Remove the HQDOF since it did not really work properly and we already have DOF. Fixes #2111

This was SVN commit r15501.
This commit is contained in:
wraitii 2014-07-08 18:23:53 +00:00
parent 56bcbd59a0
commit 3ba325f9e8
4 changed files with 1 additions and 420 deletions

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@ -128,7 +128,7 @@ function setPPBloom(s)
g_Environment.Postproc.Bloom = (1 - s) * 0.2;
}
// Set postproc effect ("default", "hdr", "DOF", "HQDOF")
// Set postproc effect ("default", "hdr", "DOF")
function setPPEffect(s)
{
g_Environment.Postproc.PostprocEffect = s;

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@ -1,29 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/hqdof">
<define name="manualdof" value="true"/>
<define name="focalLength" value="1000"/>
<define name="fstop" value="200"/>
<define name="samples" value="3"/>
<define name="rings" value="3"/>
<define name="ndofstart" value="10.0"/>
<define name="ndofdist" value="20.0"/>
<define name="fdofstart" value="30.0"/>
<define name="fdofdist" value="40.0"/>
<define name="maxblur" value="2"/>
<define name="threshold" value="0.9"/>
<define name="gain" value="2.0"/>
<define name="bias" value="0.5"/>
<define name="fringe" value="0.7"/>
</pass>
<pass shader="glsl/hdr"/>
</technique>
</effect>

