ebd79c0099
All `#include`s to other subsystem now use angle brackets, e.g., `#include <Core/Math.h>`.
204 lines
6.7 KiB
C++
204 lines
6.7 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 <Core/Debug.h>
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#include <Core/Math.h>
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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 "IGLDevice.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,
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IGLDevice::Nearest);
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dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter,
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IGLDevice::Nearest);
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dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapS,
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IGLDevice::ClampToEdge);
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dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureWrapT,
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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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#define Level BloomLevel
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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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GLColorBuffer GLAutoExposureFilter::Filter(GLColorBuffer input) {
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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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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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computeGainPosition(computeGain);
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computeGainColor(computeGain);
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computeGainTexture(computeGain);
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computeGainTexCoordRange(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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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, 0.1f);
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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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}
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}
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