74 lines
2.2 KiB
C++
74 lines
2.2 KiB
C++
/*
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Copyright (c) 2013 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 "GLNonlinearizeFilter.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 "IGLDevice.h"
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#include <Core/Debug.h>
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#include <Core/Math.h>
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#include <Core/Settings.h>
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namespace spades {
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namespace draw {
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GLNonlinearlizeFilter::GLNonlinearlizeFilter(GLRenderer &renderer) : renderer(renderer) {
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lens = renderer.RegisterProgram("Shaders/PostFilters/Nonlinearize.program");
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}
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GLColorBuffer GLNonlinearlizeFilter::Filter(GLColorBuffer input) {
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SPADES_MARK_FUNCTION();
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IGLDevice &dev = renderer.GetGLDevice();
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GLQuadRenderer qr(dev);
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static GLProgramAttribute lensPosition("positionAttribute");
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static GLProgramUniform lensTexture("mainTexture");
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static GLProgramUniform lensGamma("gamma");
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dev.Enable(IGLDevice::Blend, false);
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lensPosition(lens);
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lensTexture(lens);
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lensGamma(lens);
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lens->Use();
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lensTexture.SetValue(0);
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lensGamma.SetValue(1.f / (float)renderer.GetSettings().r_hdrGamma);
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// composite to the final image
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GLColorBuffer output = input.GetManager()->CreateBufferHandle();
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qr.SetCoordAttributeIndex(lensPosition());
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dev.BindTexture(IGLDevice::Texture2D, input.GetTexture());
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dev.BindFramebuffer(IGLDevice::Framebuffer, output.GetFramebuffer());
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dev.Viewport(0, 0, output.GetWidth(), output.GetHeight());
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qr.Draw();
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dev.BindTexture(IGLDevice::Texture2D, 0);
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return output;
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}
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} // namespace draw
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} // namespace spades
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