Reorgs the editing of postFX so the editor settings edits the default config, and Scene > edit postFX to edit scene

Changes the saving of postfx from saving via the editor to instead save on level save
Reorganizes the core postfx folder to subfolders for better organization, as well as moving the shaders to group with the respective postFX
Changes the postfx editor so it only edits postFXs that are actively enabled in the scene, and only saves out similarly.
Adjusts the level download logic to pass asset id for both data compactness compared to the full level filename, as well as easier lookup reference for associated files like the postFX preset file or decal files from the asset def.
Updated the PostFXAsset template to provide an up-to-date starting point/template.
This commit is contained in:
Areloch 2020-09-11 02:28:15 -05:00
parent 82f7db3d48
commit 3c0c106051
186 changed files with 2534 additions and 1486 deletions

View file

@ -34,6 +34,11 @@ void Scene::initPersistFields()
addGroup("Gameplay");
addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
endGroup("Gameplay");
addGroup("PostFX");
addProtectedField("EditPostEffects", TypeBool, Offset(mEditPostFX, Scene),
&Scene::_editPostEffects, &defaultProtectedGetFn, "Edit Scene's default Post Effects", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
endGroup("PostFX");
}
bool Scene::onAdd()
@ -88,6 +93,18 @@ void Scene::onPostAdd()
Con::executef(this, "onPostAdd");
}
bool Scene::_editPostEffects(void* object, const char* index, const char* data)
{
Scene* scene = static_cast<Scene*>(object);
#ifdef TORQUE_TOOLS
if(Con::isFunction("editScenePostEffects"))
Con::executef("editScenePostEffects", scene);
#endif
return false;
}
void Scene::addObject(SimObject* object)
{
//Child scene

View file

@ -35,6 +35,8 @@ class Scene : public NetObject, public virtual ITickable
bool mIsDirty;
bool mEditPostFX;
StringTableEntry mGameModeName;
protected:
@ -48,6 +50,8 @@ public:
static void initPersistFields();
static bool _editPostEffects(void* object, const char* index, const char* data);
virtual bool onAdd();
virtual void onRemove();
virtual void onPostAdd();

View file

@ -361,13 +361,27 @@ void LevelAsset::unloadDependencies()
}
}
DefineEngineMethod(LevelAsset, getLevelFile, const char*, (),,
DefineEngineMethod(LevelAsset, getLevelPath, const char*, (),,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->getLevelPath();
}
DefineEngineMethod(LevelAsset, getPostFXPresetPath, const char*, (), ,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->getPostFXPresetPath();
}
DefineEngineMethod(LevelAsset, getDecalsPath, const char*, (), ,
"Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec")
{
return object->getDecalsPath();
}
DefineEngineMethod(LevelAsset, loadDependencies, void, (), ,
"Initiates the loading of asset dependencies for this level.")
{

