diff options
author | Dave Parks <davep@lindenlab.com> | 2010-12-10 15:13:58 -0600 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2010-12-10 15:13:58 -0600 |
commit | ffd7779e5b1f048c9c2220496f7382c2ad1b02eb (patch) | |
tree | c421707ffd2a1708aeb3676ed209643c7781be85 | |
parent | b9536434f7a09cb47fc2174056c85a80843edac5 (diff) |
DoF tweaks -- reviewed by Falcon.
-rwxr-xr-x | indra/newview/app_settings/settings.xml | 42 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl | 80 | ||||
-rw-r--r-- | indra/newview/pipeline.cpp | 65 |
3 files changed, 108 insertions, 79 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 4e5ad60513..054c8d793a 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -1353,7 +1353,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>11.0</real> + <real>9.0</real> </map> <key>CameraFocalLength</key> @@ -1365,7 +1365,31 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>35</real> + <real>50</real> + </map> + + <key>CameraFieldOfView</key> + <map> + <key>Comment</key> + <string>Vertical camera field of view for DoF effect (in degrees)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>60.0</real> + </map> + + <key>CameraAspectRatio</key> + <map> + <key>Comment</key> + <string>Camera aspect ratio for DoF effect</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.5</real> </map> <key>CameraCoCRatio</key> @@ -1377,7 +1401,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>54</real> + <real>45</real> </map> @@ -6622,9 +6646,9 @@ <string>Vector3</string> <key>Value</key> <array> - <real>-0.35</real> + <real>-0.75</real> <real>1</real> - <real>0.7</real> + <real>1.0</real> </array> </map> @@ -6638,9 +6662,9 @@ <string>Vector3</string> <key>Value</key> <array> - <real>-1</real> - <real>-1</real> + <real>0.5</real> <real>-0.6</real> + <real>0.4</real> </array> </map> @@ -6654,9 +6678,9 @@ <string>Vector3</string> <key>Value</key> <array> - <real>-0.2</real> + <real>0.5</real> <real>-0.8</real> - <real>-0.2</real> + <real>0.3</real> </array> </map> diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 02712e0a5b..7c89c01ea4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -17,8 +17,10 @@ uniform sampler2D bloomMap; uniform float depth_cutoff; uniform float norm_cutoff; -uniform float near_focal_distance; -uniform float far_focal_distance; +uniform float focal_distance; +uniform float blur_constant; +uniform float tan_pixel_angle; +uniform float magnification; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -39,11 +41,22 @@ void dofSample(inout vec4 diff, inout float w, float fd, float x, float y) vec2 tc = vary_fragcoord.xy+vec2(x,y); float d = getDepth(tc); - if (d < fd) + float wg = 1.0; + //if (d < fd) + //{ + // diff += texture2DRect(diffuseRect, tc); + // w = 1.0; + //} + if (d > fd) { - diff += texture2DRect(diffuseRect, tc); - w += 1.0; + wg = max(d/fd, 0.1); } + + diff += texture2DRect(diffuseRect, tc+vec2(0.5,0.5))*wg*0.25; + diff += texture2DRect(diffuseRect, tc+vec2(-0.5,0.5))*wg*0.25; + diff += texture2DRect(diffuseRect, tc+vec2(0.5,-0.5))*wg*0.25; + diff += texture2DRect(diffuseRect, tc+vec2(-0.5,-0.5))*wg*0.25; + w += wg; } void dofSampleNear(inout vec4 diff, inout float w, float x, float y) @@ -64,22 +77,30 @@ void main() float sc = 0.75; - float depth[5]; - depth[0] = getDepth(tc); + float depth; + depth = getDepth(tc); vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - if (depth[0] < far_focal_distance) { //pixel is behind far focal plane float w = 1.0; - float fd = (depth[0]-far_focal_distance)*0.5+far_focal_distance; - float sc = far_focal_distance - depth[0]; - sc /= near_focal_distance-far_focal_distance; + sc = (abs(depth-focal_distance)/-depth)*blur_constant; + + sc /= magnification; + + // tan_pixel_angle = pixel_length/-depth; + float pixel_length = tan_pixel_angle*-focal_distance; + + sc = sc/pixel_length; + + //diff.r = sc; - sc = sqrt(sc); + sc = min(abs(sc), 8.0); - sc = min(sc, 8.0); + //sc = 4.0; + + float fd = depth*0.5f; while (sc > 1.0) { @@ -96,41 +117,10 @@ void main() dofSample(diff,w, fd, sc2,0); sc -= 