 @@ void GlRenderer::drawClip(Array<RenderData>& clips)
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bbox.intersect(vp);
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clipTask->setViewport({bbox.x, vp.h - bbox.y - bbox.h, bbox.w, bbox.h});
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auto x = bbox.x - vp.x;
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auto y = bbox.y - vp.y;
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clipTask->setViewport({x, vp.h - y - bbox.h, bbox.w, bbox.h});
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float matrix44[16];
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currentPass()->getMatrix(matrix44, sdata->geometry.matrix);
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@ -500,7 +527,7 @@ bool GlRenderer::beginComplexBlending(const RenderRegion& vp, RenderRegion bound
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if (mBlendPool.empty()) mBlendPool.push(new GlRenderTargetPool(surface.w, surface.h));
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auto blendFbo = mBlendPool[0]->getRenderTarget();
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auto blendFbo = mBlendPool[0]->getRenderTarget(bounds);
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mRenderPassStack.push(new GlRenderPass(blendFbo));
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@ -518,9 +545,19 @@ void GlRenderer::endBlendingCompose(GlRenderTask* stencilTask, const Matrix& mat
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const auto& vp = blendPass->getViewport();
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if (mBlendPool.count < 2) mBlendPool.push(new GlRenderTargetPool(surface.w, surface.h));
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auto dstCopyFbo = mBlendPool[1]->getRenderTarget();
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auto dstCopyFbo = mBlendPool[1]->getRenderTarget(vp);
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{
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const auto& passVp = currentPass()->getViewport();
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auto x = vp.x;
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auto y = vp.y;
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auto w = vp.w;
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auto h = vp.h;
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stencilTask->setViewport({x, passVp.h - y - h, w, h});
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}
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stencilTask->setViewport(currentPass()->getViewport());
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stencilTask->setDrawDepth(currentPass()->nextDrawDepth());
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{
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@ -579,21 +616,75 @@ void GlRenderer::prepareBlitTask(GlBlitTask* task)
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void GlRenderer::prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight)
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{
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float vertices[16] = {
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-1.0f, +1.0f, 0.0f, 1.0f, // left top point
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-1.0f, -1.0f, 0.0f, 0.0f, // left bottom point
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+1.0f, +1.0f, 1.0f, 1.0f, // right top point
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+1.0f, -1.0f, 1.0f, 0.0f // right bottom point
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};
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uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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// we use 1:1 blit mapping since compositor fbo is same size as root fbo
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Array<float> vertices(4 * 4);
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uint32_t vertexOffset = mGpuBuffer.push(vertices, sizeof(vertices));
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uint32_t indexOffset = mGpuBuffer.pushIndex(indices, sizeof(indices));
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const auto& passVp = currentPass()->getViewport();
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auto taskVp = vp;
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taskVp.intersect(passVp);
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auto x = taskVp.x - passVp.x;
