// //--------------------------------------------------------------------------- // // Copyright(C) 2016 Magnus Norddahl // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_tonemapshader.cpp ** Converts a HDR texture to 0-1 range by applying a tonemap operator ** */ #include "gl/system/gl_system.h" #include "m_swap.h" #include "v_video.h" #include "gl/gl_functions.h" #include "vectors.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/shaders/gl_tonemapshader.h" void FTonemapShader::Bind() { auto &shader = mShader[gl_tonemap]; if (!shader) { shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330); shader.SetFragDataLocation(0, "FragColor"); shader.Link("shaders/glsl/tonemap"); shader.SetAttribLocation(0, "PositionInProjection"); SceneTexture.Init(shader, "InputTexture"); ExposureTexture.Init(shader, "ExposureTexture"); PaletteLUT.Init(shader, "PaletteLUT"); } shader.Bind(); } bool FTonemapShader::IsPaletteMode() { return gl_tonemap == Palette; } const char *FTonemapShader::GetDefines(int mode) { switch (mode) { default: case Linear: return "#define LINEAR\n"; case Reinhard: return "#define REINHARD\n"; case HejlDawson: return "#define HEJLDAWSON\n"; case Uncharted2: return "#define UNCHARTED2\n"; case Palette: return "#define PALETTE\n"; } } void FExposureExtractShader::Bind() { if (!mShader) { mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureextract.fp", "", 330); mShader.SetFragDataLocation(0, "FragColor"); mShader.Link("shaders/glsl/exposureextract"); mShader.SetAttribLocation(0, "PositionInProjection"); SceneTexture.Init(mShader, "SceneTexture"); Scale.Init(mShader, "Scale"); Offset.Init(mShader, "Offset"); } mShader.Bind(); } void FExposureAverageShader::Bind() { if (!mShader) { mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 400); mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureaverage.fp", "", 400); mShader.SetFragDataLocation(0, "FragColor"); mShader.Link("shaders/glsl/exposureaverage"); mShader.SetAttribLocation(0, "PositionInProjection"); ExposureTexture.Init(mShader, "ExposureTexture"); } mShader.Bind(); } void FExposureCombineShader::Bind() { if (!mShader) { mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposurecombine.fp", "", 330); mShader.SetFragDataLocation(0, "FragColor"); mShader.Link("shaders/glsl/exposurecombine"); mShader.SetAttribLocation(0, "PositionInProjection"); ExposureTexture.Init(mShader, "ExposureTexture"); ExposureBase.Init(mShader, "ExposureBase"); ExposureMin.Init(mShader, "ExposureMin"); ExposureScale.Init(mShader, "ExposureScale"); ExposureSpeed.Init(mShader, "ExposureSpeed"); } mShader.Bind(); }