Add Palette LUT tonemap mode

This commit is contained in:
Magnus Norddahl 2016-08-23 09:18:18 +02:00
commit 25645d901e
10 changed files with 102 additions and 7 deletions

View file

@ -55,6 +55,7 @@
#include "r_utility.h"
#include "a_hexenglobal.h"
#include "p_local.h"
#include "colormatcher.h"
#include "gl/gl_functions.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
@ -89,7 +90,7 @@ CVAR(Float, gl_exposure, 0.0f, 0)
CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 4)
if (self < 0 || self > 5)
self = 0;
}
@ -222,13 +223,61 @@ void FGLRenderer::TonemapScene()
mBuffers->BindCurrentTexture(0);
mTonemapShader->Bind();
mTonemapShader->SceneTexture.Set(0);
mTonemapShader->Exposure.Set(mCameraExposure);
if (mTonemapShader->IsPaletteMode())
{
mTonemapShader->PaletteLUT.Set(1);
BindTonemapPalette(1);
}
else
{
mTonemapShader->Exposure.Set(mCameraExposure);
}
RenderScreenQuad();
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
void FGLRenderer::BindTonemapPalette(int texunit)
{
if (mTonemapPalette)
{
mTonemapPalette->Bind(texunit, 0, false);
}
else
{
TArray<unsigned char> lut;
lut.Resize(512 * 512 * 4);
for (int r = 0; r < 64; r++)
{
for (int g = 0; g < 64; g++)
{
for (int b = 0; b < 64; b++)
{
PalEntry color = GPalette.BaseColors[ColorMatcher.Pick((r << 2) | (r >> 1), (g << 2) | (g >> 1), (b << 2) | (b >> 1))];
int index = ((r * 64 + g) * 64 + b) * 4;
lut[index] = color.r;
lut[index + 1] = color.g;
lut[index + 2] = color.b;
lut[index + 3] = 255;
}
}
}
mTonemapPalette = new FHardwareTexture(512, 512, true);
mTonemapPalette->CreateTexture(&lut[0], 512, 512, texunit, false, 0, "mTonemapPalette");
glActiveTexture(GL_TEXTURE0 + texunit);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0);
}
}
//-----------------------------------------------------------------------------
//
// Apply lens distortion and place the result in the HUD/2D texture

View file

@ -62,8 +62,12 @@ FGLPostProcessState::FGLPostProcessState()
glBindTexture(GL_TEXTURE_2D, 0);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding[0]);
glBindSampler(0, 0);
glActiveTexture(GL_TEXTURE0 + 1);
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding[1]);
glBindSampler(1, 0);
glActiveTexture(GL_TEXTURE0);
}
glGetBooleanv(GL_BLEND, &blendEnabled);
@ -120,7 +124,10 @@ FGLPostProcessState::~FGLPostProcessState()
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
{
glBindSampler(0, samplerBinding[0]);
glBindSampler(1, samplerBinding[1]);
}
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
}

View file

@ -20,7 +20,7 @@ private:
GLint activeTex;
GLint textureBinding;
GLint samplerBinding;
GLint samplerBinding[2];
GLboolean blendEnabled;
GLboolean scissorEnabled;
GLboolean depthEnabled;

View file

@ -123,6 +123,7 @@ void FGLRenderer::Initialize(int width, int height)
mBloomCombineShader = new FBloomCombineShader();
mBlurShader = new FBlurShader();
mTonemapShader = new FTonemapShader();
mTonemapPalette = nullptr;
mLensShader = new FLensShader();
mPresentShader = new FPresentShader();
m2DDrawer = new F2DDrawer;
@ -181,6 +182,7 @@ FGLRenderer::~FGLRenderer()
if (mBloomCombineShader) delete mBloomCombineShader;
if (mBlurShader) delete mBlurShader;
if (mTonemapShader) delete mTonemapShader;
if (mTonemapPalette) delete mTonemapPalette;
if (mLensShader) delete mLensShader;
}

View file

@ -26,6 +26,7 @@ class FTonemapShader;
class FLensShader;
class FPresentShader;
class F2DDrawer;
class FHardwareTexture;
inline float DEG2RAD(float deg)
{
@ -92,6 +93,7 @@ public:
FBloomCombineShader *mBloomCombineShader;
FBlurShader *mBlurShader;
FTonemapShader *mTonemapShader;
FHardwareTexture *mTonemapPalette;
FLensShader *mLensShader;
FPresentShader *mPresentShader;
@ -164,6 +166,7 @@ public:
void EndDrawScene(sector_t * viewsector);
void BloomScene();
void TonemapScene();
void BindTonemapPalette(int texunit);
void LensDistortScene();
void CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma);
void Flush() { CopyToBackbuffer(nullptr, true); }

View file

@ -61,10 +61,16 @@ void FTonemapShader::Bind()
shader.SetAttribLocation(0, "PositionInProjection");
SceneTexture.Init(shader, "InputTexture");
Exposure.Init(shader, "ExposureAdjustment");
PaletteLUT.Init(shader, "PaletteLUT");
}
shader.Bind();
}
bool FTonemapShader::IsPaletteMode()
{
return gl_tonemap == Palette;
}
const char *FTonemapShader::GetDefines(int mode)
{
switch (mode)
@ -74,5 +80,6 @@ const char *FTonemapShader::GetDefines(int mode)
case Reinhard: return "#define REINHARD\n";
case HejlDawson: return "#define HEJLDAWSON\n";
case Uncharted2: return "#define UNCHARTED2\n";
case Palette: return "#define PALETTE\n";
}
}

View file

@ -10,6 +10,9 @@ public:
FBufferedUniform1i SceneTexture;
FBufferedUniform1f Exposure;
FBufferedUniform1i PaletteLUT;
static bool IsPaletteMode();
private:
enum TonemapMode
@ -19,6 +22,7 @@ private:
HejlDawson,
Reinhard,
Linear,
Palette,
NumTonemapModes
};