/* Copyright (c) 2015 yvt This file is part of OpenSpades. OpenSpades is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. OpenSpades 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 General Public License for more details. You should have received a copy of the GNU General Public License along with OpenSpades. If not, see . */ #include #include #include #include "GLAutoExposureFilter.h" #include "GLProgram.h" #include "GLProgramAttribute.h" #include "GLProgramUniform.h" #include "GLQuadRenderer.h" #include "GLRenderer.h" #include "IGLDevice.h" #include "GLSettings.h" namespace spades { namespace draw { GLAutoExposureFilter::GLAutoExposureFilter(GLRenderer *renderer) : renderer(renderer) { thru = renderer->RegisterProgram("Shaders/PostFilters/PassThrough.program"); preprocess = renderer->RegisterProgram("Shaders/PostFilters/AutoExposurePreprocess.program"); computeGain = renderer->RegisterProgram("Shaders/PostFilters/AutoExposure.program"); IGLDevice *dev = renderer->GetGLDevice(); exposureTexture = dev->GenTexture(); dev->BindTexture(IGLDevice::Texture2D, exposureTexture); dev->TexImage2D(IGLDevice::Texture2D, 0, IGLDevice::RGBA16F, 1, 1, 0, IGLDevice::RGBA, IGLDevice::UnsignedByte, NULL); SPLog("Brightness Texture Allocated"); dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMagFilter, IGLDevice::Nearest); dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter, IGLDevice::Nearest); dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapS, IGLDevice::ClampToEdge); dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapT, IGLDevice::ClampToEdge); exposureFramebuffer = dev->GenFramebuffer(); dev->BindFramebuffer(IGLDevice::Framebuffer, exposureFramebuffer); dev->FramebufferTexture2D(IGLDevice::Framebuffer, IGLDevice::ColorAttachment0, IGLDevice::Texture2D, exposureTexture, 0); dev->Viewport(0, 0, 1, 1); dev->ClearColor(1.f, 1.f, 1.f, 1.f); dev->Clear(IGLDevice::ColorBufferBit); dev->BindFramebuffer(IGLDevice::Framebuffer, 0); dev->BindTexture(IGLDevice::Texture2D, 0); SPLog("Brightness Framebuffer Allocated"); } GLAutoExposureFilter::~GLAutoExposureFilter() { IGLDevice *dev = renderer->GetGLDevice(); dev->DeleteTexture(exposureTexture); dev->DeleteFramebuffer(exposureFramebuffer); } namespace { struct Level { int w, h; GLColorBuffer buffer; }; } GLColorBuffer GLAutoExposureFilter::Filter(GLColorBuffer input, float dt) { SPADES_MARK_FUNCTION(); std::vector levels; IGLDevice *dev = renderer->GetGLDevice(); GLQuadRenderer qr(dev); GLSettings &settings = renderer->GetSettings(); static GLProgramAttribute thruPosition("positionAttribute"); static GLProgramUniform thruColor("colorUniform"); static GLProgramUniform thruTexture("mainTexture"); static GLProgramUniform thruTexCoordRange("texCoordRange"); thruPosition(thru); thruColor(thru); thruTexture(thru); thruTexCoordRange(thru); static GLProgramAttribute preprocessPosition("positionAttribute"); static GLProgramUniform preprocessColor("colorUniform"); static GLProgramUniform preprocessTexture("mainTexture"); static GLProgramUniform preprocessTexCoordRange("texCoordRange"); preprocessPosition(preprocess); preprocessColor(preprocess); preprocessTexture(preprocess); preprocessTexCoordRange(preprocess); static GLProgramAttribute computeGainPosition("positionAttribute"); static GLProgramUniform computeGainColor("colorUniform"); static