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@ -1,380 +0,0 @@
/*
DoF with bokeh GLSL shader v2.4
by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com)
----------------------
The shader is Blender Game Engine ready, but it should be quite simple to adapt for your engine.
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
So you are free to share, modify and adapt it for your needs, and even use it for commercial use.
I would also love to hear about a project you are using it.
Have fun,
Martins
----------------------
changelog:
2.4:
- physically accurate DoF simulation calculated from "focalDepth" ,"focalLength", "f-stop" and "CoC" parameters.
- option for artist controlled DoF simulation calculated only from "focalDepth" and individual controls for near and far blur
- added "circe of confusion" (CoC) parameter in mm to accurately simulate DoF with different camera sensor or film sizes
- cleaned up the code
- some optimization
2.3:
- new and physically little more accurate DoF
- two extra input variables - focal length and aperture iris diameter
- added a debug visualization of focus point and focal range
2.1:
- added an option for pentagonal bokeh shape
- minor fixes
2.0:
- variable sample count to increase quality/performance
- option to blur depth buffer to reduce hard edges
- option to dither the samples with noise or pattern
- bokeh chromatic aberration/fringing
- bokeh bias to bring out bokeh edges
- image thresholding to bring out highlights when image is out of focus
----------------------
Changes from original shader:
- Changed names of samplers and values to their equivalents in 0 A.D.'s postproc manager.
- Moved user variables into HQDOF.xml defines and modified their values.
- Removed an optimization that caused lines to appear on the edges of the (mostly) focused area.
- Removed pentagon-shaped bokeh code.
- Made manual DOF scale with zoom.
- Moved blur level calculation to its own function.
- Added code to remove a blurred halo-like outline around focused foreground objects.
- Renamed some variables to make the code more readable.
----------------------
*/
uniform sampler2D renderedTex;
uniform sampler2D depthTex;
uniform float width;
uniform float height;
#define PI 3.14159265
vec2 texel = vec2(1.0/width,1.0/height);
uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
//uniform float focalLength = 1000; //focal length in mm
//uniform float fstop = 200; //f-stop value
uniform bool showFocus = false; //show debug focus point and focal range (red = focal point, green = focal range)
/*
make sure that these two values are the same for your camera, otherwise distances will be wrong.
*/
//float znear = 0.5; //camera clipping start
//float zfar = 100.0; //camera clipping end
uniform float zNear;
uniform float zFar;
bool foregroundcleanup = true;
//------------------------------------------
//user variables
//int samples = 3; //samples on the first ring
//int rings = 3; //ring count
//bool manualdof = false; //manual dof calculation
//float ndofstart = 10.0; //near dof falloff start
//float ndofdist = 35.0; //near dof falloff distance
//float fdofstart = 8.0; //far dof falloff start
//float fdofdist = 40.0; //far dof falloff distance
float CoC = 0.03;//circle of confusion size in mm (35mm film = 0.03mm)
bool vignetting = false; //use optical lens vignetting?
float vignout = 1.3; //vignetting outer border
float vignin = 0.5; //vignetting inner border
float vignfade = 22.0; //f-stops till vignete fades
bool autofocus = true; //use autofocus in shader? disable if you use external focalDepth value
vec2 focus = vec2(0.5,0.5); // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
//float maxblur = 2.0; //clamp value of max blur (0.0 = no blur,1.0 default)
//float threshold = 0.9; //highlight threshold;
//float gain = 2.0; //highlight gain;
//float bias = 0.5; //bokeh edge bias
//float fringe = 0.7; //bokeh chromatic aberration/fringing
bool noise = true; //use noise instead of pattern for sample dithering
float namount = 0.0001; //dither amount
bool depthblur = false; //blur the depth buffer?
float dbsize = 1.25; //depthblursize
//------------------------------------------
float bdepth(vec2 coords, float blursize) //blurring depth
{
float d = 0.0;
float div = 0;
float kernel[9];
vec2 offset[9];
vec2 wh = vec2(texel.x, texel.y) * blursize;
offset[0] = vec2(-wh.x,-wh.y);
offset[1] = vec2( 0.0, -wh.y);
offset[2] = vec2( wh.x -wh.y);
offset[3] = vec2(-wh.x, 0.0);
offset[4] = vec2( 0.0, 0.0);
offset[5] = vec2( wh.x, 0.0);
offset[6] = vec2(-wh.x, wh.y);
offset[7] = vec2( 0.0, wh.y);
offset[8] = vec2( wh.x, wh.y);
kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
float depth = texture2D(depthTex, coords).r;
for( int i=0; i<9; i++ )
{
float tmp = texture2D(depthTex, coords + offset[i]).r;
if (tmp <= depth)
{
d += tmp * kernel[i];
div += kernel[i];
}
}
return d / div;
}
vec3 color(vec2 coords,float blur) //processing the sample
{
vec3 col = vec3(0.0);
