mirror of
https://github.com/ZDoom/qzdoom.git
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Merge branch 'exposure_pass' into lightmath
# Conflicts: # src/gl/renderer/gl_renderbuffers.cpp # src/gl/renderer/gl_renderbuffers.h # src/gl/renderer/gl_renderer.h # src/gl/scene/gl_scene.cpp
This commit is contained in:
commit
38be2333d0
16 changed files with 327 additions and 34 deletions
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@ -76,7 +76,10 @@ CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, 0)
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if (self < 0.1f) self = 0.1f;
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}
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CVAR(Float, gl_exposure, 0.0f, 0)
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CVAR(Float, gl_exposure_scale, 0.75f, 0)
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CVAR(Float, gl_exposure_min, 0.35f, 0)
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CVAR(Float, gl_exposure_base, 0.35f, 0)
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CVAR(Float, gl_exposure_speed, 0.05f, 0)
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CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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@ -120,6 +123,7 @@ void FGLRenderer::RenderScreenQuad()
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void FGLRenderer::PostProcessScene()
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{
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mBuffers->BlitSceneToTexture();
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UpdateCameraExposure();
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BloomScene();
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TonemapScene();
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ColormapScene();
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@ -242,6 +246,78 @@ void FGLRenderer::AmbientOccludeScene()
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Extracts light average from the scene and updates the camera exposure texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::UpdateCameraExposure()
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{
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if (!gl_bloom && gl_tonemap == 0)
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return;
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FGLDebug::PushGroup("UpdateCameraExposure");
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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// Extract light level from scene texture:
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const auto &level0 = mBuffers->ExposureLevels[0];
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glBindFramebuffer(GL_FRAMEBUFFER, level0.Framebuffer);
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mExposureExtractShader->Bind();
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mExposureExtractShader->SceneTexture.Set(0);
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mExposureExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mExposureExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Find the average value:
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for (int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
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{
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const auto &level = mBuffers->ExposureLevels[i];
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const auto &next = mBuffers->ExposureLevels[i + 1];
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glBindFramebuffer(GL_FRAMEBUFFER, next.Framebuffer);
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glViewport(0, 0, next.Width, next.Height);
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glBindTexture(GL_TEXTURE_2D, level.Texture);
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mExposureAverageShader->Bind();
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mExposureAverageShader->ExposureTexture.Set(0);
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RenderScreenQuad();
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}
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// Combine average value with current camera exposure:
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->ExposureFB);
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glViewport(0, 0, 1, 1);
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if (!mBuffers->FirstExposureFrame)
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{
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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mBuffers->FirstExposureFrame = false;
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureLevels.Last().Texture);
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mExposureCombineShader->Bind();
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mExposureCombineShader->ExposureTexture.Set(0);
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mExposureCombineShader->ExposureBase.Set(gl_exposure_base);
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mExposureCombineShader->ExposureMin.Set(gl_exposure_min);
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mExposureCombineShader->ExposureScale.Set(gl_exposure_scale);
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mExposureCombineShader->ExposureSpeed.Set(gl_exposure_speed);
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RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Adds bloom contribution to scene texture
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@ -257,6 +333,7 @@ void FGLRenderer::BloomScene()
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FGLDebug::PushGroup("BloomScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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@ -269,9 +346,12 @@ void FGLRenderer::BloomScene()
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
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glActiveTexture(GL_TEXTURE0);
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mBloomExtractShader->Bind();
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mBloomExtractShader->SceneTexture.Set(0);
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mBloomExtractShader->Exposure.Set(mCameraExposure);
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mBloomExtractShader->ExposureTexture.Set(1);
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mBloomExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mBloomExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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@ -356,7 +436,12 @@ void FGLRenderer::TonemapScene()
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}
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else
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{
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mTonemapShader->Exposure.Set(mCameraExposure);
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savedState.SaveTextureBinding1();
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
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glActiveTexture(GL_TEXTURE0);
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mTonemapShader->ExposureTexture.Set(1);
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}
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RenderScreenQuad();
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@ -75,6 +75,7 @@ FGLRenderBuffers::~FGLRenderBuffers()
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ClearPipeline();
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ClearEyeBuffers();
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ClearBloom();
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ClearExposureLevels();
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ClearAmbientOcclusion();
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}
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@ -107,13 +108,16 @@ void FGLRenderBuffers::ClearBloom()
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}
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}