0.5; } + diff /= w; } - else - { - float fd = near_focal_distance; - if (depth[0] > fd) - { //pixel is in front of near focal plane - //diff.r = 1.0; - float w = 1.0; - float sc = near_focal_distance-depth[0]; - sc /= near_focal_distance; - sc *= 8.0; - sc = min(sc, 8.0); - - fd = depth[0]; - while (sc > 1.0) - { - dofSampleNear(diff,w, sc,sc); - dofSampleNear(diff,w, -sc,sc); - dofSampleNear(diff,w, sc,-sc); - dofSampleNear(diff,w, -sc,-sc); - - sc -= 0.5; - float sc2 = sc*1.414; - dofSampleNear(diff,w, 0,sc2); - dofSampleNear(diff,w, 0,-sc2); - dofSampleNear(diff,w, -sc2,0); - dofSampleNear(diff,w, sc2,0); - sc -= 0.5; - } - diff /= w; - } - } - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor = diff + bloom; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f0446b024c..fc8abc2084 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6160,44 +6160,59 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) //convert to mm subject_distance *= 1000.f; F32 fnumber = gSavedSettings.getF32("CameraFNumber"); - F32 focal_length = gSavedSettings.getF32("CameraFocalLength"); - F32 coc_ratio = gSavedSettings.getF32("CameraCoCRatio"); + const F32 default_focal_length = gSavedSettings.getF32("CameraFocalLength"); + //F32 coc_ratio = gSavedSettings.getF32("CameraCoCRatio"); - F32 coc = coc_ratio/mScreen.getHeight(); + //F32 coc = coc_ratio/mScreen.getHeight(); - F32 hyperfocal_distance = (focal_length*focal_length)/(fnumber*coc); - - subject_distance = llmin(hyperfocal_distance, subject_distance); - - //adjust focal length for subject distance - focal_length = llmax(focal_length, 1.f/(1.f/focal_length - 1.f/subject_distance)); - - //adjust focal length for zoom F32 fov = LLViewerCamera::getInstance()->getView(); - focal_length *= 1.f/fov; - - F32 near_focal_distance = hyperfocal_distance*subject_distance/(hyperfocal_distance+subject_distance); - //beyond far clip plane is effectively infinity - F32 far_focal_distance = 4096.f; + const F32 default_fov = gSavedSettings.getF32("CameraFieldOfView") * F_PI/180.f; + const F32 default_aspect_ratio = gSavedSettings.getF32("CameraAspectRatio"); + + F32 aspect_ratio = (F32) mScreen.getWidth()/(F32)mScreen.getHeight(); + + F32 dv = 2.f*default_focal_length * tanf(default_fov/2.f); + F32 dh = 2.f*default_focal_length * tanf(default_fov*default_aspect_ratio/2.f); - if (subject_distance < hyperfocal_distance) - { - far_focal_distance = hyperfocal_distance*subject_distance/(hyperfocal_distance-subject_distance); - far_focal_distance /= 1000.f; - } + F32 focal_length = dv/(2*tanf(fov/2.f)); + + //F32 hyperfocal_distance = (focal_length*focal_length)/(fnumber*coc); + + //subject_distance = llmin(hyperfocal_distance, subject_distance); - near_focal_distance /= 1000.f; + //adjust focal length for subject distance + //focal_length = llmax(focal_length, 1.f/(1.f/focal_length - 1.f/subject_distance)); - shader->uniform1f("far_focal_distance", -far_focal_distance); - shader->uniform1f("near_focal_distance", -near_focal_distance); + F32 tan_pixel_angle = tanf(LLDrawable::sCurPixelAngle); + + // from wikipedia -- c = |s2-s1|/s2 * f^2/(N(S1-f)) + // where N = fnumber + // s2 = dot distance + // s1 = subject distance + // f = focal length + // + + F32 blur_constant = focal_length*focal_length/(fnumber*(subject_distance-focal_length)); + blur_constant /= 1000.f; //convert to meters for shader + F32 magnification = focal_length/(subject_distance-focal_length); + + shader->uniform1f("focal_distance", -subject_distance/1000.f); + shader->uniform1f("blur_constant", blur_constant); + shader->uniform1f("tan_pixel_angle", tanf(1.f/LLDrawable::sCurPixelAngle)); + shader->uniform1f("magnification", magnification); S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); if (channel > -1) { mScreen.bindTexture(0, channel); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); } + //channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); + //if (channel > -1) + //{ + //gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + //} gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); |