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auto y = taskVp.y - passVp.y;
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auto w = taskVp.w;
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auto h = taskVp.h;
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float rw = static_cast<float>(passVp.w);
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float rh = static_cast<float>(passVp.h);
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float l = static_cast<float>(x);
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float t = static_cast<float>(rh - y);
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float r = static_cast<float>(x + w);
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float b = static_cast<float>(rh - y - h);
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// map vp ltrp to -1:1
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float left = (l / rw) * 2.f - 1.f;
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float top = (t / rh) * 2.f - 1.f;
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float right = (r / rw) * 2.f - 1.f;
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float bottom = (b / rh) * 2.f - 1.f;
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float uw = static_cast<float>(w) / static_cast<float>(cmpWidth);
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float uh = static_cast<float>(h) / static_cast<float>(cmpHeight);
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// left top point
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vertices.push(left);
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vertices.push(top);
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vertices.push(0.f);
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vertices.push(uh);
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// left bottom point
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vertices.push(left);
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vertices.push(bottom);
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vertices.push(0.f);
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vertices.push(0.f);
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// right top point
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vertices.push(right);
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vertices.push(top);
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vertices.push(uw);
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vertices.push(uh);
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// right bottom point
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vertices.push(right);
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vertices.push(bottom);
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vertices.push(uw);
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vertices.push(0.f);
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Array<uint32_t> indices(6);
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indices.push(0);
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indices.push(1);
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indices.push(2);
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indices.push(2);
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indices.push(1);
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indices.push(3);
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uint32_t vertexOffset = mGpuBuffer.push(vertices.data, vertices.count * sizeof(float));
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uint32_t indexOffset = mGpuBuffer.pushIndex(indices.data, indices.count * sizeof(uint32_t));
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task->addVertexLayout(GlVertexLayout{0, 2, 4 * sizeof(float), vertexOffset});
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task->addVertexLayout(GlVertexLayout{1, 2, 4 * sizeof(float), vertexOffset + 2 * sizeof(float)});
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task->setDrawRange(indexOffset, 6);
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task->setViewport(vp);
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task->setDrawRange(indexOffset, indices.count);
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task->setViewport({x, static_cast<int32_t>((passVp.h - y - h)), w, h});
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}
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@ -624,18 +715,16 @@ void GlRenderer::endRenderPass(RenderCompositor* cmp)
