From b89a7ee8b956c96a1dcee995ea840feddc5d4b27 Mon Sep 17 00:00:00 2001 From: Pierre Frisch Date: Thu, 22 Dec 2011 07:25:50 -0800 Subject: First commit of Ninja to ninja-internal Signed-off-by: Valerio Virgillito --- js/helper-classes/RDGE/src/core/script/fx/blur.js | 196 ++++++++++++++++++++++ 1 file changed, 196 insertions(+) create mode 100644 js/helper-classes/RDGE/src/core/script/fx/blur.js (limited to 'js/helper-classes/RDGE/src/core/script/fx/blur.js') diff --git a/js/helper-classes/RDGE/src/core/script/fx/blur.js b/js/helper-classes/RDGE/src/core/script/fx/blur.js new file mode 100644 index 00000000..7fa24712 --- /dev/null +++ b/js/helper-classes/RDGE/src/core/script/fx/blur.js @@ -0,0 +1,196 @@ +/* +This file contains proprietary software owned by Motorola Mobility, Inc.
+No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + + +/** + * Implements a 5x5 blur. + * See http://prideout.net/archive/bloom/ + * @param mipSizes - up to three pow2 mip sizes to be separately blurred + * and combined with the src image, e.g. [256,128,64] + * @param enAuxTexture - true to enable an extra texture to be added to + * the weighted blur mips (see doBlur) + */ +function fxBlur(mipSizes, enAuxTexture) +{ + var separableBlurCombine_fshader = [ + "#ifdef GL_ES", + "precision highp float;", + "#endif", + + "varying vec2 vTexcoord;", // base tex coord + "uniform vec4 vWeights;", // blend weights + + enAuxTexture ? "uniform sampler2D sTextureAux;" : "", // aux image (unweighted) + "uniform sampler2D sTexture1;", // source texture #1 + mipSizes[0] ? "uniform sampler2D sTexture2;" : "", // source texture #2 + mipSizes[1] ? "uniform sampler2D sTexture3;" : "", // source texture #3 + mipSizes[2] ? "uniform sampler2D sTexture4;" : "", // source texture #4 + + "void main()", + "{", + "vec4 blurCol = vWeights.x * texture2D(sTexture1, vTexcoord, -32.0);", + mipSizes[0] ? "blurCol += vWeights.y * texture2D(sTexture2, vTexcoord, -32.0);" : "", + mipSizes[1] ? "blurCol += vWeights.z * texture2D(sTexture3, vTexcoord, -32.0);" : "", + mipSizes[2] ? "blurCol += vWeights.w * texture2D(sTexture4, vTexcoord, -32.0);" : "", + + enAuxTexture ? "gl_FragColor = texture2D(sTextureAux, vTexcoord, -32.0) + blurCol;" : "gl_FragColor = blurCol;", + "}" + + ].join("\n"); + + + function renderInitBlur(quad) + { + quad.shader = createShader(gl, 'separableBlur_vshader', 'separableBlur_fshader', [ "vert", "texcoord"]); + quad.renderObj = new RenderObject(quad.shader); + + quad.vertBuffer = quadBuf.vertexObject; + quad.uvBuffer = quadBuf.texCoordObject; + + quad.renderObj.addTexture("sTexture", 0, UNIFORMTYPE.TEXTURE2D); + + quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); + quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); + } + + function renderInitCombine(quad) + { + quad.shader = createShader(gl, 'separableBlur_vshader', separableBlurCombine_fshader, [ "vert", "texcoord"]); + quad.renderObj = new RenderObject(quad.shader); + + quad.vertBuffer = quadBuf.vertexObject; + quad.uvBuffer = quadBuf.texCoordObject; + + quad.renderObj.addTexture("sTexture1", 0, UNIFORMTYPE.TEXTURE2D); + quad.renderObj.addTexture("sTexture2", 1, UNIFORMTYPE.TEXTURE2D); + quad.renderObj.addTexture("sTexture3", 2, UNIFORMTYPE.TEXTURE2D); + quad.renderObj.addTexture("sTexture4", 3, UNIFORMTYPE.TEXTURE2D); + quad.renderObj.addTexture("sTextureAux", 4, UNIFORMTYPE.TEXTURE2D); + + quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); + quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); + } + + // Screen aligned quad geometry + var quadBuf = getScreenAlignedQuad(); + + // Fbos for each mip level; two sets are used to pingpong horizontal and vertical blur + mipSizes = mipSizes || [128, 64, 32]; + + this.fboSet1 = []; + this.fboSet2 = []; + + for(var i in mipSizes) + { + this.fboSet1.