#include "luminancecalculator.hpp" #include #include #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->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->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.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 LuminanceCalculator::getLuminanceTexture(size_t frameId) const { return mBuffers[frameId].luminanceTex; } }