View file

@ -41,7 +41,7 @@
$pref::Client::EnableDatablockCache = true;
$pref::Client::DatablockCacheFilename = "data/cache/client/datablock_cache_c.dbc";
function clientCmdMissionStartPhase1_LoadCache(%seq, %missionName)
function clientCmdMissionStartPhase1_LoadCache(%seq, %levelAsset)
{
if ($pref::Client::EnableDatablockCache && $loadFromDatablockCache)
{
@ -57,16 +57,16 @@ function clientCmdMissionStartPhase1_LoadCache(%seq, %missionName)
echo("<<<< Loading Datablocks From Cache >>>>");
if (ServerConnection.loadDatablockCache_Begin())
{
schedule(10, 0, "updateLoadDatablockCacheProgress", %seq, %missionName);
schedule(10, 0, "updateLoadDatablockCacheProgress", %seq, %levelAsset);
}
}
}
function updateLoadDatablockCacheProgress(%seq, %missionName)
function updateLoadDatablockCacheProgress(%seq, %levelAsset)
{
if (ServerConnection.loadDatablockCache_Continue())
{
$loadDatablockCacheProgressThread = schedule(10, 0, "updateLoadDatablockCacheProgress", %seq, %missionName);
$loadDatablockCacheProgressThread = schedule(10, 0, "updateLoadDatablockCacheProgress", %seq, %levelAsset);
return;
}
@ -80,14 +80,14 @@ function updateLoadDatablockCacheProgress(%seq, %missionName)
}
echo("<<<< Finished Loading Datablocks From Cache >>>>");
clientCmdMissionStartPhase2(%seq,%missionName);
clientCmdMissionStartPhase2(%seq, %levelAsset);
}
function updateLoadDatablockCacheProgress(%seq, %missionName)
function updateLoadDatablockCacheProgress(%seq, %levelAsset)
{
if (ServerConnection.loadDatablockCache_Continue())
{
$loadDatablockCacheProgressThread = schedule(10, 0, "updateLoadDatablockCacheProgress", %seq, %missionName);
$loadDatablockCacheProgressThread = schedule(10, 0, "updateLoadDatablockCacheProgress", %seq, %levelAsset);
return;
}
@ -101,21 +101,24 @@ function updateLoadDatablockCacheProgress(%seq, %missionName)
}
echo("<<<< Finished Loading Datablocks From Cache >>>>");
clientCmdMissionStartPhase2(%seq,%missionName);
clientCmdMissionStartPhase2(%seq, %levelAsset);
}
function clientCmdMissionStartPhase1(%seq, %missionName, %cache_crc)
function clientCmdMissionStartPhase1(%seq, %levelAsset, %cache_crc)
{
%levelAssetDef = AssetDatabase.acquireAsset(%levelAsset);
// These need to come after the cls.
echo ("*** New Mission: " @ %missionName);
echo ("*** New Mission: " @ %levelAssetDef.levelName);
echo ("*** Phase 1: Download Datablocks & Targets");
$Client::MissionFile = %missionName;
$Client::LevelAsset = %levelAssetDef;
$Client::MissionFile = %levelAssetDef.getLevelPath();
$pref::ReflectionProbes::CurrentLevelPath = filePath($Client::MissionFile) @ "/" @ fileBase($Client::MissionFile) @ "/probes/";
//Prep the postFX stuff
// Load the post effect presets for this mission.
%path = filePath( %missionName ) @ "/" @ fileBase( %missionName ) @ $PostFXManager::fileExtension;
%path = %levelAssetDef.getPostFXPresetPath();
if ( isScriptFile( %path ) )
{
@ -190,7 +193,7 @@ function onDataBlockObjectReceived(%index, %total)
//----------------------------------------------------------------------------
// Phase 2
//----------------------------------------------------------------------------
function clientCmdMissionStartPhase2(%seq,%missionName)
function clientCmdMissionStartPhase2(%seq, %levelAsset)
{
onPhaseComplete();
echo ("*** Phase 2: Download Ghost Objects");
@ -215,19 +218,21 @@ function onGhostAlwaysObjectReceived()
//----------------------------------------------------------------------------
// Phase 3
//----------------------------------------------------------------------------
function clientCmdMissionStartPhase3(%seq,%missionName)
function clientCmdMissionStartPhase3(%seq, %levelAsset)
{
onPhaseComplete();
StartClientReplication();
StartFoliageReplication();
%levelAssetDef = AssetDatabase.acquireAsset(%levelAsset);
// Load the static mission decals.
if(isFile(%missionName @ ".decals"))
decalManagerLoad( %missionName @ ".decals" );
if(isFile(%levelAssetDef.getDecalsPath()))
decalManagerLoad( %levelAssetDef.getDecalsPath() );
echo ("*** Phase 3: Mission Lighting");
$MSeq = %seq;
$Client::MissionFile = %missionName;
$Client::LevelAsset = %levelAssetDef;
$Client::MissionFile = %levelAssetDef.getLevelPath();
// Need to light the mission before we are ready.
// The sceneLightingComplete function will complete the handshake