GLProgramUniform computeGainTexture("mainTexture"); static GLProgramUniform computeGainTexCoordRange("texCoordRange"); static GLProgramUniform computeGainMinGain("minGain"); static GLProgramUniform computeGainMaxGain("maxGain"); computeGainPosition(computeGain); computeGainColor(computeGain); computeGainTexture(computeGain); computeGainTexCoordRange(computeGain); computeGainMinGain(computeGain); computeGainMaxGain(computeGain); preprocess->Use(); preprocessColor.SetValue(1.f, 1.f, 1.f, 1.f); preprocessTexture.SetValue(0); preprocessTexCoordRange.SetValue(0.f, 0.f, 1.f, 1.f); thru->Use(); thruColor.SetValue(1.f, 1.f, 1.f, 1.f); thruTexture.SetValue(0); thruTexCoordRange.SetValue(0.f, 0.f, 1.f, 1.f); dev->Enable(IGLDevice::Blend, false); dev->ActiveTexture(0); // downsample until it becomes 1x1x GLColorBuffer buffer = input; bool firstLevel = true; while (buffer.GetWidth() > 1 || buffer.GetHeight() > 1) { int prevW = buffer.GetWidth(); int prevH = buffer.GetHeight(); int newW = (prevW + 1) / 2; int newH = (prevH + 1) / 2; GLColorBuffer newLevel = input.GetManager()->CreateBufferHandle(newW, newH); dev->BindTexture(IGLDevice::Texture2D, buffer.GetTexture()); dev->BindFramebuffer(IGLDevice::Framebuffer, newLevel.GetFramebuffer()); if (firstLevel) { preprocess->Use(); qr.SetCoordAttributeIndex(preprocessPosition()); firstLevel = false; } else { thru->Use(); qr.SetCoordAttributeIndex(thruPosition()); } dev->Viewport(0, 0, newLevel.GetWidth(), newLevel.GetHeight()); dev->ClearColor(1.f, 1.f, 1.f, 1.f); dev->Clear(IGLDevice::ColorBufferBit); qr.Draw(); dev->BindTexture(IGLDevice::Texture2D, 0); buffer = newLevel; } // compute estimated brightness on GPU dev->Enable(IGLDevice::Blend, true); dev->BlendFunc(IGLDevice::SrcAlpha, IGLDevice::OneMinusSrcAlpha); float minExposure = settings.r_hdrAutoExposureMin; float maxExposure = settings.r_hdrAutoExposureMax; // safety minExposure = std::min(std::max(minExposure, -10.0f), 10.0f); maxExposure = std::min(std::max(maxExposure, minExposure), 10.0f); // adaption speed control if ((float)settings.r_hdrAutoExposureSpeed < 0.0f) { settings.r_hdrAutoExposureSpeed = 0.0f; } float rate = 1.0f - std::pow(0.01f, dt * settings.r_hdrAutoExposureSpeed); computeGain->Use(); computeGainTexCoordRange.SetValue(0.f, 0.f, 1.f, 1.f); computeGainTexture.SetValue(0); computeGainColor.SetValue(1.f, 1.f, 1.f, rate); computeGainMinGain.SetValue(std::pow(2.0f, minExposure)); computeGainMaxGain.SetValue(std::pow(2.0f, maxExposure)); qr.SetCoordAttributeIndex(computeGainPosition()); dev->BindFramebuffer(IGLDevice::Framebuffer, exposureFramebuffer); dev->BindTexture(IGLDevice::Texture2D, buffer.GetTexture()); dev->Viewport(0, 0, 1, 1); qr.Draw(); dev->BindTexture(IGLDevice::Texture2D, 0); // apply exposure adjustment thru->Use(); thruColor.SetValue(1.f, 1.f, 1.f, 1.f); thruTexCoordRange.SetValue(0.f, 0.f, 1.f, 1.f); thruTexture.SetValue(0); dev->Enable(IGLDevice::Blend, true); dev->BlendFunc(IGLDevice::DestColor, IGLDevice::Zero); // multiply qr.SetCoordAttributeIndex(thruPosition()); dev->BindTexture(IGLDevice::Texture2D, exposureTexture); dev->BindFramebuffer(IGLDevice::Framebuffer, input.GetFramebuffer()); dev->Viewport(0, 0, input.GetWidth(), input.GetHeight()); qr.Draw(); dev->BindTexture(IGLDevice::Texture2D, 0); dev->BlendFunc(IGLDevice::SrcAlpha, IGLDevice::OneMinusSrcAlpha); return input; } } }