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| //----------------------------------------------------------------------------- | |
| // Copyright (c) 2012 GarageGames, LLC | |
| // | |
| // Permission is hereby granted, free of charge, to any person obtaining a copy | |
| // of this software and associated documentation files (the "Software"), to | |
| // deal in the Software without restriction, including without limitation the | |
| // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or | |
| // sell copies of the Software, and to permit persons to whom the Software is | |
| // furnished to do so, subject to the following conditions: | |
| // | |
| // The above copyright notice and this permission notice shall be included in | |
| // all copies or substantial portions of the Software. | |
| // | |
| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
| // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS | |
| // IN THE SOFTWARE. | |
| //----------------------------------------------------------------------------- | |
| /// Blends between the scene and the tone mapped scene. | |
| $HDRPostFX::enableToneMapping = 0.5; | |
| /// The tone mapping middle grey or exposure value used | |
| /// to adjust the overall "balance" of the image. | |
| /// | |
| /// 0.18 is fairly common value. | |
| /// | |
| $HDRPostFX::keyValue = 0.18; | |
| /// The minimum luninace value to allow when tone mapping | |
| /// the scene. Is particularly useful if your scene very | |
| /// dark or has a black ambient color in places. | |
| $HDRPostFX::minLuminace = 0.001; | |
| /// The lowest luminance value which is mapped to white. This | |
| /// is usually set to the highest visible luminance in your | |
| /// scene. By setting this to smaller values you get a contrast | |
| /// enhancement. | |
| $HDRPostFX::whiteCutoff = 1.0; | |
| /// The rate of adaptation from the previous and new | |
| /// average scene luminance. | |
| $HDRPostFX::adaptRate = 2.0; | |
| /// Blends between the scene and the blue shifted version | |
| /// of the scene for a cinematic desaturated night effect. | |
| $HDRPostFX::enableBlueShift = 0.0; | |
| /// The blue shift color value. | |
| $HDRPostFX::blueShiftColor = "1.05 0.97 1.27"; | |
| /// Blends between the scene and the bloomed scene. | |
| $HDRPostFX::enableBloom = 1.0; | |
| /// The threshold luminace value for pixels which are | |
| /// considered "bright" and need to be bloomed. | |
| $HDRPostFX::brightPassThreshold = 1.0; | |
| /// These are used in the gaussian blur of the | |
| /// bright pass for the bloom effect. | |
| $HDRPostFX::gaussMultiplier = 0.3; | |
| $HDRPostFX::gaussMean = 0.0; | |
| $HDRPostFX::gaussStdDev = 0.8; | |
| /// The 1x255 color correction ramp texture used | |
| /// by both the HDR shader and the GammaPostFx shader | |
| /// for doing full screen color correction. | |
| $HDRPostFX::colorCorrectionRamp = "core/scripts/client/postFx/null_color_ramp.png"; | |
| singleton ShaderData( HDR_BrightPassShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/postFx/hdr/brightPassFilterP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/postFx/hdr/gl/brightPassFilterP.glsl"; | |
| samplerNames[0] = "$inputTex"; | |
| samplerNames[1] = "$luminanceTex"; | |
| pixVersion = 3.0; | |
| }; | |