View file

@ -68,9 +68,9 @@ function GameConnection::loadMission(%this)
}
else
{
commandToClient(%this, 'MissionStartPhase1', $missionSequence, $Server::MissionFile, %cache_crc);
commandToClient(%this, 'MissionStartPhase1', $missionSequence, $Server::LevelAsset.getAssetId(), %cache_crc);
echo("*** Sending mission load to client: " @ $Server::MissionFile);
echo("*** Sending mission load to client: " @ $Server::LevelAsset.getAssetId());
}
}
@ -100,7 +100,7 @@ function GameConnection::onBeginDatablockCacheLoad( %this, %missionSequence )
if (%this.currentPhase != 1)
return;
%this.currentPhase = 1.5;
commandToClient(%this, 'MissionStartPhase1_LoadCache', $missionSequence, $Server::MissionFile);
commandToClient(%this, 'MissionStartPhase1_LoadCache', $missionSequence, $Server::LevelAsset.getAssetId());
}
function serverCmdMissionStartPhase1Ack(%client, %seq)
@ -129,7 +129,7 @@ function GameConnection::onDataBlocksDone( %this, %missionSequence )
%this.currentPhase = 1.5;
// On to the next phase
commandToClient(%this, 'MissionStartPhase2', $missionSequence, $Server::MissionFile);
commandToClient(%this, 'MissionStartPhase2', $missionSequence, $Server::LevelAsset.getAssetId());
}
//----------------------------------------------------------------------------
@ -163,7 +163,7 @@ function GameConnection::onGhostAlwaysFailed(%client)
function GameConnection::onGhostAlwaysObjectsReceived(%client)
{
// Ready for next phase.
commandToClient(%client, 'MissionStartPhase3', $missionSequence, $Server::MissionFile);
commandToClient(%client, 'MissionStartPhase3', $missionSequence, $Server::LevelAsset.getAssetId());
}
//----------------------------------------------------------------------------

View file

@ -44,7 +44,7 @@ function loadMission( %levelAsset, %isFirstMission )
// increment the mission sequence (used for ghost sequencing)
$missionSequence++;
$missionRunning = false;
$Server::MissionFile = $Server::LevelAsset.getLevelFile();
$Server::MissionFile = $Server::LevelAsset.getLevelPath();
$Server::LoadFailMsg = "";
$Server::LevelAsset.loadDependencies();

View file

@ -1,6 +1,6 @@
datablock ReflectorDesc( DefaultCubeDesc )
{
texSize = 256;
texSize = 64;
nearDist = 0.1;
farDist = 1000.0;
objectTypeMask = 0xFFFFFFFF;

View file

@ -0,0 +1,8 @@
<PostEffectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="CameraMotionBlurPostFX"
scriptFile="@assetFile=CameraMotionBlurPostFX.cs"
hlslShader="@assetFile=CameraMotionBlurPostFXP.hlsl"
glslShader="@assetFile=CameraMotionBlurPostFXP.glsl"
VersionId="1" />

