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openmw/apps/openmw/mwrender/luminancecalculator.cpp

140 lines
7.0 KiB
C++

#include "luminancecalculator.hpp"
#include <components/settings/settings.hpp>
#include <components/shader/shadermanager.hpp>
#include "pingpongcanvas.hpp"
namespace MWRender
{
LuminanceCalculator::LuminanceCalculator(Shader::ShaderManager& shaderManager)
{
const float hdrExposureTime = std::max(Settings::Manager::getFloat("auto exposure speed", "Post Processing"), 0.0001f);
constexpr float minLog = -9.0;
constexpr float maxLog = 4.0;
constexpr float logLumRange = (maxLog - minLog);
constexpr float invLogLumRange = 1.0 / logLumRange;
constexpr float epsilon = 0.004;
Shader::ShaderManager::DefineMap defines = {
{"minLog", std::to_string(minLog)},
{"maxLog", std::to_string(maxLog)},
{"logLumRange", std::to_string(logLumRange)},
{"invLogLumRange", std::to_string(invLogLumRange)},
{"hdrExposureTime", std::to_string(hdrExposureTime)},
{"epsilon", std::to_string(epsilon)},
};
auto vertex = shaderManager.getShader("fullscreen_tri_vertex.glsl", {}, osg::Shader::VERTEX);
auto luminanceFragment = shaderManager.getShader("hdr_luminance_fragment.glsl", defines, osg::Shader::FRAGMENT);
auto resolveFragment = shaderManager.getShader("hdr_resolve_fragment.glsl", defines, osg::Shader::FRAGMENT);
mResolveProgram = shaderManager.getProgram(vertex, resolveFragment);
mLuminanceProgram = shaderManager.getProgram(vertex, luminanceFragment);
}
void LuminanceCalculator::compile()
{
int mipmapLevels = osg::Image::computeNumberOfMipmapLevels(mWidth, mHeight);
for (auto& buffer : mBuffers)
{
buffer.mipmappedSceneLuminanceTex = new osg::Texture2D;
buffer.mipmappedSceneLuminanceTex->setInternalFormat(GL_R16F);
buffer.mipmappedSceneLuminanceTex->setSourceFormat(GL_RED);
buffer.mipmappedSceneLuminanceTex->setSourceType(GL_FLOAT);
buffer.mipmappedSceneLuminanceTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
buffer.mipmappedSceneLuminanceTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
buffer.mipmappedSceneLuminanceTex->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR_MIPMAP_NEAREST);
buffer.mipmappedSceneLuminanceTex->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
buffer.mipmappedSceneLuminanceTex->setTextureSize(mWidth, mHeight);
buffer.mipmappedSceneLuminanceTex->setNumMipmapLevels(mipmapLevels);
buffer.luminanceTex = new osg::Texture2D;
buffer.luminanceTex->setInternalFormat(GL_R16F);
buffer.luminanceTex->setSourceFormat(GL_RED);
buffer.luminanceTex->setSourceType(GL_FLOAT);
buffer.luminanceTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
buffer.luminanceTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
buffer.luminanceTex->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
buffer.luminanceTex->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
buffer.luminanceTex->setTextureSize(1, 1);
buffer.luminanceProxyTex = new osg::Texture2D(*buffer.luminanceTex);
buffer.luminanceProxyTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
buffer.luminanceProxyTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
buffer.resolveFbo = new osg::FrameBufferObject;
buffer.resolveFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, osg::FrameBufferAttachment(buffer.luminanceTex));
buffer.luminanceProxyFbo = new osg::FrameBufferObject;
buffer.luminanceProxyFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, osg::FrameBufferAttachment(buffer.luminanceProxyTex));
buffer.resolveSceneLumFbo = new osg::FrameBufferObject;
buffer.resolveSceneLumFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, osg::FrameBufferAttachment(buffer.mipmappedSceneLuminanceTex, mipmapLevels - 1));
buffer.sceneLumFbo = new osg::FrameBufferObject;
buffer.sceneLumFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, osg::FrameBufferAttachment(buffer.mipmappedSceneLuminanceTex));
buffer.sceneLumSS = new osg::StateSet;
buffer.sceneLumSS->setAttributeAndModes(mLuminanceProgram);
buffer.sceneLumSS->addUniform(new osg::Uniform("sceneTex", 0));
buffer.resolveSS = new osg::StateSet;
buffer.resolveSS->setAttributeAndModes(mResolveProgram);
buffer.resolveSS->setTextureAttributeAndModes(0, buffer.luminanceProxyTex);
buffer.resolveSS->addUniform(new osg::Uniform("luminanceSceneTex", 0));
buffer.resolveSS->addUniform(new osg::Uniform("prevLuminanceSceneTex", 1));
}
mBuffers[0].resolveSS->setTextureAttributeAndModes(1, mBuffers[1].luminanceTex);
mBuffers[1].resolveSS->setTextureAttributeAndModes(1, mBuffers[0].luminanceTex);
mCompiled = true;
}
void LuminanceCalculator::draw(const PingPongCanvas& canvas, osg::RenderInfo& renderInfo, osg::State& state, osg::GLExtensions* ext, size_t frameId)
{
if (!mEnabled)
return;
bool dirty = !mCompiled;
if (dirty)
compile();
auto& buffer = mBuffers[frameId];
buffer.sceneLumFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
buffer.sceneLumSS->setTextureAttributeAndModes(0, canvas.getSceneTexture(frameId));
state.apply(buffer.sceneLumSS);
canvas.drawGeometry(renderInfo);
state.applyTextureAttribute(0, buffer.mipmappedSceneLuminanceTex);
ext->glGenerateMipmap(GL_TEXTURE_2D);
buffer.resolveSceneLumFbo->apply(state, osg::FrameBufferObject::READ_FRAMEBUFFER);
buffer.luminanceProxyFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
ext->glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if (dirty) {
// Use current frame data for previous frame to warm up calculations and prevent popin
mBuffers[(frameId + 1) % 2].resolveFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
ext->glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
buffer.luminanceProxyFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
}
buffer.resolveFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
state.apply(buffer.resolveSS);
canvas.drawGeometry(renderInfo);
ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, state.getGraphicsContext() ? state.getGraphicsContext()->getDefaultFboId() : 0);
}
osg::ref_ptr<osg::Texture2D> LuminanceCalculator::getLuminanceTexture(size_t frameId) const
{
return mBuffers[frameId].luminanceTex;
}
}