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void FGLRenderBuffers::ClearAmbientOcclusion()
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void FGLRenderBuffers::ClearExposureLevels()
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{
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DeleteFrameBuffer(AmbientFB0);
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DeleteFrameBuffer(AmbientFB1);
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DeleteTexture(AmbientTexture0);
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DeleteTexture(AmbientTexture1);
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DeleteTexture(AmbientRandomTexture);
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for (auto &level : ExposureLevels)
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{
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DeleteTexture(level.Texture);
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DeleteFrameBuffer(level.Framebuffer);
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}
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ExposureLevels.Clear();
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DeleteTexture(ExposureTexture);
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DeleteFrameBuffer(ExposureFB);
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}
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void FGLRenderBuffers::ClearEyeBuffers()
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@ -128,6 +132,15 @@ void FGLRenderBuffers::ClearEyeBuffers()
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mEyeFBs.Clear();
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}
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void FGLRenderBuffers::ClearAmbientOcclusion()
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{
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DeleteFrameBuffer(AmbientFB0);
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DeleteFrameBuffer(AmbientFB1);
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DeleteTexture(AmbientTexture0);
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DeleteTexture(AmbientTexture1);
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DeleteTexture(AmbientRandomTexture);
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}
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void FGLRenderBuffers::DeleteTexture(GLuint &handle)
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{
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if (handle != 0)
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@ -198,6 +211,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
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if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
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{
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CreateBloom(sceneWidth, sceneHeight);
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CreateExposureLevels(sceneWidth, sceneHeight);
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CreateAmbientOcclusion(sceneWidth, sceneHeight);
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mSceneWidth = sceneWidth;
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mSceneHeight = sceneHeight;
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@ -214,6 +228,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
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ClearPipeline();
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ClearEyeBuffers();
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ClearBloom();
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ClearExposureLevels();
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mWidth = 0;
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mHeight = 0;
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mSamples = 0;
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@ -338,6 +353,41 @@ void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
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AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
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}
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//==========================================================================
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//
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// Creates camera exposure level buffers
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//
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//==========================================================================
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void FGLRenderBuffers::CreateExposureLevels(int width, int height)
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{
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ClearExposureLevels();
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int i = 0;
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do
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{
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width = MAX(width / 2, 1);
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height = MAX(height / 2, 1);
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FString textureName, fbName;
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textureName.Format("Exposure.Texture%d", i);
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fbName.Format("Exposure.Framebuffer%d", i);
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i++;
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FGLExposureTextureLevel level;
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level.Width = width;
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level.Height = height;
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level.Texture = Create2DTexture(textureName, GL_R32F, level.Width, level.Height);
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level.Framebuffer = CreateFrameBuffer(fbName, level.Texture);
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ExposureLevels.Push(level);
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} while (width > 1 || height > 1);
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ExposureTexture = Create2DTexture("Exposure.CameraTexture", GL_R32F, 1, 1);
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ExposureFB = CreateFrameBuffer("Exposure.CameraFB", ExposureTexture);
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FirstExposureFrame = true;
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}
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//==========================================================================
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//
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// Creates eye buffers if needed
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@ -14,6 +14,15 @@ public:
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GLuint Height = 0;
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};
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class FGLExposureTextureLevel
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{
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public:
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GLuint Texture = 0;
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GLuint Framebuffer = 0;
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GLuint Width = 0;
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GLuint Height = 0;
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};
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class FGLRenderBuffers
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{
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public:
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@ -41,6 +50,11 @@ public:
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enum { NumBloomLevels = 4 };
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FGLBloomTextureLevel BloomLevels[NumBloomLevels];
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TArray<FGLExposureTextureLevel> ExposureLevels;