View file

@ -0,0 +1,124 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
$PostFX::CameraMotionBlurPostFX::samples = 5;
$PostFX::CameraMotionBlurPostFX::velocityMultiplier = 3000;
singleton ShaderData( CameraMotionBlurPostFX_Shader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./CameraMotionBlurPostFXP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./CameraMotionBlurPostFXP.glsl";
samplerNames[0] = "$backBuffer";
samplerNames[1] = "$deferredTex";
pixVersion = 3.0;
};
singleton GFXStateBlockData( CameraMotionBlurPostFX_StateBlock )
{
zDefined = true;
zEnable = false;
zWriteEnable = false;
samplersDefined = true;
samplerStates[0] = SamplerClampLinear;
};
function CameraMotionBlurPostFX::setShaderConsts( %this )
{
%this.setShaderConst( "$velocityMultiplier", $PostFX::CameraMotionBlurPostFX::velocityMultiplier );
%this.setShaderConst( "$samples", $PostFX::CameraMotionBlurPostFX::samples );
}
function CameraMotionBlurPostFX::preProcess( %this )
{
}
function CameraMotionBlurPostFX::onAdd(%this)
{
//Register the postFX with the manager
PostFXManager.registerPostEffect(%this);
}
function CameraMotionBlurPostFX::onEnabled( %this )
{
return true;
}
function CameraMotionBlurPostFX::onDisabled( %this )
{
return true;
}
//This is used to populate the PostFXEditor's settings so the post FX can be edited
//This is automatically polled for any postFX that has been registered(in our onAdd) and the settings
//are thus exposed for editing
function CameraMotionBlurPostFX::populatePostFXSettings(%this)
{
PostEffectEditorInspector.startGroup("CameraMotionBlurPostFX - General");
PostEffectEditorInspector.addCallbackField("$PostFX::CameraMotionBlurPostFX::Enabled", "Enabled", "bool", "", $PostFX::CameraMotionBlurPostFX::Enabled, "", "toggleCameraMotionBlurPostFX");
PostEffectEditorInspector.addField("$PostFX::CameraMotionBlurPostFX::velocityMultiplier", "Velocity Multiplier", "float", "", $PostFX::CameraMotionBlurPostFX::velocityMultiplier, "");
PostEffectEditorInspector.addField("$PostFX::CameraMotionBlurPostFX::samples", "Sample Count", "float", "", $PostFX::CameraMotionBlurPostFX::samples, "");
PostEffectEditorInspector.endGroup();
}
//This is called back from our callbackField defined in populatePostFXSettings to
//Allow us to easily toggle the postFX and have it respond immediately
function PostEffectEditorInspector::toggleCameraMotionBlurPostFX(%this)
{
if($PostFX::CameraMotionBlurPostFX::Enabled)
CameraMotionBlurPostFX.enable();
else
CameraMotionBlurPostFX.disable();
}
function CameraMotionBlurPostFX::applyFromPreset(%this)
{
if($PostFX::CameraMotionBlurPostFX::Enabled)
%this.enable();
else
%this.disable();
}
function CameraMotionBlurPostFX::savePresetSettings(%this)
{
PostFXManager::savePresetSetting("$PostFX::CameraMotionBlurPostFX::Enabled");
PostFXManager::savePresetSetting("$PostFX::CameraMotionBlurPostFX::velocityMultiplier");
PostFXManager::savePresetSetting("$PostFX::CameraMotionBlurPostFX::samples");
}
//Our actual postFX
singleton PostEffect( CameraMotionBlurPostFX )
{
isEnabled = false;
renderTime = "PFXAfterDiffuse";
shader = CameraMotionBlurPostFX_Shader;
stateBlock = CameraMotionBlurPostFX_StateBlock;
texture[0] = "$backbuffer";
texture[1] = "#deferred";
target = "$backBuffer";
};

View file

@ -20,10 +20,10 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
#include "../../gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "shadergen:/autogenConditioners.h"
#include "postFx.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#undef IN_uv0
#define _IN_uv0 uv0

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./postFx.hlsl"
#include "../torque.hlsl"
#include "../shaderModelAutoGen.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
#include "core/rendering/shaders/shaderModelAutoGen.hlsl"
uniform float4x4 matPrevScreenToWorld;
uniform float4x4 matWorldToScreen;

View file

@ -1,6 +1,6 @@
<PostEffectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="vignettePostFX"
scriptFile="@assetFile=vignettePostFX.cs"
AssetName="CausticsPostFX"
scriptFile="@assetFile=CausticsPostFX.cs"
VersionId="1" />