col.r = texture2D(renderedTex,coords + (vec2(0.0,1.0)*texel*fringe*blur)).r;
col.g = texture2D(renderedTex,coords + (vec2(-0.866,-0.5)*texel*fringe*blur)).g;
col.b = texture2D(renderedTex,coords + (vec2(0.866,-0.5)*texel*fringe*blur)).b;
vec3 lumcoeff = vec3(0.299,0.587,0.114);
float lum = dot(col.rgb, lumcoeff);
float thresh = max((lum-threshold)*gain, 0.0);
return col+mix(vec3(0.0),col,thresh*blur);
}
vec2 rand(vec2 coord) //generating noise/pattern texture for dithering
{
float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0;
float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0;
if (noise)
{
noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0;
noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0;
}
return vec2(noiseX,noiseY);
}
vec3 debugFocus(vec3 col, float blur, float depth)
{
float edge = 0.002*depth; //distance based edge smoothing
float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
return col;
}
float linearize(float depth)
{
return -zFar * zNear / (depth * (zFar - zNear) - zFar);
}
float vignette()
{
float dist = distance(gl_TexCoord[3].xy, vec2(0.5,0.5));
dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
return clamp(dist,0.0,1.0);
}
float bluramount(float depth, float fDepth)
{
float blur;
if (manualdof)
{
float a = depth-fDepth; //focal plane
float b = (a-fdofstart)/fdofdist; //far DoF
float c = (-a-ndofstart)/ndofdist; //near Dof
blur = (a>0.0)?b:c;
blur /= max((fDepth / 15) - 7, 1);
}
else
{
float f = focalLength; //focal length in mm
float d = fDepth*1000.0; //focal plane in mm
float o = depth*1000.0; //depth in mm
float a = (o*f)/(o-f);
float b = (d*f)/(d-f);
float c = (d-f)/(d*fstop*CoC);
blur = abs(a-b)*c;
}
return clamp(blur, 0, 1);
}
varying vec2 v_tex;
void main()
{
//scene depth calculation
float depth;
if (depthblur)
{
depth = linearize(bdepth(v_tex, dbsize));
}
else
{
depth = linearize(texture2D(depthTex,v_tex).x);
}
//focal plane calculation
float fDepth = focalDepth;
if (autofocus)
{
fDepth = linearize(texture2D(depthTex,focus).x);
}
//dof blur factor calculation
float blur = bluramount(depth, fDepth);
// calculation of pattern for ditering
vec2 noise = rand(v_tex)*namount*blur;
// getting blur x and y step factor
float w = texel.x*blur*maxblur+noise.x;
float h = texel.y*blur*maxblur+noise.y;
float w2 = texel.x*maxblur+noise.x;
float h2 = texel.y*maxblur+noise.y;
// calculation of final color
vec3 color = texture2D(renderedTex, v_tex).rgb;
vec3 samplecolor = color;
float samplediv = 1.0;
int ringsamples;
for (int i = 1; i <= rings; i += 1)
{
ringsamples = i * samples;
float step = PI*2.0 / ringsamples;
for (int j = 0; j < ringsamples; j += 1)
{
// find sample coordinates
float pw = (cos(j*step)*i);
float ph = (sin(j*step)*i);
vec2 samplecoord = v_tex + vec2(pw*w,ph*h);
// set this sample's color and count
vec3 samplecoloradd = color(samplecoord,blur)*mix(1.0,i/rings,bias);
float sampledivadd = mix(1.0,i/rings,bias);
// begin performance-unfriendly (but nice-looking) removal of fully-focused foreground samples
if (foregroundcleanup)
{
float sampledepth = linearize(texture2D(depthTex, samplecoord).x);
int depthweight = (sampledepth > depth) ? 1 : 0;
float sampleblur = bluramount(sampledepth, fDepth);
float weight = clamp(depthweight + sampleblur, 0, 1);
samplecoloradd *= weight;
sampledivadd *= weight;
}
// add sample values
samplecolor += samplecoloradd;
samplediv += sampledivadd;
}
/*#define BLURONSHARPCHECK
#ifdef BLURONSHARPCHECK
for (int k = j; k < ringsamples * 2; k += 1)
{
float pw = (cos(k*step)*i);
float ph = (sin(k*step)*i);
vec2 samplecoord = v_tex + vec2(pw*w2,ph*h2);
float sampledepth = linearize(texture2D(depthTex, samplecoord).x);
int depthweight = (sampledepth > depth) ? 0 : 1;
float sampleblur = bluramount(sampledepth, fDepth);
vec3 coladd = color(samplecoord,sampleblur)*mix(1.0,i/rings,bias);
float sadd = mix(1.0,i/rings,bias);
float weight = (sampleblur > blur) ? clamp(depthweight * (0.2 - blur) * (float(k) / ringsamples / 2) * sampleblur, 0, 1) : 0.0;
coladd *= weight;
sadd *= weight;
samplecolor += coladd;
samplediv += sadd;
}
#endif*/
}
samplecolor /= samplediv; //divide by sample count
if (showFocus)
{
samplecolor = debugFocus(samplecolor, blur, depth);
}
if (vignetting)
{
samplecolor *= vignette();
}
gl_FragColor.rgb = samplecolor;
gl_FragColor.a = 1.0;
#ifdef DEBUGVISUALIZATION
gl_FragColor.rgb = vec3(20 - (texture2D(depthTex, v_tex).x * 20));
if (v_tex.x < 0.501 && v_tex.x > 0.499)
{
gl_FragColor.rgb += vec3(0.1);
}
if (v_tex.y < 0.501 && v_tex.y > 0.499)
{
gl_FragColor.rgb += vec3(0.1);
}
if (blur == 0)
{
gl_FragColor.rgb += vec3(0.05);
}
#endif
}

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@ -1,10 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<vertex file="glsl/hdr.vs">
<stream name="pos"/>
<stream name="uv0"/>
<attrib name="a_vertex" semantics="gl_Vertex"/>
<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
</vertex>
<fragment file="glsl/hqdof.fs"/>
</program>