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