View file

@ -36,10 +36,10 @@ singleton GFXStateBlockData( PFX_CausticsStateBlock : PFX_DefaultStateBlock )
singleton ShaderData( PFX_CausticsShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/causticsP.hlsl";
DXPixelShaderFile = "./causticsP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/caustics/gl/causticsP.glsl";
OGLPixelShaderFile = "./causticsP.glsl";
samplerNames[0] = "$deferredTex";
samplerNames[1] = "$causticsTex0";

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "shadergen:/autogenConditioners.h"
uniform vec3 eyePosWorld;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../postFx.hlsl"
#include "../../shaderModelAutoGen.hlsl"
#include "core/rendering/shaders/postFx.hlsl"
#include "core/rendering/shaders/shaderModelAutoGen.hlsl"
uniform float accumTime;
uniform float3 eyePosWorld;

View file

@ -0,0 +1,8 @@
<PostEffectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="ChromaticAberrationPostFX"
scriptFile="@assetFile=ChromaticAberrationPostFX.cs"
hlslShader="@assetFile=ChromaticAberrationPostFXP.hlsl"
glslShader="@assetFile=ChromaticAberrationPostFXP.glsl"
VersionId="1" />

View file

@ -0,0 +1,156 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
/// The lens distortion coefficient.
$PostFX::EnableChromaticAberrationPostFX::DistCoefficient = -0.05;
/// The cubic distortion value.
$PostFX::EnableChromaticAberrationPostFX::CubeDistortionFactor = -0.1;
/// The amount and direction of the maxium shift for
/// the red, green, and blue channels.
$PostFX::EnableChromaticAberrationPostFX::ColorDistFactor = "0.005 -0.005 0.01";
singleton ShaderData( ChromaticAberrationPostFX_Shader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./ChromaticAberrationPostFXP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./ChromaticAberrationPostFXP.glsl";
samplerNames[0] = "$inputTex";
pixVersion = 2.0;
};
singleton GFXStateBlockData( ChromaticAberrationPostFX_StateBlock )
{
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 ChromaticAberrationPostFX::setShaderConsts( %this )
{
%this.setShaderConst( "$distCoeff", $PostFX::EnableChromaticAberrationPostFX::DistCoefficient );
%this.setShaderConst( "$cubeDistort", $PostFX::EnableChromaticAberrationPostFX::CubeDistortionFactor );
%this.setShaderConst( "$colorDistort", $PostFX::EnableChromaticAberrationPostFX::ColorDistFactor );
}
function ChromaticAberrationPostFX::preProcess( %this )
{
}
function ChromaticAberrationPostFX::onAdd(%this)
{
//Register the postFX with the manager
PostFXManager.registerPostEffect(%this);
}
function ChromaticAberrationPostFX::onEnabled( %this )
{
return true;
}
function ChromaticAberrationPostFX::onDisabled( %this )
{
}
//This is used to populate the PostFXEditor's settings so the post FX can be edited
//This is automatically polled for any postFX that has been registered(in our onAdd) and the settings
//are thus exposed for editing
function ChromaticAberrationPostFX::populatePostFXSettings(%this)
{
PostEffectEditorInspector.startGroup("ChromaticAberrationPostFX - General");
PostEffectEditorInspector.addCallbackField("$PostFX::EnableChromaticAberrationPostFX::Enabled", "Enabled", "bool", "", $PostFX::EnableChromaticAberrationPostFX::Enabled, "", "toggleChromaticAberrationPostFX");
PostEffectEditorInspector.addField("$PostFX::EnableChromaticAberrationPostFX::DistCoefficient", "Dist Coefficient", "float", "", $PostFX::EnableChromaticAberrationPostFX::DistCoefficient, "");
PostEffectEditorInspector.addField("$PostFX::EnableChromaticAberrationPostFX::CubeDistortionFactor", "Cube Distortion Factor", "float", "", $PostFX::EnableChromaticAberrationPostFX::CubeDistortionFactor, "");
PostEffectEditorInspector.addField("$PostFX::EnableChromaticAberrationPostFX::ColorDistFactor", "Color Distortion Factor", "string", "", $PostFX::EnableChromaticAberrationPostFX::ColorDistFactor, "");
PostEffectEditorInspector.endGroup();
}
function PostEffectEditorInspector::toggleChromaticAberrationPostFX(%this)
{
if($PostFX::EnableChromaticAberrationPostFX::Enabled)
ChromaticAberrationPostFX.enable();
else
ChromaticAberrationPostFX.disable();
}
//This function pair(applyFromPreset and settingsApply) are done the way they are, with the separated variables
//so that we can effectively store the 'settings' away from the live variables that the postFX's actually utilize
//when rendering. This allows us to modify things but still leave room for reverting or temporarily applying them
function ChromaticAberrationPostFX::applyFromPreset(%this)
{
if($PostFX::EnableChromaticAberrationPostFX::Enabled)
%this.enable();
else
%this.disable();
}
function ChromaticAberrationPostFX::savePresetSettings(%this)
{
PostFXManager::savePresetSetting("$PostFX::EnableChromaticAberrationPostFX::Enabled");
PostFXManager::savePresetSetting("$PostFX::EnableChromaticAberrationPostFX::DistCoefficient");
PostFXManager::savePresetSetting("$PostFX::EnableChromaticAberrationPostFX::CubeDistortionFactor");
PostFXManager::savePresetSetting("$PostFX::EnableChromaticAberrationPostFX::ColorDistFactor");
}
//Our actual postFX
singleton PostEffect( ChromaticAberrationPostFX )
{
isEnabled = false;
allowReflectPass = false;
// Resolve the HDR before we render any editor stuff
// and before we resolve the scene to the backbuffer.
renderTime = "PFXBeforeBin";
renderBin = "EditorBin";
renderPriority = 9999;
// The bright pass generates a bloomed version of
// the scene for pixels which are brighter than a
// fixed threshold value.
//
// This is then used in the final HDR combine pass
// at the end of this post effect chain.
shader = ChromaticAberrationPostFX_Shader;
stateBlock = PFX_DefaultStateBlock;
texture[0] = "$backBuffer";
target = "$backBuffer";
targetFormat = "GFXFormatR16G16B16A16F";
targetScale = "1 1";
};

