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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsRenderBeastPrerequisites.h"
- #include "BsRendererMaterial.h"
- #include "BsParamBlocks.h"
- #include "BsGpuResourcePool.h"
- #include "BsStandardPostProcessSettings.h"
- namespace bs { namespace ct
- {
- /** @addtogroup RenderBeast
- * @{
- */
- /** Contains per-camera data used by post process effects. */
- struct PostProcessInfo
- {
- SPtr<StandardPostProcessSettings> settings;
- bool settingDirty = true;
- SPtr<PooledRenderTexture> downsampledSceneTex;
- SPtr<PooledRenderTexture> histogramTex;
- SPtr<PooledRenderTexture> histogramReduceTex;
- SPtr<PooledRenderTexture> eyeAdaptationTex[2];
- SPtr<PooledRenderTexture> colorLUT;
- INT32 lastEyeAdaptationTex = 0;
- };
- BS_PARAM_BLOCK_BEGIN(DownsampleParamDef)
- BS_PARAM_BLOCK_ENTRY(Vector2, gInvTexSize)
- BS_PARAM_BLOCK_END
- extern DownsampleParamDef gDownsampleParamDef;
- /** Shader that downsamples a texture to half its size. */
- class DownsampleMat : public RendererMaterial<DownsampleMat>
- {
- RMAT_DEF("PPDownsample.bsl");
- public:
- DownsampleMat();
- /** Renders the post-process effect with the provided parameters. */
- void execute(const SPtr<Texture>& target, PostProcessInfo& ppInfo);
- /** Releases the output render target. */
- void release(PostProcessInfo& ppInfo);
- /** Returns the render texture where the output will be written. */
- SPtr<RenderTexture> getOutput() const { return mOutput; }
- private:
- SPtr<GpuParamBlockBuffer> mParamBuffer;
- GpuParamTexture mInputTexture;
- POOLED_RENDER_TEXTURE_DESC mOutputDesc;
- SPtr<RenderTexture> mOutput;
- };
- BS_PARAM_BLOCK_BEGIN(EyeAdaptHistogramParamDef)
- BS_PARAM_BLOCK_ENTRY(Vector4I, gPixelOffsetAndSize)
- BS_PARAM_BLOCK_ENTRY(Vector2, gHistogramParams)
- BS_PARAM_BLOCK_ENTRY(Vector2I, gThreadGroupCount)
- BS_PARAM_BLOCK_END
- extern EyeAdaptHistogramParamDef gEyeAdaptHistogramParamDef;
- /** Shader that creates a luminance histogram used for eye adaptation. */
- class EyeAdaptHistogramMat : public RendererMaterial<EyeAdaptHistogramMat>
- {
- RMAT_DEF("PPEyeAdaptHistogram.bsl");
- public:
- EyeAdaptHistogramMat();
- /** Executes the post-process effect with the provided parameters. */
- void execute(PostProcessInfo& ppInfo);
- /** Releases the output render target. */
- void release(PostProcessInfo& ppInfo);
- /** Returns the render texture where the output was written. */
- SPtr<RenderTexture> getOutput() const { return mOutput; }
- /** Calculates the number of thread groups that need to execute to cover the provided render target. */
- static Vector2I getThreadGroupCount(const SPtr<RenderTexture>& target);
- /**
- * Returns a vector containing scale and offset (in that order) that will be applied to luminance values
- * to determine their position in the histogram.
- */
- static Vector2 getHistogramScaleOffset(const PostProcessInfo& ppInfo);
- static const UINT32 THREAD_GROUP_SIZE_X = 8;
- static const UINT32 THREAD_GROUP_SIZE_Y = 8;
-
- static const UINT32 HISTOGRAM_NUM_TEXELS = (THREAD_GROUP_SIZE_X * THREAD_GROUP_SIZE_Y) / 4;
- private:
- SPtr<GpuParamBlockBuffer> mParamBuffer;
- GpuParamTexture mSceneColor;
- GpuParamLoadStoreTexture mOutputTex;
- POOLED_RENDER_TEXTURE_DESC mOutputDesc;
- SPtr<RenderTexture> mOutput;
- static const UINT32 LOOP_COUNT_X = 8;
- static const UINT32 LOOP_COUNT_Y = 8;
- };
- BS_PARAM_BLOCK_BEGIN(EyeAdaptHistogramReduceParamDef)
- BS_PARAM_BLOCK_ENTRY(int, gThreadGroupCount)
- BS_PARAM_BLOCK_END
- extern EyeAdaptHistogramReduceParamDef gEyeAdaptHistogramReduceParamDef;
- /** Shader that reduces the luminance histograms created by EyeAdaptHistogramMat into a single histogram. */
- class EyeAdaptHistogramReduceMat : public RendererMaterial<EyeAdaptHistogramReduceMat>
- {
- RMAT_DEF("PPEyeAdaptHistogramReduce.bsl");
- public:
- EyeAdaptHistogramReduceMat();
- /** Executes the post-process effect with the provided parameters. */
- void execute(PostProcessInfo& ppInfo);
- /** Releases the output render target. */
- void release(PostProcessInfo& ppInfo);
- /** Returns the render texture where the output was written. */
