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.hdrprepass; 29 30 import derelict.opengl; 31 import dlib.math.matrix; 32 import dagon.core.ownership; 33 import dagon.graphics.postproc; 34 import dagon.graphics.framebuffer; 35 import dagon.graphics.rc; 36 37 /* 38 * HDR prepass filter applies HDR effects that should be done before motion blur: 39 * - Glow 40 * - DoF (TODO) 41 */ 42 43 class PostFilterHDRPrepass: PostFilter 44 { 45 private string vs = q{ 46 #version 330 core 47 48 uniform mat4 modelViewMatrix; 49 uniform mat4 projectionMatrix; 50 51 uniform vec2 viewSize; 52 53 layout (location = 0) in vec2 va_Vertex; 54 layout (location = 1) in vec2 va_Texcoord; 55 56 out vec2 texCoord; 57 58 void main() 59 { 60 texCoord = va_Texcoord; 61 gl_Position = projectionMatrix * modelViewMatrix * vec4(va_Vertex * viewSize, 0.0, 1.0); 62 } 63 }; 64 65 private string fs = q{ 66 #version 330 core 67 68 #define PI 3.14159265359 69 70 uniform sampler2D fbColor; 71 uniform sampler2D fbBlurred; 72 uniform vec2 viewSize; 73 74 uniform mat4 perspectiveMatrix; 75 76 uniform bool useGlow; 77 uniform float glowBrightness; 78 79 in vec2 texCoord; 80 81 out vec4 frag_color; 82 83 void main() 84 { 85 vec3 res = texture(fbColor, texCoord).rgb; 86 87 if (useGlow) 88 { 89 vec3 glow = texture(fbBlurred, texCoord).rgb; 90 float lum = glow.r * 0.2126 + glow.g * 0.7152 + glow.b * 0.0722; 91 //TODO: make uniform 92 const float minGlowLuminance = 0.01; 93 const float maxGlowLuminance = 1.0; 94 lum = (clamp(lum, minGlowLuminance, maxGlowLuminance) - minGlowLuminance) / (maxGlowLuminance - minGlowLuminance); 95 res += glow * lum * glowBrightness; 96 } 97 98 frag_color = vec4(res, 1.0); 99 } 100 101 }; 102 103 override string vertexShader() 104 { 105 return vs; 106 } 107 108 override string fragmentShader() 109 { 110 return fs; 111 } 112 113 GLint perspectiveMatrixLoc; 114 Matrix4x4f perspectiveMatrix; 115 116 GLint fbBlurredLoc; 117 GLint useGlowLoc; 118 GLint glowBrightnessLoc; 119 bool glowEnabled = false; 120 float glowBrightness = 1.0; 121 GLuint blurredTexture; 122 123 this(Framebuffer inputBuffer, Framebuffer outputBuffer, Owner o) 124 { 125 super(inputBuffer, outputBuffer, o); 126 127 perspectiveMatrixLoc = glGetUniformLocation(shaderProgram, "perspectiveMatrix"); 128 fbBlurredLoc = glGetUniformLocation(shaderProgram, "fbBlurred"); 129 useGlowLoc = glGetUniformLocation(shaderProgram, "useGlow"); 130 glowBrightnessLoc = glGetUniformLocation(shaderProgram, "glowBrightness"); 131 132 perspectiveMatrix = Matrix4x4f.identity; 133 } 134 135 override void bind(RenderingContext* rc) 136 { 137 super.bind(rc); 138 139 glUniformMatrix4fv(perspectiveMatrixLoc, 1, GL_FALSE, perspectiveMatrix.arrayof.ptr); 140 141 glActiveTexture(GL_TEXTURE5); 142 glBindTexture(GL_TEXTURE_2D, blurredTexture); 143 glActiveTexture(GL_TEXTURE0); 144 145 glUniform1i(fbBlurredLoc, 5); 146 glUniform1i(useGlowLoc, glowEnabled); 147 glUniform1f(glowBrightnessLoc, glowBrightness); 148 } 149 150 override void unbind(RenderingContext* rc) 151 { 152 glActiveTexture(GL_TEXTURE5); 153 glBindTexture(GL_TEXTURE_2D, 0); 154 glActiveTexture(GL_TEXTURE0); 155 156 super.unbind(rc); 157 } 158 }