View file

@ -0,0 +1,13 @@
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "core/rendering/shaders/postFX/gl/postFX.glsl"
uniform sampler2D inputTex;
out vec4 OUT_col;
void main()
{
OUT_col = hdrEncode( vec4(1,1,1,1) );
}

View file

@ -0,0 +1,35 @@
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float distCoeff;
uniform float cubeDistort;
uniform float3 colorDistort;
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float2 tex = IN.uv0;
float f = 0;
float r2 = (tex.x - 0.5) * (tex.x - 0.5) + (tex.y - 0.5) * (tex.y - 0.5);
// Only compute the cubic distortion if necessary.
if ( cubeDistort == 0.0 )
f = 1 + r2 * distCoeff;
else
f = 1 + r2 * (distCoeff + cubeDistort * sqrt(r2));
// Distort each color channel seperately to get a chromatic distortion effect.
float3 outColor;
float3 distort = f.xxx + colorDistort;
[unroll]
for ( int i=0; i < 3; i++ )
{
float x = distort[i] * ( tex.x - 0.5 ) + 0.5;
float y = distort[i] * ( tex.y - 0.5 ) + 0.5;
outColor[i] = TORQUE_TEX2DLOD( inputTex, float4(x,y,0,0) )[i];
}
return float4( outColor.rgb, 1 );
}

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
// These are set by the game engine.
uniform sampler2D shrunkSampler; // Output of DofDownsample()

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./../postFx.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
// These are set by the game engine.
TORQUE_UNIFORM_SAMPLER2D(shrunkSampler, 0); // Output of DofDownsample()

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../../gl/torque.glsl"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform vec4 rtParams0;
uniform vec4 rtParams1;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./../postFx.hlsl"
#include "./../../torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
uniform float4 rtParams0;
uniform float4 rtParams1;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
// These are set by the game engine.