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GLuint ExposureTexture = 0;
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GLuint ExposureFB = 0;
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bool FirstExposureFrame = true;
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// Ambient occlusion buffers
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GLuint AmbientTexture0 = 0;
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GLuint AmbientTexture1 = 0;
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@ -63,12 +77,14 @@ private:
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void ClearPipeline();
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void ClearEyeBuffers();
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void ClearBloom();
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void ClearExposureLevels();
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void ClearAmbientOcclusion();
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void CreateScene(int width, int height, int samples);
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void CreatePipeline(int width, int height);
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void CreateBloom(int width, int height);
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void CreateAmbientOcclusion(int width, int height);
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void CreateExposureLevels(int width, int height);
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void CreateEyeBuffers(int eye);
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void CreateAmbientOcclusion(int width, int height);
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GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
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GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
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GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
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@ -105,6 +105,9 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mPresentShader = nullptr;
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mBloomExtractShader = nullptr;
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mBloomCombineShader = nullptr;
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mExposureExtractShader = nullptr;
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mExposureAverageShader = nullptr;
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mExposureCombineShader = nullptr;
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mBlurShader = nullptr;
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mTonemapShader = nullptr;
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mTonemapPalette = nullptr;
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@ -128,6 +131,9 @@ void FGLRenderer::Initialize(int width, int height)
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mSSAOCombineShader = new FSSAOCombineShader();
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mBloomExtractShader = new FBloomExtractShader();
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mBloomCombineShader = new FBloomCombineShader();
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mExposureExtractShader = new FExposureExtractShader();
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mExposureAverageShader = new FExposureAverageShader();
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mExposureCombineShader = new FExposureCombineShader();
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mBlurShader = new FBlurShader();
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mTonemapShader = new FTonemapShader();
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mColormapShader = new FColormapShader();
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@ -192,6 +198,9 @@ FGLRenderer::~FGLRenderer()
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if (mSSAOCombineShader) delete mSSAOCombineShader;
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if (mBloomExtractShader) delete mBloomExtractShader;
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if (mBloomCombineShader) delete mBloomCombineShader;
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if (mExposureExtractShader) delete mExposureExtractShader;
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if (mExposureAverageShader) delete mExposureAverageShader;
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if (mExposureCombineShader) delete mExposureCombineShader;
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if (mBlurShader) delete mBlurShader;
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if (mTonemapShader) delete mTonemapShader;
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if (mTonemapPalette) delete mTonemapPalette;
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@ -25,6 +25,9 @@ class FSSAOShader;
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class FSSAOCombineShader;
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class FBloomExtractShader;
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class FBloomCombineShader;
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class FExposureExtractShader;
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class FExposureAverageShader;
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class FExposureCombineShader;
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class FBlurShader;
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class FTonemapShader;
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class FColormapShader;
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@ -100,6 +103,9 @@ public:
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FSSAOCombineShader *mSSAOCombineShader;
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FBloomExtractShader *mBloomExtractShader;
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FBloomCombineShader *mBloomCombineShader;
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FExposureExtractShader *mExposureExtractShader;
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FExposureAverageShader *mExposureAverageShader;
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FExposureCombineShader *mExposureCombineShader;
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FBlurShader *mBlurShader;
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FTonemapShader *mTonemapShader;
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FColormapShader *mColormapShader;
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@ -126,7 +132,6 @@ public:
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GL_IRECT mSceneViewport;
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GL_IRECT mOutputLetterbox;
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bool mDrawingScene2D = false;
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float mCameraExposure = 1.0f;
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float mSceneClearColor[3];
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@ -176,6 +181,7 @@ public:
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void EndDrawScene(sector_t * viewsector);
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void PostProcessScene();
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void AmbientOccludeScene();
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void UpdateCameraExposure();
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void BloomScene();
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void TonemapScene();
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void ColormapScene();
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|
|
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@ -427,7 +427,7 @@ void GLPortal::End(bool usestencil)
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gl_RenderState.SetEffect(EFF_STENCIL);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.BlendFunc(GL_ONE, GL_ZERO);
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gl_RenderState.BlendEquation(GL_ADD);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.Apply();
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DrawPortalStencil();
