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postfx optimization

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共有 5 个文件被更改,包括 59 次插入133 次删除
  1. +3
    -7
      neercs/video/blurh.lolfx
  2. +3
    -7
      neercs/video/blurv.lolfx
  3. +4
    -13
      neercs/video/glow.lolfx
  4. +4
    -11
      neercs/video/remanency.lolfx
  5. +45
    -95
      neercs/video/render.cpp

+ 3
- 7
neercs/video/blurh.lolfx 查看文件

@@ -13,18 +13,14 @@ void main()
#version 120

uniform sampler2D texture;
uniform vec2 screen_size;
uniform float blur;
uniform float deform;

const float PI=3.14159265358979323846;
uniform vec2 radius;

void main(void)
{
vec4 total=vec4(0.0);
vec2 p=gl_TexCoord[0].xy/screen_size;
vec2 p=gl_TexCoord[0].xy;
float mask=2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0);
float b=blur+deform*mask;
float b=radius.x+radius.y*mask;
total+=texture2D(texture,vec2(p.x-b*4.0,p.y))*0.04;
total+=texture2D(texture,vec2(p.x-b*3.0,p.y))*0.08;
total+=texture2D(texture,vec2(p.x-b*2.0,p.y))*0.12;


+ 3
- 7
neercs/video/blurv.lolfx 查看文件

@@ -13,18 +13,14 @@ void main()
#version 120

uniform sampler2D texture;
uniform vec2 screen_size;
uniform float blur;
uniform float deform;

const float PI=3.14159265358979323846;
uniform vec2 radius;

void main(void)
{
vec4 total=vec4(0.0);
vec2 p=gl_TexCoord[0].xy/screen_size;
vec2 p=gl_TexCoord[0].xy;
float mask=2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0);
float b=blur+deform*mask;
float b=radius.x+radius.y*mask;
total+=texture2D(texture,vec2(p.x,p.y-b*4.0))*0.04;
total+=texture2D(texture,vec2(p.x,p.y-b*3.0))*0.08;
total+=texture2D(texture,vec2(p.x,p.y-b*2.0))*0.12;


+ 4
- 13
neercs/video/glow.lolfx 查看文件

@@ -12,20 +12,11 @@ void main()

#version 120

uniform sampler2D texture;
uniform sampler2D texture_prv;
uniform vec2 screen_size;
uniform float time;
uniform float step;
uniform float value1;
uniform float value2;
uniform sampler2D glow;
uniform sampler2D source;
uniform vec3 mix;

void main(void)
{
vec2 p=gl_TexCoord[0].xy;
vec4 source=texture2D(texture_prv,p);
vec4 glow=texture2D(texture,p);
source=smoothstep(step,1.0,source);
vec4 color=glow*value1+source*value2;
gl_FragColor=color;
gl_FragColor=smoothstep(mix.z,1.0,texture2D(source,gl_TexCoord[0].xy))*mix.x+texture2D(glow,gl_TexCoord[0].xy)*mix.y;
}

+ 4
- 11
neercs/video/remanency.lolfx 查看文件

@@ -12,18 +12,11 @@ void main()

#version 120

uniform sampler2D texture;
uniform sampler2D texture_buffer;
uniform vec2 screen_size;
uniform float screen_color;
uniform float value1;
uniform float value2;
uniform sampler2D source;
uniform sampler2D buffer;
uniform vec2 mix;

void main(void)
{
vec2 p=gl_TexCoord[0].xy;
vec4 source=texture2D(texture,p);
vec4 buffer=texture2D(texture_buffer,p);
vec4 color=source*value1+buffer*value2;
gl_FragColor=color;
gl_FragColor=texture2D(source,gl_TexCoord[0].xy)*mix.x+texture2D(buffer,gl_TexCoord[0].xy)*mix.y;
}