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); + this.fboSet2.push(createRenderTargetTexture(mipSizes[i], mipSizes[i])); + } + + // Blitter for downsampling + this.blitQuad = new ScreenQuad(null); + this.blitQuad.initialize(renderInitScreenQuad); + + // Blur shader + this.blurQuad = new ScreenQuad(null); + this.blurQuad.initialize(renderInitBlur); + + this.v3Kernel = [ 5.0 / 16.0, 6.0 / 16.0, 5.0 / 16.0 ]; + this.blurQuad.renderObj.addUniform("vCoeffs", this.v3Kernel, UNIFORMTYPE.FLOAT3); + + this.v2Offset = vec2.zero(); + this.blurQuad.renderObj.addUniform("vOffset", this.v2Offset, UNIFORMTYPE.FLOAT2); + + // Combine/blend shader + this.combineQuad = new ScreenQuad(null); + this.combineQuad.initialize(renderInitCombine); + + this.v4Weights = [0.25, 0.25, 0.25, 0.25]; + this.combineQuad.renderObj.addUniform("vWeights", this.v4Weights, UNIFORMTYPE.FLOAT4); +} + +/** + * Blurs the passed render target. + * See http://prideout.net/archive/bloom/ + * @param srcTexture - source image to blur + * @param dstRenderTarget - where to put the result of the blur + * @param weights - array of 4 blend weights for the blurred mip levels + * levels in the form [srcTexture-weight, mip0-weight, + * mip1-weight, mip2-weight] + * @param auxTexture - null, else an extra texture to be added to the + * weighted blur mips + */ +fxBlur.prototype.doBlur = function(srcTexture, dstRenderTarget, weights, auxTexture) +{ + // Set weights + this.v4Weights[0] = (weights == undefined) ? 0.25 : weights[0]; + this.v4Weights[1] = (weights == undefined) ? 0.25 : weights[1]; + this.v4Weights[2] = (weights == undefined) ? 0.25 : weights[2]; + this.v4Weights[3] = (weights == undefined) ? 0.25 : weights[3]; + + // Do horizontal blur of fbo set 1 into fbo set 2 + for (var i = 0, fboSrc, fboDst; (fboSrc = srcTexture) && (fboDst = this.fboSet2[i]); i++) + { + gl.bindFramebuffer(gl.FRAMEBUFFER, fboDst.frameBuffer); + gl.viewport(0, 0, fboDst.frameBuffer.width, fboDst.frameBuffer.height); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.disable(gl.DEPTH_TEST); + + this.v2Offset[0] = 0.0; + this.v2Offset[1] = 1.2 / fboDst.frameBuffer.width; + + this.blurQuad.texture = fboSrc; + + renderProcScreenQuad(this.blurQuad); + } + + // Do vertical blur of fbo set 2 into fbo set 1 + for (var i = 0, fboSrc, fboDst; (fboSrc = this.fboSet2[i]) && (fboDst = this.fboSet1[i]); i++) + { + gl.bindFramebuffer(gl.FRAMEBUFFER, fboDst.frameBuffer); + gl.viewport(0, 0, fboDst.frameBuffer.width, fboDst.frameBuffer.height); + gl.clear(gl.COLOR_BUFFER_BIT); + gl.disable(gl.DEPTH_TEST); + + this.v2Offset[0] = 1.2 / fboDst.frameBuffer.width; + this.v2Offset[1] = 0.0; + + this.blurQuad.texture = fboSrc; + + renderProcScreenQuad(this.blurQuad); + } + + // Do a weighted combine of the textures in fbo set 1 + gl.bindFramebuffer(gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null); + gl.viewport(0, 0, g_width, g_height); + gl.clear(gl.COLOR_BUFFER_BIT); + + gl.disable(gl.DEPTH_TEST); + + gl.useProgram(this.combineQuad.shader); + + this.combineQuad.renderObj.bindBuffers(); + this.combineQuad.renderObj.bindTextures(); + this.combineQuad.renderObj.bindUniforms(); + + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, srcTexture); + gl.activeTexture(gl.TEXTURE1); + gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[0]); + gl.activeTexture(gl.TEXTURE2); + gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[1]); + gl.activeTexture(gl.TEXTURE3); + gl.bindTexture(gl.TEXTURE_2D, this.fboSet1[2]); + gl.activeTexture(gl.TEXTURE4); + gl.bindTexture(gl.TEXTURE_2D, auxTexture); + gl.activeTexture(gl.TEXTURE0); + + gl.drawArrays(gl.TRIANGLES, 0, 6); + + gl.enable(gl.DEPTH_TEST); + gl.useProgram(null); + + return dstRenderTarget; +} -- cgit v1.2.3