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gl_RenderState.SetEffect(EFF_NONE);
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|
|
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@ -792,20 +792,6 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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mViewActor=camera;
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}
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if (toscreen)
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{
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if (gl_exposure == 0.0f)
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{
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float light = viewsector->lightlevel / 255.0f;
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float exposure = MAX(1.0f + (1.0f - light * light) * 0.9f, 0.5f);
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mCameraExposure = mCameraExposure * 0.995f + exposure * 0.005f;
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}
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else
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{
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mCameraExposure = gl_exposure;
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}
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}
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// 'viewsector' will not survive the rendering so it cannot be used anymore below.
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lviewsector = viewsector;
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|
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@ -46,7 +46,7 @@ void FBloomExtractShader::Bind()
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mShader.Link("shaders/glsl/bloomextract");
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mShader.SetAttribLocation(0, "PositionInProjection");
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SceneTexture.Init(mShader, "SceneTexture");
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Exposure.Init(mShader, "ExposureAdjustment");
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ExposureTexture.Init(mShader, "ExposureTexture");
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Scale.Init(mShader, "Scale");
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Offset.Init(mShader, "Offset");
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}
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|
|
|
@ -9,7 +9,7 @@ public:
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void Bind();
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FBufferedUniformSampler SceneTexture;
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FBufferedUniform1f Exposure;
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FBufferedUniformSampler ExposureTexture;
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FBufferedUniform2f Scale;
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FBufferedUniform2f Offset;
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|
|
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@ -47,7 +47,7 @@ void FTonemapShader::Bind()
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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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Exposure.Init(shader, "ExposureAdjustment");
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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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@ -70,3 +70,51 @@ const char *FTonemapShader::GetDefines(int mode)
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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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}
|
||||
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();
|
||||
}
|
|
@ -9,7 +9,7 @@ public:
|
|||
void Bind();
|
||||
|
||||
FBufferedUniformSampler SceneTexture;
|
||||
FBufferedUniform1f Exposure;
|
||||
FBufferedUniformSampler ExposureTexture;
|
||||
FBufferedUniformSampler PaletteLUT;
|
||||
|
||||
static bool IsPaletteMode();
|
||||
|
@ -31,4 +31,43 @@ private:
|
|||
FShaderProgram mShader[NumTonemapModes];
|
||||
};
|
||||
|
||||
class FExposureExtractShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniformSampler SceneTexture;
|
||||
FBufferedUniform2f Scale;
|
||||
FBufferedUniform2f Offset;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
class FExposureAverageShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniformSampler ExposureTexture;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
class FExposureCombineShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniformSampler ExposureTexture;
|
||||
FBufferedUniform1f ExposureBase;
|
||||
FBufferedUniform1f ExposureMin;
|
||||
FBufferedUniform1f ExposureScale;
|
||||
FBufferedUniform1f ExposureSpeed;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -3,12 +3,13 @@ in vec2 TexCoord;
|
|||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D SceneTexture;
|
||||
uniform float ExposureAdjustment;
|
||||
uniform sampler2D ExposureTexture;
|
||||
uniform vec2 Scale;
|
||||
uniform vec2 Offset;
|
||||
|
||||
void main()
|
||||
{
|
||||
float exposureAdjustment = texture(ExposureTexture, vec2(0.5)).x;
|
||||
vec4 color = texture(SceneTexture, Offset + TexCoord * Scale);
|
||||
FragColor = max(vec4(color.rgb * ExposureAdjustment - 1, 1), vec4(0));
|
||||
FragColor = max(vec4((color.rgb + vec3(0.001)) * exposureAdjustment - 1, 1), vec4(0));
|
||||
}
|
||||
|
|
23
wadsrc/static/shaders/glsl/exposureaverage.fp
Normal file
23
wadsrc/static/shaders/glsl/exposureaverage.fp
Normal file
|
@ -0,0 +1,23 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D ExposureTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if __VERSION__ < 400
|
||||
ivec2 size = textureSize(ExposureTexture, 0);
|
||||
ivec2 tl = max(ivec2(TexCoord * vec2(size) - 0.5), ivec2(0));
|
||||
ivec2 br = min(tl + ivec2(1), size - ivec2(1));
|
||||
vec4 values = vec4(
|
||||
texelFetch(ExposureTexture, tl, 0).x,
|
||||
texelFetch(ExposureTexture, ivec2(tl.x, br.y), 0).x,
|
||||
texelFetch(ExposureTexture, ivec2(br.x, tl.y), 0).x,
|
||||
texelFetch(ExposureTexture, br, 0).x);
|
||||
#else
|
||||
vec4 values = textureGather(ExposureTexture, TexCoord);
|
||||
#endif
|
||||
|
||||
FragColor = vec4((values.x + values.y + values.z + values.w) * 0.25, 0.0, 0.0, 1.0);
|
||||
}
|
16
wadsrc/static/shaders/glsl/exposurecombine.fp
Normal file
16
wadsrc/static/shaders/glsl/exposurecombine.fp
Normal file
|
@ -0,0 +1,16 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D ExposureTexture;
|
||||
uniform float ExposureBase;
|
||||
uniform float ExposureMin;
|
||||
uniform float ExposureScale;
|
||||
uniform float ExposureSpeed;
|
||||
|
||||
void main()
|
||||
{
|
||||
float light = texture(ExposureTexture, TexCoord).x;
|
||||
float exposureAdjustment = 1.0 / max(ExposureBase + light * ExposureScale, ExposureMin);
|
||||
FragColor = vec4(exposureAdjustment, 0.0, 0.0, ExposureSpeed);
|
||||
}
|
13
wadsrc/static/shaders/glsl/exposureextract.fp
Normal file
13
wadsrc/static/shaders/glsl/exposureextract.fp
Normal file
|
@ -0,0 +1,13 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D SceneTexture;
|
||||
uniform vec2 Scale;
|
||||
uniform vec2 Offset;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture(SceneTexture, Offset + TexCoord * Scale);
|
||||
FragColor = vec4(max(max(color.r, color.g), color.b), 0.0, 0.0, 1.0);
|
||||
}
|
|
@ -3,7 +3,7 @@ in vec2 TexCoord;
|
|||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D InputTexture;
|
||||
uniform float ExposureAdjustment;
|
||||
uniform sampler2D ExposureTexture;
|
||||
|
||||
vec3 Linear(vec3 c)
|
||||
{
|
||||
|
@ -84,7 +84,8 @@ void main()
|
|||
{
|
||||
vec3 color = texture(InputTexture, TexCoord).rgb;
|
||||
#ifndef PALETTE
|
||||
color = color * ExposureAdjustment;
|
||||
float exposureAdjustment = texture(ExposureTexture, vec2(0.5)).x;
|
||||
color = color * exposureAdjustment;
|
||||
color = Linear(color); // needed because gzdoom's scene texture is not linear at the moment
|
||||
#endif
|
||||
FragColor = vec4(Tonemap(color), 1.0);
|
||||
|
|
Loading…
Reference in a new issue