+ 45
- 95
neercs/video/render.cpp 查看文件

@@ -84,7 +84,7 @@ float beat_speed = 2.0f; // speed
/* window variable */
ivec2 border; // border width
/* text variable */
ivec2 ratio_2d(1,4); // 2d ratio
ivec2 ratio_2d(2,4); // 2d ratio
ivec2 map_size(256,256); // texture map size
ivec2 font_size(8,8); // font size
ivec2 canvas_char(0,0); // canvas char number
@@ -92,16 +92,13 @@ ivec2 canvas_size(0,0); // caca size
/* common variable */
float value, angle, radius, scale, speed;
/* shader variable */
float remanency_source_mix = 0.25f;
float remanency_buffer_mix = 0.75f;
float remanency_new_frame_mix = 0.75f;
float remanency_old_frame_mix = 0.25f;
float blur_radius = 0.25f; // glow radius
float blur_radius_deform = 0.625f;// glow radius deform
int glow_fbo_size = 2; // glow fbo size
float glow_smoothstep = 0.1f; // glow smoothstep value (try 0.025f)
vec3 glow_large(0.75f,2.0f,3.0f);// large glow [mix,ratio normal,ratio deform]
vec3 glow_small(0.50f,1.0f,1.5f);// small glow [mix,ratio normal,ratio deform]
vec2 buffer(0.75f,0.25f); // [new frame mix,old frame mix]
vec2 remanency(0.25f,0.75f); // remanency [source mix,buffer mix]
vec2 blur(0.5f,1.0f); // glow radius [normal,deform]
vec3 glow_mix(1.0f,0.0f,0.025f);// glow mix [glow mix,source mix,source smoothstep]
vec2 glow_large(4.0f,6.0f); // large glow radius [normal,deform]
vec2 glow_small(2.0f,4.0f); // small glow radius [normal,deform]
//vec3 radial(2.0f,0.8f,0); // radial [mix,strength,color mode]
//---------------------------------[IDEAS] http://www.youtube.com/watch?v=d1qEP2vMe-I
float postfx_deform = 0.625f; // deformation ratio
vec3 postfx_filter(0.875f,1.0f,0.75f);// color filter [red,green,blue]
@@ -110,14 +107,11 @@ vec2 postfx_offset(3.0f,3.0f); // random line [horizontal,vertical]
vec2 postfx_noise(0,0.125f); // noise [0=grey/1=color,mix]
float postfx_aberration = 3.0f; // chromatic aberration
bool postfx_moire = true; // moire
vec4 postfx_moire_h(0.75f,0.25f,0.5f,1.5f);
vec4 postfx_moire_v(0.75f,0.25f,0.5f,1.5f);
vec4 postfx_moire_h(0.75f,-0.25f,1.0f,2.0f);
vec4 postfx_moire_v(0.875f,-0.125f,0.5f,2.0f);
bool postfx_scanline = true; // scanline
vec4 postfx_scanline_h(0.75f,0.25f,1.0f,0.0f);// vertical scanline [base,variable,repeat]
vec4 postfx_scanline_v(1.0f,0.0f,0.0f,0.0f);
//float radial_value1 = 2.0f;
//float radial_value2 = 0.8f;
//float radial_color = 0;
vec4 postfx_scanline_h(0.75f,-0.5f,2.0f,0.0f);// vertical scanline [base,variable,repeat]
vec4 postfx_scanline_v(1.0f,0.0f,0.0f,0.0f); // horizontal scanline [base,variable,repeat]