| singleton ShaderData( HDR_DownScale4x4Shader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/hdr/downScale4x4V.hlsl"; | |
| DXPixelShaderFile = "shaders/common/postFx/hdr/downScale4x4P.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/hdr/gl/downScale4x4V.glsl"; | |
| OGLPixelShaderFile = "shaders/common/postFx/hdr/gl/downScale4x4P.glsl"; | |
| samplerNames[0] = "$inputTex"; | |
| pixVersion = 2.0; | |
| }; | |
| singleton ShaderData( HDR_BloomGaussBlurHShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/postFx/hdr/bloomGaussBlurHP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/postFx/hdr/gl/bloomGaussBlurHP.glsl"; | |
| samplerNames[0] = "$inputTex"; | |
| pixVersion = 3.0; | |
| }; | |
| singleton ShaderData( HDR_BloomGaussBlurVShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/postFx/hdr/bloomGaussBlurVP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/postFx/hdr/gl/bloomGaussBlurVP.glsl"; | |
| samplerNames[0] = "$inputTex"; | |
| pixVersion = 3.0; | |
| }; | |
| singleton ShaderData( HDR_SampleLumShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/postFx/hdr/sampleLumInitialP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/postFx/hdr/gl/sampleLumInitialP.glsl"; | |
| samplerNames[0] = "$inputTex"; | |
| pixVersion = 3.0; | |
| }; | |
| singleton ShaderData( HDR_DownSampleLumShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/postFx/hdr/sampleLumIterativeP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/postFx/hdr/gl/sampleLumIterativeP.glsl"; | |
| samplerNames[0] = "$inputTex"; | |
| pixVersion = 3.0; | |
| }; | |
| singleton ShaderData( HDR_CalcAdaptedLumShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/postFx/hdr/calculateAdaptedLumP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/postFx/hdr/gl/calculateAdaptedLumP.glsl"; | |
| samplerNames[0] = "$currLum"; | |
| samplerNames[1] = "$lastAdaptedLum"; | |
| pixVersion = 3.0; | |
| }; | |
| singleton ShaderData( HDR_CombineShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/postFx/hdr/finalPassCombineP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/postFx/hdr/gl/finalPassCombineP.glsl"; | |
| samplerNames[0] = "$sceneTex"; | |
| samplerNames[1] = "$luminanceTex"; | |
| samplerNames[2] = "$bloomTex"; | |
| samplerNames[3] = "$colorCorrectionTex"; | |
| samplerNames[4] = "deferredTex"; | |
| pixVersion = 3.0; | |
| }; | |
| singleton GFXStateBlockData( HDR_SampleStateBlock : PFX_DefaultStateBlock ) | |
| { | |
| samplersDefined = true; | |
| samplerStates[0] = SamplerClampPoint; | |
| samplerStates[1] = SamplerClampPoint; | |
| }; | |
| singleton GFXStateBlockData( HDR_DownSampleStateBlock : PFX_DefaultStateBlock ) | |
| { | |
| samplersDefined = true; | |
| samplerStates[0] = SamplerClampLinear; | |
| samplerStates[1] = SamplerClampLinear; | |
| }; | |
| singleton GFXStateBlockData( HDR_CombineStateBlock : PFX_DefaultStateBlock ) | |
| { | |
| samplersDefined = true; | |
| samplerStates[0] = SamplerClampPoint; | |
| samplerStates[1] = SamplerClampLinear; | |
| samplerStates[2] = SamplerClampLinear; | |
| samplerStates[3] = SamplerClampLinear; | |
| }; | |
| singleton GFXStateBlockData( HDRStateBlock ) | |
| { | |
| samplersDefined = true; | |
| samplerStates[0] = SamplerClampLinear; | |
| samplerStates[1] = SamplerClampLinear; | |