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}
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if (program && !selfPass->isEmpty() && !maskPass->isEmpty()) {
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auto vp = currentPass()->getViewport();
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auto bbox = glCmp->bbox;
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auto prev_task = maskPass->endRenderPass<GlComposeTask>(nullptr, currentPass()->getFboId());
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prev_task->setDrawDepth(currentPass()->nextDrawDepth());
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prev_task->setRenderSize(maskPass->getFboWidth(), maskPass->getFboHeight());
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prev_task->setViewport({bbox.x, vp.h - bbox.y - bbox.h, bbox.w, bbox.h});
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prev_task->setRenderSize(static_cast<uint32_t>(glCmp->bbox.w), static_cast<uint32_t>(glCmp->bbox.h));
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prev_task->setViewport(glCmp->bbox);
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auto compose_task = selfPass->endRenderPass<GlDrawBlitTask>(program, currentPass()->getFboId());
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compose_task->setRenderSize(maskPass->getFboWidth(), maskPass->getFboHeight());
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compose_task->setRenderSize(static_cast<uint32_t>(glCmp->bbox.w), static_cast<uint32_t>(glCmp->bbox.h));
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compose_task->setPrevTask(prev_task);
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prepareCmpTask(compose_task, {bbox.x, vp.h - bbox.y - bbox.h, bbox.w, bbox.h}, selfPass->getFboWidth(), selfPass->getFboHeight());
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prepareCmpTask(compose_task, glCmp->bbox, selfPass->getFboWidth(), selfPass->getFboHeight());
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compose_task->addBindResource(GlBindingResource{0, selfPass->getTextureId(), program->getUniformLocation("uSrcTexture")});
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compose_task->addBindResource(GlBindingResource{1, maskPass->getTextureId(), program->getUniformLocation("uMaskTexture")});
|
||||
|
@ -653,10 +742,9 @@ void GlRenderer::endRenderPass(RenderCompositor* cmp)
|
|||
mRenderPassStack.pop();
|
||||
|
||||
if (!renderPass->isEmpty()) {
|
||||
RenderRegion vp{0, 0, (int32_t)renderPass->getFboWidth(), (int32_t)renderPass->getFboHeight()};
|
||||
auto task = renderPass->endRenderPass<GlDrawBlitTask>(mPrograms[RT_Image], currentPass()->getFboId());
|
||||
task->setRenderSize(renderPass->getFboWidth(), renderPass->getFboHeight());
|
||||
prepareCmpTask(task, vp, renderPass->getFboWidth(), renderPass->getFboHeight());
|
||||
task->setRenderSize(static_cast<uint32_t>(glCmp->bbox.w), static_cast<uint32_t>(glCmp->bbox.h));
|
||||
prepareCmpTask(task, glCmp->bbox, renderPass->getFboWidth(), renderPass->getFboHeight());
|
||||
task->setDrawDepth(currentPass()->nextDrawDepth());
|
||||
|
||||
// matrix buffer
|
||||
|
@ -723,13 +811,6 @@ bool GlRenderer::target(void* context, int32_t id, uint32_t w, uint32_t h)
|
|||
mRootTarget = GlRenderTarget(surface.w, surface.h);
|
||||
mRootTarget.setViewport({0, 0, static_cast<int32_t>(surface.w), static_cast<int32_t>(surface.h)});
|
||||
mRootTarget.init(mTargetFboId);
|
||||
mTempTarget0 = GlRenderTarget(surface.w, surface.h);
|
||||
mTempTarget0.setViewport({0, 0, static_cast<int32_t>(surface.w), static_cast<int32_t>(surface.h)});
|
||||
mTempTarget0.init(mTargetFboId);
|
||||
mTempTarget1 = GlRenderTarget(surface.w, surface.h);
|
||||
mTempTarget1.setViewport({0, 0, static_cast<int32_t>(surface.w), static_cast<int32_t>(surface.h)});
|
||||
mTempTarget1.init(mTargetFboId);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -833,7 +914,7 @@ bool GlRenderer::beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_
|
|||
auto glCmp = static_cast<GlCompositor*>(cmp);
|
||||
|
||||
if (glCmp->bbox.w > 0 && glCmp->bbox.h > 0) {
|
||||
auto renderTarget = mComposePool[index]->getRenderTarget();
|
||||
auto renderTarget = mComposePool[index]->getRenderTarget(glCmp->bbox);
|
||||
mRenderPassStack.push(new GlRenderPass(renderTarget));
|
||||
} else {
|
||||
// empty render pass
|
||||
|
@ -863,99 +944,29 @@ bool GlRenderer::endComposite(RenderCompositor* cmp)
|
|||
}
|
||||
|
||||
|
||||
