1 /* 2 Copyright (c) 2017-2018 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 Permission is hereby granted, free of charge, to any person or organization 6 obtaining a copy of the software and accompanying documentation covered by 7 this license (the "Software") to use, reproduce, display, distribute, 8 execute, and transmit the Software, and to prepare derivative works of the 9 Software, and to permit third-parties to whom the Software is furnished to 10 do so, all subject to the following: 11 12 The copyright notices in the Software and this entire statement, including 13 the above license grant, this restriction and the following disclaimer, 14 must be included in all copies of the Software, in whole or in part, and 15 all derivative works of the Software, unless such copies or derivative 16 works are solely in the form of machine-executable object code generated by 17 a source language processor. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 25 DEALINGS IN THE SOFTWARE. 26 */ 27 28 module dagon.graphics.filters.hdr; 29 30 import dagon.core.libs; 31 import dagon.core.ownership; 32 import dagon.graphics.postproc; 33 import dagon.graphics.framebuffer; 34 import dagon.graphics.texture; 35 import dagon.graphics.rc; 36 37 enum Tonemapper 38 { 39 Reinhard = 0, 40 Hable = 1, 41 ACES = 2 42 } 43 44 class PostFilterHDR: PostFilter 45 { 46 private string vs = import("HDR.vs"); 47 private string fs = import("HDR.fs"); 48 49 override string vertexShader() 50 { 51 return vs; 52 } 53 54 override string fragmentShader() 55 { 56 return fs; 57 } 58 59 GLint fbPositionLoc; 60 GLint colorTableLoc; 61 GLint exposureLoc; 62 GLint tonemapFunctionLoc; 63 GLint useLUTLoc; 64 GLint vignetteLoc; 65 GLint useVignetteLoc; 66 GLint fbVelocityLoc; 67 GLint useMotionBlurLoc; 68 GLint motionBlurSamplesLoc; 69 GLint shutterFpsLoc; 70 GLint timeStepLoc; 71 72 bool autoExposure = false; 73 74 float minLuminance = 0.1f; 75 float maxLuminance = 100000.0f; 76 float keyValue = 0.5f; 77 float adaptationSpeed = 4.0f; 78 79 float exposure = 0.5f; 80 Tonemapper tonemapFunction = Tonemapper.ACES; 81 82 GLuint velocityTexture; 83 bool mblurEnabled = false; 84 int motionBlurSamples = 20; 85 float shutterFps = 60.0; 86 float shutterSpeed = 1.0 / 60.0; 87 88 Texture colorTable; 89 Texture vignette; 90 91 this(Framebuffer inputBuffer, Framebuffer outputBuffer, Owner o) 92 { 93 super(inputBuffer, outputBuffer, o); 94 95 fbPositionLoc = glGetUniformLocation(shaderProgram, "fbPosition"); 96 colorTableLoc = glGetUniformLocation(shaderProgram, "colorTable"); 97 exposureLoc = glGetUniformLocation(shaderProgram, "exposure"); 98 tonemapFunctionLoc = glGetUniformLocation(shaderProgram, "tonemapFunction"); 99 useLUTLoc = glGetUniformLocation(shaderProgram, "useLUT"); 100 vignetteLoc = glGetUniformLocation(shaderProgram, "vignette"); 101 useVignetteLoc = glGetUniformLocation(shaderProgram, "useVignette"); 102 fbVelocityLoc = glGetUniformLocation(shaderProgram, "fbVelocity"); 103 useMotionBlurLoc = glGetUniformLocation(shaderProgram, "useMotionBlur"); 104 motionBlurSamplesLoc = glGetUniformLocation(shaderProgram, "motionBlurSamples"); 105 shutterFpsLoc = glGetUniformLocation(shaderProgram, "shutterFps"); 106 timeStepLoc = glGetUniformLocation(shaderProgram, "timeStep"); 107 } 108 109 override void bind(RenderingContext* rc) 110 { 111 super.bind(rc); 112 113 glActiveTexture(GL_TEXTURE2); 114 glBindTexture(GL_TEXTURE_2D, velocityTexture); 115 116 glActiveTexture(GL_TEXTURE3); 117 if (colorTable) 118 colorTable.bind(); 119 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 120 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 121 glActiveTexture(GL_TEXTURE0); 122 123 glActiveTexture(GL_TEXTURE4); 124 if (vignette) 125 vignette.bind(); 126 127 glActiveTexture(GL_TEXTURE5); 128 glBindTexture(GL_TEXTURE_2D, inputBuffer.gbuffer.positionTexture); 129 130 glActiveTexture(GL_TEXTURE0); 131 132 glUniform1i(fbPositionLoc, 5); 133 glUniform1i(fbVelocityLoc, 2); 134 glUniform1i(colorTableLoc, 3); 135 glUniform1f(exposureLoc, exposure); 136 glUniform1i(tonemapFunctionLoc, tonemapFunction); 137 glUniform1i(useLUTLoc, (colorTable !is null)); 138 glUniform1i(vignetteLoc, 4); 139 glUniform1i(useVignetteLoc, (vignette !is null)); 140 glUniform1i(useMotionBlurLoc, mblurEnabled); 141 glUniform1i(motionBlurSamplesLoc, motionBlurSamples); 142 glUniform1f(shutterFpsLoc, shutterFps); 143 glUniform1f(timeStepLoc, rc.eventManager.deltaTime); 144 } 145 146 override void unbind(RenderingContext* rc) 147 { 148 glActiveTexture(GL_TEXTURE2); 149 glBindTexture(GL_TEXTURE_2D, 0); 150 151 glActiveTexture(GL_TEXTURE3); 152 if (colorTable) 153 colorTable.unbind(); 154 155 glActiveTexture(GL_TEXTURE4); 156 if (vignette) 157 vignette.unbind(); 158 159 glActiveTexture(GL_TEXTURE5); 160 glBindTexture(GL_TEXTURE_2D, 0); 161 162 glActiveTexture(GL_TEXTURE0); 163 } 164 }