| samplerStates[2] = SamplerClampLinear; | |
| samplerStates[3] = SamplerClampLinear; | |
| blendDefined = true; | |
| blendDest = GFXBlendOne; | |
| blendSrc = GFXBlendZero; | |
| zDefined = true; | |
| zEnable = false; | |
| zWriteEnable = false; | |
| cullDefined = true; | |
| cullMode = GFXCullNone; | |
| }; | |
| function HDRPostFX::setShaderConsts( %this ) | |
| { | |
| %this.setShaderConst( "$brightPassThreshold", $HDRPostFX::brightPassThreshold ); | |
| %this.setShaderConst( "$g_fMiddleGray", $HDRPostFX::keyValue ); | |
| %bloomH = %this-->bloomH; | |
| %bloomH.setShaderConst( "$gaussMultiplier", $HDRPostFX::gaussMultiplier ); | |
| %bloomH.setShaderConst( "$gaussMean", $HDRPostFX::gaussMean ); | |
| %bloomH.setShaderConst( "$gaussStdDev", $HDRPostFX::gaussStdDev ); | |
| %bloomV = %this-->bloomV; | |
| %bloomV.setShaderConst( "$gaussMultiplier", $HDRPostFX::gaussMultiplier ); | |
| %bloomV.setShaderConst( "$gaussMean", $HDRPostFX::gaussMean ); | |
| %bloomV.setShaderConst( "$gaussStdDev", $HDRPostFX::gaussStdDev ); | |
| %minLuminace = $HDRPostFX::minLuminace; | |
| if ( %minLuminace <= 0.0 ) | |
| { | |
| // The min should never be pure zero else the | |
| // log() in the shader will generate INFs. | |
| %minLuminace = 0.00001; | |
| } | |
| %this-->adaptLum.setShaderConst( "$g_fMinLuminace", %minLuminace ); | |
| %this-->finalLum.setShaderConst( "$adaptRate", $HDRPostFX::adaptRate ); | |
| %combinePass = %this-->combinePass; | |
| %combinePass.setShaderConst( "$g_fEnableToneMapping", $HDRPostFX::enableToneMapping ); | |
| %combinePass.setShaderConst( "$g_fMiddleGray", $HDRPostFX::keyValue ); | |
| %combinePass.setShaderConst( "$g_fBloomScale", $HDRPostFX::enableBloom ); | |
| %combinePass.setShaderConst( "$g_fEnableBlueShift", $HDRPostFX::enableBlueShift ); | |
| %combinePass.setShaderConst( "$g_fBlueShiftColor", $HDRPostFX::blueShiftColor ); | |
| %clampedGamma = mClamp( $pref::Video::Gamma, 2.0, 2.5); | |
| %combinePass.setShaderConst( "$g_fOneOverGamma", 1 / %clampedGamma ); | |
| %combinePass.setShaderConst( "$Brightness", $pref::Video::Brightness ); | |
| %combinePass.setShaderConst( "$Contrast", $pref::Video::Contrast ); | |
| %whiteCutoff = ( $HDRPostFX::whiteCutoff * $HDRPostFX::whiteCutoff ) * | |
| ( $HDRPostFX::whiteCutoff * $HDRPostFX::whiteCutoff ); | |
| %combinePass.setShaderConst( "$g_fWhiteCutoff", %whiteCutoff ); | |
| } | |
| function HDRPostFX::preProcess( %this ) | |
| { | |
| %combinePass = %this-->combinePass; | |
| if ( %combinePass.texture[3] !$= $HDRPostFX::colorCorrectionRamp ) | |
| %combinePass.setTexture( 3, $HDRPostFX::colorCorrectionRamp ); | |
| } | |
| function HDRPostFX::onEnabled( %this ) | |
| { | |
| // See what HDR format would be best. | |
| %format = getBestHDRFormat(); | |
| if ( %format $= "" || %format $= "GFXFormatR8G8B8A8" ) | |
| { | |
| // We didn't get a valid HDR format... so fail. | |
| return false; | |
| } | |
| // HDR does it's own gamma calculation so | |
| // disable this postFx. | |
| GammaPostFX.disable(); | |
| // Set the right global shader define for HDR. | |
| if ( %format $= "GFXFormatR10G10B10A2" ) | |
| addGlobalShaderMacro( "TORQUE_HDR_RGB10" ); | |
| else if ( %format $= "GFXFormatR16G16B16A16" ) | |
| addGlobalShaderMacro( "TORQUE_HDR_RGB16" ); | |