Shader *shader_simple;
Shader *shader_blur_h, *shader_blur_v;
@@ -125,26 +119,15 @@ Shader *shader_remanency, *shader_glow, *shader_radial, *shader_postfx;
// shader variables
ShaderUniform shader_simple_texture;
ShaderUniform shader_blur_h_texture,
shader_blur_h_screen_size,
shader_blur_h_blur,
shader_blur_h_deform;
shader_blur_h_radius;
ShaderUniform shader_blur_v_texture,
shader_blur_v_screen_size,
shader_blur_v_blur,
shader_blur_v_deform;
ShaderUniform shader_remanency_texture,
shader_remanency_texture_buffer,
shader_remanency_screen_size,
shader_remanency_screen_color,
shader_remanency_value1,
shader_remanency_value2;
ShaderUniform shader_glow_texture,
shader_glow_texture_prv,
shader_glow_screen_size,
shader_glow_time,
shader_glow_step,
shader_glow_value1,
shader_glow_value2;
shader_blur_v_radius;
ShaderUniform shader_remanency_source,
shader_remanency_buffer,
shader_remanency_mix;
ShaderUniform shader_glow_glow,
shader_glow_source,
shader_glow_mix;
ShaderUniform shader_radial_texture,
shader_radial_screen_size,
shader_radial_time,
@@ -210,8 +193,8 @@ int Render::InitDraw(void)
fbo_back = new FrameBuffer(screen_size);
fbo_front = new FrameBuffer(screen_size);
fbo_buffer = new FrameBuffer(screen_size);
fbo_blur_h = new FrameBuffer(screen_size / glow_fbo_size);
fbo_blur_v = new FrameBuffer(screen_size / glow_fbo_size);
fbo_blur_h = new FrameBuffer(screen_size / 2);
fbo_blur_v = new FrameBuffer(screen_size / 2);
fbo_ping = new FrameBuffer(screen_size);
fbo_pong = new FrameBuffer(screen_size);
// shader simple
@@ -220,32 +203,21 @@ int Render::InitDraw(void)
// shader blur horizontal
shader_blur_h = Shader::Create(lolfx_blurh);
shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture");
shader_blur_h_screen_size = shader_blur_h->GetUniformLocation("screen_size");
shader_blur_h_blur = shader_blur_h->GetUniformLocation("blur");
shader_blur_h_deform = shader_blur_h->GetUniformLocation("deform");
shader_blur_h_radius = shader_blur_h->GetUniformLocation("radius");
// shader blur vertical
shader_blur_v = Shader::Create(lolfx_blurv);
shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture");
shader_blur_v_screen_size = shader_blur_v->GetUniformLocation("screen_size");
shader_blur_v_blur = shader_blur_v->GetUniformLocation("blur");
shader_blur_v_deform = shader_blur_v->GetUniformLocation("deform");
shader_blur_v_radius = shader_blur_v->GetUniformLocation("radius");
// shader remanency
shader_remanency = Shader::Create(lolfx_remanency);
shader_remanency_texture = shader_remanency->GetUniformLocation("texture");
shader_remanency_texture_buffer = shader_remanency->GetUniformLocation("texture_buffer");
shader_remanency_screen_size = shader_remanency->GetUniformLocation("screen_size");
shader_remanency_screen_color = shader_remanency->GetUniformLocation("screen_color");
shader_remanency_value1 = shader_remanency->GetUniformLocation("value1");
shader_remanency_value2 = shader_remanency->GetUniformLocation("value2");
shader_remanency_source = shader_remanency->GetUniformLocation("source");
shader_remanency_buffer = shader_remanency->GetUniformLocation("buffer");
shader_remanency_mix = shader_remanency->GetUniformLocation("mix");
// shader glow
shader_glow = Shader::Create(lolfx_glow);
shader_glow_texture = shader_glow->GetUniformLocation("texture");
shader_glow_texture_prv = shader_glow->GetUniformLocation("texture_prv");
shader_glow_screen_size = shader_glow->GetUniformLocation("screen_size");
shader_glow_time = shader_glow->GetUniformLocation("time");
shader_glow_step = shader_glow->GetUniformLocation("step");
shader_glow_value1 = shader_glow->GetUniformLocation("value1");
shader_glow_value2 = shader_glow->GetUniformLocation("value2");
shader_glow_glow = shader_glow->GetUniformLocation("glow");
shader_glow_source = shader_glow->GetUniformLocation("source");
shader_glow_mix = shader_glow->GetUniformLocation("mix");
// shader radial
shader_radial = Shader::Create(lolfx_radial);
shader_radial_texture = shader_radial->GetUniformLocation("texture");
@@ -464,12 +436,9 @@ void Render::Draw3D()
// shader remanency
fbo_ping->Bind();
shader_remanency->Bind();
shader_remanency->SetTexture(shader_remanency_texture, fbo_back->GetTexture(), 0);
shader_remanency->SetTexture(shader_remanency_texture_buffer, fbo_buffer->GetTexture(), 1);
shader_remanency->SetUniform(shader_remanency_screen_size, vec2(1.0f));
shader_remanency->SetUniform(shader_remanency_screen_color, screen_color);
shader_remanency->SetUniform(shader_remanency_value1, remanency_source_mix);
shader_remanency->SetUniform(shader_remanency_value2, remanency_buffer_mix);
shader_remanency->SetTexture(shader_remanency_source, fbo_back->GetTexture(), 0);
shader_remanency->SetTexture(shader_remanency_buffer, fbo_buffer->GetTexture(), 1);