void GlRenderer::effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform)
|
||||
void GlRenderer::prepare(TVG_UNUSED RenderEffect* effect, TVG_UNUSED const Matrix& transform)
|
||||
{
|
||||
GlGaussianBlur* blur = (GlGaussianBlur*)effect->rd;
|
||||
if (!blur) blur = tvg::malloc<GlGaussianBlur*>(sizeof(GlGaussianBlur));
|
||||
blur->sigma = effect->sigma;
|
||||
blur->scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
|
||||
blur->extend = 2 * blur->sigma * blur->scale;
|
||||
blur->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
|
||||
effect->rd = blur;
|
||||
//TODO: prepare the effect
|
||||
}
|
||||
|
||||
|
||||
bool GlRenderer::effectGaussianBlurRegion(RenderEffectGaussianBlur* effect)
|
||||
bool GlRenderer::region(TVG_UNUSED RenderEffect* effect)
|
||||
{
|
||||
auto gaussianBlur = (GlGaussianBlur*)effect->rd;
|
||||
if (effect->direction != 2) {
|
||||
effect->extend.x = -gaussianBlur->extend * 2;
|
||||
effect->extend.w = +gaussianBlur->extend * 4;
|
||||
}
|
||||
if (effect->direction != 1) {
|
||||
effect->extend.y = -gaussianBlur->extend * 2;
|
||||
effect->extend.h = +gaussianBlur->extend * 4;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
|
||||
void GlRenderer::prepare(RenderEffect* effect, const Matrix& transform)
|
||||
{
|
||||
switch (effect->type) {
|
||||
case SceneEffect::GaussianBlur: effectGaussianBlurUpdate(static_cast<RenderEffectGaussianBlur*>(effect), transform); break;
|
||||
default: break;
|
||||
}
|
||||
effect->valid = true;
|
||||
}
|
||||
|
||||
|
||||
bool GlRenderer::region(RenderEffect* effect)
|
||||
{
|
||||
switch (effect->type) {
|
||||
case SceneEffect::GaussianBlur: return effectGaussianBlurRegion(static_cast<RenderEffectGaussianBlur*>(effect));
|
||||
default: return false;
|
||||
}
|
||||
//TODO: Return if the current post effect requires the region expansion
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, const RenderEffect* effect, TVG_UNUSED bool direct)
|
||||
bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, TVG_UNUSED const RenderEffect* effect, TVG_UNUSED bool direct)
|
||||
{
|
||||
auto pass = currentPass();
|
||||
auto vp = pass->getViewport();
|
||||
auto bbox = ((GlCompositor*)cmp)->bbox;
|
||||
|
||||
const float vdata[] = {-1.0f, +1.0f, +1.0f, +1.0f, +1.0f, -1.0f, -1.0f, -1.0f};
|
||||
const uint32_t idata[] = { 0, 1, 2, 0, 2, 3 };
|
||||
auto voffset = mGpuBuffer.push((void*)vdata, sizeof(vdata));
|
||||
auto ioffset = mGpuBuffer.pushIndex((void*)idata, sizeof(idata));
|
||||
|
||||
GlProgram* programHorz = mPrograms[RT_GaussianHorz];
|
||||
GlProgram* programVert = mPrograms[RT_GaussianVert];
|
||||
|
||||
if (effect->type == SceneEffect::GaussianBlur) {
|
||||
GlGaussianBlur* blur = (GlGaussianBlur*)(effect->rd);
|
||||
auto blurOffset = mGpuBuffer.push(blur, sizeof(GlGaussianBlur), true);
|
||||
auto task = new GlGaussianBlurTask(effect);
|
||||
task->targetDest = pass->getFbo();
|
||||
task->targetTemp0 = &mTempTarget0;
|
||||
task->targetTemp1 = &mTempTarget1;
|
||||
// horizontal blur task
|
||||
task->gaussTaskHorz = new GlRenderTask(programHorz);
|
||||
task->gaussTaskHorz->setViewport({bbox.x, vp.h - bbox.y - bbox.h, bbox.w, bbox.h});
|
||||
task->gaussTaskHorz->addBindResource(GlBindingResource{0, programHorz->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), blurOffset, sizeof(GlGaussianBlur)});
|
||||
task->gaussTaskHorz->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
|
||||
task->gaussTaskHorz->setDrawRange(ioffset, 6);
|
||||
// vertical blur task
|
||||
task->gaussTaskVert = new GlRenderTask(programVert);
|
||||
task->gaussTaskVert->setViewport({bbox.x, vp.h - bbox.y - bbox.h, bbox.w, bbox.h});
|
||||
task->gaussTaskVert->addBindResource(GlBindingResource{0, programVert->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), blurOffset, sizeof(GlGaussianBlur)});
|
||||
task->gaussTaskVert->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
|
||||
task->gaussTaskVert->setDrawRange(ioffset, 6);
|
||||
task->setViewport({bbox.x, vp.h - bbox.y - bbox.h, bbox.w, bbox.h});
|
||||
pass->addRenderTask(task);
|
||||
return true;
|
||||
};
|
||||
|
||||
TVGLOG("GL_ENGINE", "SceneEffect(%d) is not supported", (int)effect->type);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void GlRenderer::dispose(RenderEffect* effect)
|
||||
void GlRenderer::dispose(TVG_UNUSED RenderEffect* effect)
|
||||
{
|
||||
tvg::free(effect->rd);
|
||||
effect->rd = nullptr;
|
||||
//TODO: dispose the effect
|
||||
}
|
||||
|
||||
|
||||
|
@ -998,6 +1009,10 @@ bool GlRenderer::renderImage(void* data)