| echo( "HDR FORMAT: " @ %format ); | |
| // Change the format of the offscreen surface | |
| // to an HDR compatible format. | |
| AL_FormatToken.format = %format; | |
| setReflectFormat( %format ); | |
| // Reset the light manager which will ensure the new | |
| // hdr encoding takes effect in all the shaders and | |
| // that the offscreen surface is enabled. | |
| resetLightManager(); | |
| return true; | |
| } | |
| function HDRPostFX::onDisabled( %this ) | |
| { | |
| // Enable a special GammaCorrection PostFX when this is disabled. | |
| GammaPostFX.enable(); | |
| // Restore the non-HDR offscreen surface format. | |
| %format = getBestHDRFormat(); | |
| AL_FormatToken.format = %format; | |
| setReflectFormat( %format ); | |
| removeGlobalShaderMacro( "TORQUE_HDR_RGB10" ); | |
| removeGlobalShaderMacro( "TORQUE_HDR_RGB16" ); | |
| // Reset the light manager which will ensure the new | |
| // hdr encoding takes effect in all the shaders. | |
| resetLightManager(); | |
| } | |
| singleton PostEffect( HDRPostFX ) | |
| { | |
| isEnabled = false; | |
| allowReflectPass = false; | |
| // Resolve the HDR before we render any editor stuff | |
| // and before we resolve the scene to the backbuffer. | |
| renderTime = "PFXBeforeBin"; | |
| renderBin = "EditorBin"; | |
| renderPriority = 9999; | |
| // The bright pass generates a bloomed version of | |
| // the scene for pixels which are brighter than a | |
| // fixed threshold value. | |
| // | |
| // This is then used in the final HDR combine pass | |
| // at the end of this post effect chain. | |
| // | |
| shader = HDR_BrightPassShader; | |
| stateBlock = HDR_DownSampleStateBlock; | |
| texture[0] = "$backBuffer"; | |
| texture[1] = "#adaptedLum"; | |
| target = "$outTex"; | |
| targetFormat = "GFXFormatR16G16B16A16F"; | |
| targetScale = "0.5 0.5"; | |
| new PostEffect() | |
| { | |
| allowReflectPass = false; | |
| shader = HDR_DownScale4x4Shader; | |
| stateBlock = HDR_DownSampleStateBlock; | |
| texture[0] = "$inTex"; | |
| target = "$outTex"; | |
| targetFormat = "GFXFormatR16G16B16A16F"; | |
| targetScale = "0.25 0.25"; | |
| }; | |
| new PostEffect() | |
| { | |
| allowReflectPass = false; | |
| internalName = "bloomH"; | |
| shader = HDR_BloomGaussBlurHShader; | |
| stateBlock = HDR_DownSampleStateBlock; | |
| texture[0] = "$inTex"; | |
| target = "$outTex"; | |
| targetFormat = "GFXFormatR16G16B16A16F"; | |
| }; | |
| new PostEffect() | |
| { | |
| allowReflectPass = false; | |
| internalName = "bloomV"; | |
| shader = HDR_BloomGaussBlurVShader; | |
| stateBlock = HDR_DownSampleStateBlock; | |
| texture[0] = "$inTex"; | |
| target = "#bloomFinal"; | |
| targetFormat = "GFXFormatR16G16B16A16F"; | |
| }; | |
| // BrightPass End | |
| // Now calculate the adapted luminance. | |
| new PostEffect() | |
| { | |
| allowReflectPass = false; | |
| internalName = "adaptLum"; | |
| shader = HDR_SampleLumShader; | |
| stateBlock = HDR_DownSampleStateBlock; | |
| texture[0] = "$backBuffer"; | |
| target = "$outTex"; | |
| targetScale = "0.0625 0.0625"; // 1/16th | |
| targetFormat = "GFXFormatR16F"; | |
| new PostEffect() | |
| { | |
| allowReflectPass = false; | |
| shader = HDR_DownSampleLumShader; | |
| stateBlock = HDR_DownSampleStateBlock; | |
| texture[0] = "$inTex"; | |