shader_remanency->SetUniform(shader_remanency_mix, remanency);
fs_quad();
shader_remanency->Unbind();
fbo_ping->Unbind();
@@ -480,12 +449,9 @@ void Render::Draw3D()
// save previous fbo
fbo_ping->Bind();
shader_remanency->Bind();
shader_remanency->SetTexture(shader_remanency_texture, fbo_front->GetTexture(), 0);
shader_remanency->SetTexture(shader_remanency_texture_buffer, fbo_buffer->GetTexture(), 1);
shader_remanency->SetUniform(shader_remanency_screen_size, vec2(1.0f));
shader_remanency->SetUniform(shader_remanency_screen_color, screen_color);
shader_remanency->SetUniform(shader_remanency_value1, remanency_new_frame_mix);
shader_remanency->SetUniform(shader_remanency_value2, remanency_old_frame_mix);
shader_remanency->SetTexture(shader_remanency_source, fbo_front->GetTexture(), 0);
shader_remanency->SetTexture(shader_remanency_buffer, fbo_buffer->GetTexture(), 1);
shader_remanency->SetUniform(shader_remanency_mix, buffer);
fs_quad();
shader_remanency->Unbind();
fbo_ping->Unbind();
@@ -501,9 +467,7 @@ void Render::Draw3D()
fbo_ping->Bind();
shader_blur_h->Bind();
shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0);
shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f));
shader_blur_h->SetUniform(shader_blur_h_blur, blur_radius / screen_size.x);
shader_blur_h->SetUniform(shader_blur_h_deform, blur_radius_deform / screen_size.x);
shader_blur_h->SetUniform(shader_blur_h_radius, blur / screen_size.x);
fs_quad();
shader_blur_h->Unbind();
fbo_ping->Unbind();
@@ -511,9 +475,7 @@ void Render::Draw3D()
fbo_front->Bind();
shader_blur_v->Bind();
shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0);
shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f));
shader_blur_v->SetUniform(shader_blur_v_blur, blur_radius / screen_size.y);
shader_blur_v->SetUniform(shader_blur_v_deform, blur_radius_deform / screen_size.y);
shader_blur_v->SetUniform(shader_blur_v_radius, blur / screen_size.y);
fs_quad();
shader_blur_v->Unbind();
}
@@ -531,9 +493,7 @@ void Render::Draw3D()
fbo_blur_h->Bind();
shader_blur_h->Bind();
shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0);
shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size));
shader_blur_h->SetUniform(shader_blur_h_blur, glow_large.y / screen_size.x);
shader_blur_h->SetUniform(shader_blur_h_deform, glow_large.z / screen_size.x);
shader_blur_h->SetUniform(shader_blur_h_radius, glow_large / screen_size.x);
fs_quad();
shader_blur_h->Unbind();
fbo_blur_h->Unbind();
@@ -541,9 +501,7 @@ void Render::Draw3D()
fbo_blur_v->Bind();
shader_blur_v->Bind();
shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0);
shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size));
shader_blur_v->SetUniform(shader_blur_v_blur, glow_large.y / screen_size.y);
shader_blur_v->SetUniform(shader_blur_v_deform, glow_large.z / screen_size.y);
shader_blur_v->SetUniform(shader_blur_v_radius, glow_large / screen_size.y);
fs_quad();
shader_blur_v->Unbind();
fbo_blur_v->Unbind();
@@ -551,9 +509,7 @@ void Render::Draw3D()
fbo_blur_h->Bind();
shader_blur_h->Bind();
shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0);
shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size));
shader_blur_h->SetUniform(shader_blur_h_blur, glow_small.y / screen_size.x);
shader_blur_h->SetUniform(shader_blur_h_deform, glow_small.z / screen_size.x);
shader_blur_h->SetUniform(shader_blur_h_radius, glow_small / screen_size.x);
fs_quad();
shader_blur_h->Unbind();
fbo_blur_h->Unbind();
@@ -561,22 +517,16 @@ void Render::Draw3D()
fbo_blur_v->Bind();
shader_blur_v->Bind();
shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0);
shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size));
shader_blur_v->SetUniform(shader_blur_v_blur, glow_small.y / screen_size.y);
shader_blur_h->SetUniform(shader_blur_v_deform, glow_small.z / screen_size.y);
shader_blur_v->SetUniform(shader_blur_v_radius, glow_small / screen_size.y);
fs_quad();
shader_blur_v->Unbind();
fbo_blur_v->Unbind();
// shader glow
fbo_pong->Bind();
shader_glow->Bind();
shader_glow->SetTexture(shader_glow_texture, fbo_blur_v->GetTexture(), 0);
shader_glow->SetTexture(shader_glow_texture_prv, fbo_front->GetTexture(), 1);
shader_glow->SetUniform(shader_glow_screen_size, vec2(1.0f));
shader_glow->SetUniform(shader_glow_time, fx_angle);
shader_glow->SetUniform(shader_glow_step, glow_smoothstep);
shader_glow->SetUniform(shader_glow_value1, glow_large.x);
shader_glow->SetUniform(shader_glow_value2, glow_small.x);
shader_glow->SetTexture(shader_glow_glow, fbo_blur_v->GetTexture(), 0);
shader_glow->SetTexture(shader_glow_source, fbo_front->GetTexture(), 1);
shader_glow->SetUniform(shader_glow_mix, glow_mix);
fs_quad();
shader_glow->Unbind();
}


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