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../shaderModel.hlsl"
#include "../../shaderModelAutoGen.hlsl"
#include "core/rendering/shaders/shaderModel.hlsl"
#include "core/rendering/shaders/shaderModelAutoGen.hlsl"
// These are set by the game engine.
// The render target size is one-quarter the scene rendering size.

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../../gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
in vec4 vPosition;
in vec2 vTexCoord0;

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@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./../postFx.hlsl"
#include "./../../torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
struct Vert
{

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform sampler2D colorSampler; // Original source image
uniform sampler2D smallBlurSampler; // Output of SmallBlurPS()

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../shaderModelAutoGen.hlsl"
#include "./../postFx.hlsl"
#include "core/rendering/shaders/shaderModelAutoGen.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(colorSampler,0); // Original source image
TORQUE_UNIFORM_SAMPLER2D(smallBlurSampler,1); // Output of SmallBlurPS()

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../../gl/torque.glsl"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform vec4 rtParams0;
uniform vec4 rtParams1;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./../postFx.hlsl"
#include "./../../torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
uniform float4 rtParams0;
uniform float4 rtParams1;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
in vec3 wsEyeRay;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./../postFx.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../../gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
in vec4 vPosition;
in vec2 vTexCoord0;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./../postFx.hlsl"
#include "./../../torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
uniform float4 rtParams0;

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../../gl/torque.glsl"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform vec4 rtParams0;
uniform vec4 rtParams1;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./../postFx.hlsl"
#include "./../../torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
uniform float4 rtParams0;
uniform float4 rtParams1;

View file

@ -25,7 +25,7 @@
// The sample weights are 1/16 in the corners, 2/16 on the edges,
// and 4/16 in the center.
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
uniform sampler2D colorSampler; // Output of DofNearCoc()

View file

@ -24,7 +24,7 @@
// colorMapSampler, which is the same size as the render target.
// The sample weights are 1/16 in the corners, 2/16 on the edges,
// and 4/16 in the center.
#include "../../shaderModel.hlsl"
#include "core/rendering/shaders/shaderModel.hlsl"
TORQUE_UNIFORM_SAMPLER2D(colorSampler, 0); // Output of DofNearCoc()

View file

@ -25,8 +25,8 @@
// The sample weights are 1/16 in the corners, 2/16 on the edges,
// and 4/16 in the center.
#include "../../../gl/hlslCompat.glsl"
#include "../../../gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
in vec4 vPosition;
in vec2 vTexCoord0;

View file

@ -25,8 +25,8 @@
// The sample weights are 1/16 in the corners, 2/16 on the edges,
// and 4/16 in the center.
#include "./../postFx.hlsl"
#include "./../../torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
struct Vert
{

View file

@ -0,0 +1,6 @@
<PostEffectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="DepthOfFieldPostFX"
scriptFile="@assetFile=DepthOfFieldPostFX.cs"
VersionId="1" />