| target = "$outTex"; | |
| targetScale = "0.25 0.25"; // 1/4 | |
| targetFormat = "GFXFormatR16F"; | |
| }; | |
| new PostEffect() | |
| { | |
| allowReflectPass = false; | |
| shader = HDR_DownSampleLumShader; | |
| stateBlock = HDR_DownSampleStateBlock; | |
| texture[0] = "$inTex"; | |
| target = "$outTex"; | |
| targetScale = "0.25 0.25"; // 1/4 | |
| targetFormat = "GFXFormatR16F"; | |
| }; | |
| new PostEffect() | |
| { | |
| allowReflectPass = false; | |
| shader = HDR_DownSampleLumShader; | |
| stateBlock = HDR_DownSampleStateBlock; | |
| texture[0] = "$inTex"; | |
| target = "$outTex"; | |
| targetScale = "0.25 0.25"; // At this point the target should be 1x1. | |
| targetFormat = "GFXFormatR16F"; | |
| }; | |
| // Note that we're reading the adapted luminance | |
| // from the previous frame when generating this new | |
| // one... PostEffect takes care to manage that. | |
| new PostEffect() | |
| { | |
| allowReflectPass = false; | |
| internalName = "finalLum"; | |
| shader = HDR_CalcAdaptedLumShader; | |
| stateBlock = HDR_DownSampleStateBlock; | |
| texture[0] = "$inTex"; | |
| texture[1] = "#adaptedLum"; | |
| target = "#adaptedLum"; | |
| targetFormat = "GFXFormatR16F"; | |
| targetClear = "PFXTargetClear_OnCreate"; | |
| targetClearColor = "1 1 1 1"; | |
| }; | |
| }; | |
| // Output the combined bloom and toned mapped | |
| // version of the scene. | |
| new PostEffect() | |
| { | |
| allowReflectPass = false; | |
| internalName = "combinePass"; | |
| shader = HDR_CombineShader; | |
| stateBlock = HDR_CombineStateBlock; | |
| texture[0] = "$backBuffer"; | |
| texture[1] = "#adaptedLum"; | |
| texture[2] = "#bloomFinal"; | |
| texture[3] = $HDRPostFX::colorCorrectionRamp; | |
| target = "$backBuffer"; | |
| }; | |
| }; | |
| singleton ShaderData( LuminanceVisShader ) | |
| { | |
| DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; | |
| DXPixelShaderFile = "shaders/common/postFx/hdr/luminanceVisP.hlsl"; | |
| OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl"; | |
| OGLPixelShaderFile = "shaders/common/postFx/hdr/gl/luminanceVisP.glsl"; | |
| samplerNames[0] = "$inputTex"; | |
| pixVersion = 3.0; | |
| }; | |
| singleton GFXStateBlockData( LuminanceVisStateBlock : PFX_DefaultStateBlock ) | |
| { | |
| samplersDefined = true; | |
| samplerStates[0] = SamplerClampLinear; | |
| }; | |
| function LuminanceVisPostFX::setShaderConsts( %this ) | |
| { | |
| %this.setShaderConst( "$brightPassThreshold", $HDRPostFX::brightPassThreshold ); | |
| } | |
| singleton PostEffect( LuminanceVisPostFX ) | |
| { | |
| isEnabled = false; | |
| allowReflectPass = false; | |
| // Render before we do any editor rendering. | |
| renderTime = "PFXBeforeBin"; | |
| renderBin = "EditorBin"; | |
| renderPriority = 9999; | |
| shader = LuminanceVisShader; | |
| stateBlock = LuminanceVisStateBlock; | |
| texture[0] = "$backBuffer"; | |
| target = "$backBuffer"; | |
| //targetScale = "0.0625 0.0625"; // 1/16th | |
| //targetFormat = "GFXFormatR16F"; | |
| }; | |
| function LuminanceVisPostFX::onEnabled( %this ) | |
| { | |
| if ( !HDRPostFX.isEnabled() ) | |
| { | |
| HDRPostFX.enable(); | |
| } | |
| HDRPostFX.skip = true; | |
| return true; | |
| } | |
| function LuminanceVisPostFX::onDisabled( %this ) | |
| { | |
| HDRPostFX.skip = false; | |
| } | |