// // ToneMappingEffect.cpp // libraries/render-utils/src // // Created by Sam Gateau on 12/7/2015. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "ToneMappingEffect.h" #include #include #include #include "FramebufferCache.h" ToneMappingEffect::ToneMappingEffect() { Parameters parameters; _parametersBuffer = gpu::BufferView(std::make_shared(sizeof(Parameters), (const gpu::Byte*) ¶meters)); } void ToneMappingEffect::init() { const char BlitTextureGamma_frag[] = R"SCRIBE(#version 410 core // Generated on Sat Oct 24 09:34:37 2015 // // Draw texture 0 fetched at texcoord.xy // // Created by Sam Gateau on 6/22/2015 // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // struct ToneMappingParams { vec4 _exp_2powExp_s0_s1; ivec4 _toneCurve_s0_s1_s2; }; const float INV_GAMMA_22 = 1.0 / 2.2; const int ToneCurveNone = 0; const int ToneCurveGamma22 = 1; const int ToneCurveReinhard = 2; const int ToneCurveFilmic = 3; uniform toneMappingParamsBuffer { ToneMappingParams params; }; float getTwoPowExposure() { return params._exp_2powExp_s0_s1.y; } int getToneCurve() { return params._toneCurve_s0_s1_s2.x; } uniform sampler2D colorMap; in vec2 varTexCoord0; out vec4 outFragColor; void main(void) { vec4 fragColorRaw = texture(colorMap, varTexCoord0); vec3 fragColor = fragColorRaw.xyz; vec3 srcColor = fragColor * getTwoPowExposure(); int toneCurve = getToneCurve(); vec3 tonedColor = srcColor; if (toneCurve == ToneCurveFilmic) { vec3 x = max(vec3(0.0), srcColor-0.004); tonedColor = (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); } else if (toneCurve == ToneCurveReinhard) { tonedColor = srcColor/(1.0 + srcColor); tonedColor = pow(tonedColor, vec3(INV_GAMMA_22)); } else if (toneCurve == ToneCurveGamma22) { tonedColor = pow(srcColor, vec3(INV_GAMMA_22)); } // else None toned = src outFragColor = vec4(tonedColor, 1.0); } )SCRIBE"; auto blitPS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(BlitTextureGamma_frag))); auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS(); auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS)); gpu::Shader::BindingSet slotBindings; slotBindings.insert(gpu::Shader::Binding(std::string("toneMappingParamsBuffer"), 3)); gpu::Shader::makeProgram(*blitProgram, slotBindings); auto blitState = std::make_shared(); blitState->setColorWriteMask(true, true, true, true); _blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState)); } void ToneMappingEffect::setExposure(float exposure) { _parametersBuffer.edit()._exposure = exposure; _parametersBuffer.edit()._twoPowExposure = pow(2.0, exposure); } void ToneMappingEffect::setToneCurve(ToneCurve curve) { _parametersBuffer.edit()._toneCurve = curve; } void ToneMappingEffect::render(RenderArgs* args) { if (!_blitLightBuffer) { init(); } auto framebufferCache = DependencyManager::get(); gpu::doInBatch(args->_context, [=](gpu::Batch& batch) { batch.enableStereo(false); QSize framebufferSize = framebufferCache->getFrameBufferSize(); auto lightingBuffer = framebufferCache->getLightingTexture(); auto destFbo = framebufferCache->getPrimaryFramebuffer(); batch.setFramebuffer(destFbo); // FIXME: Generate the Luminosity map //batch.generateTextureMips(lightingBuffer); batch.setViewportTransform(args->_viewport); batch.setProjectionTransform(glm::mat4()); batch.setViewTransform(Transform()); { float sMin = args->_viewport.x / (float)framebufferSize.width(); float sWidth = args->_viewport.z / (float)framebufferSize.width(); float tMin = args->_viewport.y / (float)framebufferSize.height(); float tHeight = args->_viewport.w / (float)framebufferSize.height(); Transform model; batch.setPipeline(_blitLightBuffer); model.setTranslation(glm::vec3(sMin, tMin, 0.0)); model.setScale(glm::vec3(sWidth, tHeight, 1.0)); batch.setModelTransform(model); } batch.setUniformBuffer(3, _parametersBuffer); batch.setResourceTexture(0, lightingBuffer); batch.draw(gpu::TRIANGLE_STRIP, 4); }); }