Added tonemapping and sector based exposure control
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parent
69f52cc898
commit
0efee85bd8
12 changed files with 284 additions and 30 deletions
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@ -80,32 +80,29 @@ void FBlurShader::BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int s
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void FBlurShader::Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical)
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{
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int error = glGetError();
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BlurSetup *setup = GetSetup(blurAmount, sampleCount);
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error = glGetError();
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if (vertical)
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setup->VerticalShader->Bind();
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else
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setup->HorizontalShader->Bind();
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error = glGetError();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, inputTexture);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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error = glGetError();
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glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer);
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glViewport(0, 0, width, height);
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glDisable(GL_BLEND);
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error = glGetError();
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FFlatVertex *ptr = vbo->GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
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ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
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ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
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vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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error = glGetError();
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}
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//==========================================================================
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@ -138,9 +135,7 @@ FBlurShader::BlurSetup *FBlurShader::GetSetup(float blurAmount, int sampleCount)
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blurSetup.VerticalShader->SetAttribLocation(0, "PositionInProjection");
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blurSetup.VerticalShader->Link("vertical blur");
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blurSetup.VerticalShader->Bind();
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int error = glGetError();
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glUniform1i(glGetUniformLocation(*blurSetup.VerticalShader.get(), "SourceTexture"), 0);
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error = glGetError();
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blurSetup.HorizontalShader = std::make_shared<FShaderProgram>();
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blurSetup.HorizontalShader->Compile(FShaderProgram::Vertex, "horizontal blur vertex shader", vertexCode);
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65
src/gl/shaders/gl_tonemapshader.cpp
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65
src/gl/shaders/gl_tonemapshader.cpp
Normal file
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@ -0,0 +1,65 @@
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/*
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** gl_tonemapshader.cpp
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** Converts a HDR texture to 0-1 range by applying a tonemap operator
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Magnus Norddahl
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "files.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_tonemapshader.h"
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void FTonemapShader::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/tonemap.vp");
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp");
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/tonemap");
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mShader.SetAttribLocation(0, "PositionInProjection");
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SceneTexture.Init(mShader, "InputTexture");
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Exposure.Init(mShader, "ExposureAdjustment");
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}
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mShader.Bind();
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}
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18
src/gl/shaders/gl_tonemapshader.h
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18
src/gl/shaders/gl_tonemapshader.h
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@ -0,0 +1,18 @@
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#ifndef __GL_TONEMAPSHADER_H
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#define __GL_TONEMAPSHADER_H
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#include "gl_shaderprogram.h"
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class FTonemapShader
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{
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public:
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void Bind();
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FBufferedUniform1i SceneTexture;
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FBufferedUniform1f Exposure;
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private:
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FShaderProgram mShader;
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};
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#endif
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