mirror of
https://github.com/ZDoom/gzdoom-gles.git
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119 lines
No EOL
3.7 KiB
C++
119 lines
No EOL
3.7 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_tonemapshader.cpp
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** Converts a HDR texture to 0-1 range by applying a tonemap operator
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**
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*/
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#include "gl/system/gl_system.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_tonemapshader.h"
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void FTonemapShader::Bind()
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{
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auto &shader = mShader[gl_tonemap];
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if (!shader)
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{
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330);
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/tonemap");
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shader.SetAttribLocation(0, "PositionInProjection");
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SceneTexture.Init(shader, "InputTexture");
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ExposureTexture.Init(shader, "ExposureTexture");
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PaletteLUT.Init(shader, "PaletteLUT");
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}
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shader.Bind();
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}
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bool FTonemapShader::IsPaletteMode()
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{
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return gl_tonemap == Palette;
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}
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const char *FTonemapShader::GetDefines(int mode)
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{
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switch (mode)
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{
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default:
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case Linear: return "#define LINEAR\n";
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case Reinhard: return "#define REINHARD\n";
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case HejlDawson: return "#define HEJLDAWSON\n";
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case Uncharted2: return "#define UNCHARTED2\n";
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case Palette: return "#define PALETTE\n";
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}
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}
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void FExposureExtractShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureextract.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/exposureextract");
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mShader.SetAttribLocation(0, "PositionInProjection");
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SceneTexture.Init(mShader, "SceneTexture");
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Scale.Init(mShader, "Scale");
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Offset.Init(mShader, "Offset");
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}
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mShader.Bind();
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}
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void FExposureAverageShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 400);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureaverage.fp", "", 400);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/exposureaverage");
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mShader.SetAttribLocation(0, "PositionInProjection");
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ExposureTexture.Init(mShader, "ExposureTexture");
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}
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mShader.Bind();
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}
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void FExposureCombineShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposurecombine.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/exposurecombine");
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mShader.SetAttribLocation(0, "PositionInProjection");
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ExposureTexture.Init(mShader, "ExposureTexture");
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ExposureBase.Init(mShader, "ExposureBase");
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ExposureMin.Init(mShader, "ExposureMin");
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ExposureScale.Init(mShader, "ExposureScale");
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ExposureSpeed.Init(mShader, "ExposureSpeed");
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}
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mShader.Bind();
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} |