|
|||
|
||||
if (bbox.w <= 0 || bbox.h <= 0) return true;
|
||||
|
||||
auto x = bbox.x - vp.x;
|
||||
auto y = bbox.y - vp.y;
|
||||
|
||||
|
||||
int32_t drawDepth = currentPass()->nextDrawDepth();
|
||||
|
||||
if (!sdata->clips.empty()) drawClip(sdata->clips);
|
||||
|
@ -1040,7 +1055,7 @@ bool GlRenderer::renderImage(void* data)
|
|||
// texture id
|
||||
task->addBindResource(GlBindingResource{0, sdata->texId, task->getProgram()->getUniformLocation("uTexture")});
|
||||
|
||||
task->setViewport(bbox);
|
||||
task->setViewport({x, vp.h - y - bbox.h, bbox.w, bbox.h});
|
||||
|
||||
currentPass()->addRenderTask(task);
|
||||
|
||||
|
|
|
@ -60,9 +60,6 @@ public:
|
|||
RT_DifferenceBlend,
|
||||
RT_ExclusionBlend,
|
||||
|
||||
RT_GaussianVert,
|
||||
RT_GaussianHorz,
|
||||
|
||||
RT_None,
|
||||
};
|
||||
|
||||
|
@ -119,9 +116,6 @@ private:
|
|||
void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight);
|
||||
void endRenderPass(RenderCompositor* cmp);
|
||||
|
||||
void effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform);
|
||||
bool effectGaussianBlurRegion(RenderEffectGaussianBlur* effect);
|
||||
|
||||
void flush();
|
||||
void clearDisposes();
|
||||
void currentContext();
|
||||
|
@ -132,8 +126,6 @@ private:
|
|||
RenderRegion mViewport;
|
||||
GlStageBuffer mGpuBuffer;
|
||||
GlRenderTarget mRootTarget;
|
||||
GlRenderTarget mTempTarget0;
|
||||
GlRenderTarget mTempTarget1;
|
||||
Array<GlProgram*> mPrograms;
|
||||
Array<GlRenderTargetPool*> mComposePool;
|
||||
Array<GlRenderTargetPool*> mBlendPool;
|
||||
|
|
|
@ -737,86 +737,3 @@ const char* EXCLUSION_BLEND_FRAG = COMPLEX_BLEND_HEADER R"(
|
|||
FragColor = dstColor + srcColor - (2.0 * dstColor * srcColor);
|
||||
}
|
||||
)";
|
||||
|
||||
const char* EFFECT_VERT = R"(
|
||||
layout(location = 0) in vec2 aLocation;
|
||||
out vec2 vUV;
|
||||
|
||||
void main()
|
||||
{
|
||||
vUV = aLocation * 0.5 + 0.5;
|
||||
gl_Position = vec4(aLocation, 0.0, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
const char* GAUSSIAN_VERTICAL = R"(
|
||||
uniform sampler2D uSrcTexture;
|
||||
layout(std140) uniform Gaussian {
|
||||
int level;
|
||||
float sigma;
|
||||
float scale;
|
||||
float extend;
|
||||
} uGaussian;
|
||||
|
||||
in vec2 vUV;
|
||||
out vec4 FragColor;
|
||||
|
||||
float gaussian(float x, float sigma) {
|
||||
float exponent = -x * x / (2.0 * sigma * sigma);
|
||||
return exp(exponent) / (sqrt(2.0 * 3.141592) * sigma);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(uSrcTexture, 0));
|
||||
vec4 colorSum = vec4(0.0);
|
||||
float sigma = uGaussian.sigma * uGaussian.scale;
|
||||
float weightSum = 0.0;
|
||||
int radius = int(uGaussian.extend);
|
||||
|
||||
for (int y = -radius; y <= radius; ++y) {
|
||||
float weight = gaussian(float(y), sigma);
|
||||
vec2 offset = vec2(0.0, float(y) * texelSize.y);
|
||||
colorSum += texture(uSrcTexture, vUV + offset) * weight;
|
||||
weightSum += weight;
|
||||
}
|
||||
|
||||
FragColor = colorSum / weightSum;
|
||||
}
|
||||
)";
|
||||
|
||||
const char* GAUSSIAN_HORIZONTAL = R"(
|
||||
uniform sampler2D uSrcTexture;
|
||||
layout(std140) uniform Gaussian {
|
||||
int level;
|
||||
float sigma;
|
||||
float scale;
|
||||
float extend;
|
||||
} uGaussian;
|
||||
|
||||
in vec2 vUV;
|
||||
out vec4 FragColor;
|
||||
|
||||
float gaussian(float x, float sigma) {
|
||||
float exponent = -x * x / (2.0 * sigma * sigma);
|
||||
return exp(exponent) / (sqrt(2.0 * 3.141592) * sigma);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texelSize = 1.0 / vec2(textureSize(uSrcTexture, 0));
|
||||
vec4 colorSum = vec4(0.0);
|
||||
float sigma = uGaussian.sigma * uGaussian.scale;
|
||||
float weightSum = 0.0;
|
||||
int radius = int(uGaussian.extend);
|
||||
|
||||
for (int y = -radius; y <= radius; ++y) {
|
||||
float weight = gaussian(float(y), sigma);
|
||||
vec2 offset = vec2(float(y) * texelSize.x, 0.0);
|
||||
colorSum += texture(uSrcTexture, vUV + offset) * weight;
|
||||
weightSum += weight;
|
||||
}
|
||||
|
||||
FragColor = colorSum / weightSum;
|
||||
}
|
||||
)";
|
||||
|
|
|
@ -54,8 +54,5 @@ extern const char* HARD_LIGHT_BLEND_FRAG;
|
|||
extern const char* SOFT_LIGHT_BLEND_FRAG;
|
||||
extern const char* DIFFERENCE_BLEND_FRAG;
|
||||
extern const char* EXCLUSION_BLEND_FRAG;
|
||||
extern const char* EFFECT_VERT;
|
||||
extern const char* GAUSSIAN_VERTICAL;
|
||||
extern const char* GAUSSIAN_HORIZONTAL;
|
||||
|
||||
#endif /* _TVG_GL_SHADERSRC_H_ */
|
||||
|
|
Loading…
Add table
Reference in a new issue