- SPtr<RenderTexture> getOutput() const { return mOutput; }
- private:
- SPtr<GpuParamBlockBuffer> mParamBuffer;
- GpuParamTexture mHistogramTex;
- GpuParamTexture mEyeAdaptationTex;
- POOLED_RENDER_TEXTURE_DESC mOutputDesc;
- SPtr<RenderTexture> mOutput;
- };
- BS_PARAM_BLOCK_BEGIN(EyeAdaptationParamDef)
- BS_PARAM_BLOCK_ENTRY_ARRAY(Vector4, gEyeAdaptationParams, 3)
- BS_PARAM_BLOCK_END
- extern EyeAdaptationParamDef gEyeAdaptationParamDef;
- /** Shader that computes the eye adaptation value based on scene luminance. */
- class EyeAdaptationMat : public RendererMaterial<EyeAdaptationMat>
- {
- RMAT_DEF("PPEyeAdaptation.bsl");
- public:
- EyeAdaptationMat();
- /** Executes the post-process effect with the provided parameters. */
- void execute(PostProcessInfo& ppInfo, float frameDelta);
- private:
- SPtr<GpuParamBlockBuffer> mParamBuffer;
- GpuParamTexture mReducedHistogramTex;
- };
- BS_PARAM_BLOCK_BEGIN(CreateTonemapLUTParamDef)
- BS_PARAM_BLOCK_ENTRY_ARRAY(Vector4, gTonemapParams, 2)
- BS_PARAM_BLOCK_ENTRY(float, gGammaAdjustment)
- BS_PARAM_BLOCK_ENTRY(int, gGammaCorrectionType)
- BS_PARAM_BLOCK_ENTRY(Vector3, gSaturation)
- BS_PARAM_BLOCK_ENTRY(Vector3, gContrast)
- BS_PARAM_BLOCK_ENTRY(Vector3, gGain)
- BS_PARAM_BLOCK_ENTRY(Vector3, gOffset)
- BS_PARAM_BLOCK_END
- extern CreateTonemapLUTParamDef gCreateTonemapLUTParamDef;
- BS_PARAM_BLOCK_BEGIN(WhiteBalanceParamDef)
- BS_PARAM_BLOCK_ENTRY(float, gWhiteTemp)
- BS_PARAM_BLOCK_ENTRY(float, gWhiteOffset)
- BS_PARAM_BLOCK_END
- extern WhiteBalanceParamDef gWhiteBalanceParamDef;
- /**
- * Shader that creates a 3D lookup texture that is used to apply tonemapping, color grading, white balancing and gamma
- * correction.
- */
- class CreateTonemapLUTMat : public RendererMaterial<CreateTonemapLUTMat>
- {
- RMAT_DEF("PPCreateTonemapLUT.bsl");
- public:
- CreateTonemapLUTMat();
- /** Executes the post-process effect with the provided parameters. */
- void execute(PostProcessInfo& ppInfo);
- /** Releases the output render target. */
- void release(PostProcessInfo& ppInfo);
- /** Size of the 3D color lookup table. */
- static const UINT32 LUT_SIZE = 32;
- private:
- SPtr<GpuParamBlockBuffer> mParamBuffer;
- SPtr<GpuParamBlockBuffer> mWhiteBalanceParamBuffer;
- GpuParamLoadStoreTexture mOutputTex;
- };
- BS_PARAM_BLOCK_BEGIN(TonemappingParamDef)
- BS_PARAM_BLOCK_ENTRY(float, gRawGamma)
- BS_PARAM_BLOCK_ENTRY(float, gManualExposureScale)
- BS_PARAM_BLOCK_END
- extern TonemappingParamDef gTonemappingParamDef;
- /** Shader that applies tonemapping and converts a HDR image into a LDR image. */
- template<bool GammaOnly, bool AutoExposure>
- class TonemappingMat : public RendererMaterial<TonemappingMat<GammaOnly, AutoExposure>>
- {
- RMAT_DEF("PPTonemapping.bsl");
- public:
- TonemappingMat();
- /** Executes the post-process effect with the provided parameters. */
- void execute(const SPtr<Texture>& sceneColor, const SPtr<RenderTarget>& outputRT, const Rect2& outputRect,
- PostProcessInfo& ppInfo);
- private:
- SPtr<GpuParamBlockBuffer> mParamBuffer;
- GpuParamTexture mInputTex;
- GpuParamTexture mColorLUT;
- GpuParamTexture mEyeAdaptationTex;
- };
- /**
- * Renders post-processing effects for the provided render target.
- *
- * @note Core thread only.
- */
- class PostProcessing : public Module<PostProcessing>
- {
- public:
- /**
- * Renders post-processing effects for the provided render target. Resolves provided scene color texture into the
- * view's final output render target. Once the method exits, final render target is guaranteed to be currently
- * bound for rendering.
- */
- void postProcess(RendererCamera* viewInfo, const SPtr<Texture>& sceneColor, float frameDelta);
-
- private:
- DownsampleMat mDownsample;
- EyeAdaptHistogramMat mEyeAdaptHistogram;
- EyeAdaptHistogramReduceMat mEyeAdaptHistogramReduce;
- EyeAdaptationMat mEyeAdaptation;
- CreateTonemapLUTMat mCreateLUT;
- TonemappingMat<false, true> mTonemapping_AE;
- TonemappingMat<true, true> mTonemapping_AE_GO;
- TonemappingMat<false, false> mTonemapping;
- TonemappingMat<true, false> mTonemapping_GO;
- };
- /** @} */
- }}
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