View file

@ -1,32 +1,11 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
/*
================================================================================
The DOFPostEffect API
The DepthOfFieldPostFX API
================================================================================
DOFPostEffect::setFocalDist( %dist )
DepthOfFieldPostFX::setFocalDist( %dist )
@summary
This method is for manually controlling the focus distance. It will have no
@ -38,7 +17,7 @@ float distance in meters
--------------------------------------------------------------------------------
DOFPostEffect::setAutoFocus( %enabled )
DepthOfFieldPostFX::setAutoFocus( %enabled )
@summary
This method sets auto focus enabled or disabled. Makes use of the parameters set
@ -50,7 +29,7 @@ bool
--------------------------------------------------------------------------------
DOFPostEffect::setFocusParams( %nearBlurMax, %farBlurMax, %minRange, %maxRange, %nearSlope, %farSlope )
DepthOfFieldPostFX::setFocusParams( %nearBlurMax, %farBlurMax, %minRange, %maxRange, %nearSlope, %farSlope )
Set the parameters that control how the near and far equations are calculated
from the focal distance. If you are not using auto focus you will need to call
@ -101,19 +80,19 @@ NOTE: These are not real callbacks! Hook these up to your code where appropriate
function onSniperZoom()
{
// Parameterize how you want DOF to look.
DOFPostEffect.setFocusParams( 0.3, 0.3, 50, 500, -5, 5 );
DepthOfFieldPostFX.setFocusParams( 0.3, 0.3, 50, 500, -5, 5 );
// Turn on auto focus
DOFPostEffect.setAutoFocus( true );
DepthOfFieldPostFX.setAutoFocus( true );
// Turn on the PostEffect
DOFPostEffect.enable();
DepthOfFieldPostFX.enable();
}
function onSniperUnzoom()
{
// Turn off the PostEffect
DOFPostEffect.disable();
DepthOfFieldPostFX.disable();
}
Example2: Manually control DOF with the mouse wheel.
@ -121,13 +100,13 @@ Example2: Manually control DOF with the mouse wheel.
// Somewhere on startup...
// Parameterize how you want DOF to look.
DOFPostEffect.setFocusParams( 0.3, 0.3, 50, 500, -5, 5 );
DepthOfFieldPostFX.setFocusParams( 0.3, 0.3, 50, 500, -5, 5 );
// Turn off auto focus
DOFPostEffect.setAutoFocus( false );
DepthOfFieldPostFX.setAutoFocus( false );
// Turn on the PostEffect
DOFPostEffect.enable();
DepthOfFieldPostFX.enable();
NOTE: These are not real callbacks! Hook these up to your code where appropriate!
@ -136,19 +115,19 @@ function onMouseWheelUp()
{
// Since setFocalDist is really just a wrapper to assign to the focalDist
// dynamic field we can shortcut and increment it directly.
DOFPostEffect.focalDist += 8;
DepthOfFieldPostFX.focalDist += 8;
}
function onMouseWheelDown()
{
DOFPostEffect.focalDist -= 8;
DepthOfFieldPostFX.focalDist -= 8;
}
*/
/// This method is for manually controlling the focal distance. It will have no
/// effect if auto focus is currently enabled. Makes use of the parameters set by
/// setFocusParams.
function DOFPostEffect::setFocalDist( %this, %dist )
function DepthOfFieldPostFX::setFocalDist( %this, %dist )
{
%this.focalDist = %dist;
}
@ -156,7 +135,7 @@ function DOFPostEffect::setFocalDist( %this, %dist )
/// This method sets auto focus enabled or disabled. Makes use of the parameters set
/// by setFocusParams. When auto focus is enabled it determine the focal depth
/// by performing a raycast at the screen-center.
function DOFPostEffect::setAutoFocus( %this, %enabled )
function DepthOfFieldPostFX::setAutoFocus( %this, %enabled )
{
%this.autoFocusEnabled = %enabled;
}
@ -164,7 +143,7 @@ function DOFPostEffect::setAutoFocus( %this, %enabled )
/// Set the parameters that control how the near and far equations are calculated
/// from the focal distance. If you are not using auto focus you will need to call
/// setFocusParams PRIOR to calling setFocalDist.
function DOFPostEffect::setFocusParams( %this, %nearBlurMax, %farBlurMax, %minRange, %maxRange, %nearSlope, %farSlope )
function DepthOfFieldPostFX::setFocusParams( %this, %nearBlurMax, %farBlurMax, %minRange, %maxRange, %nearSlope, %farSlope )
{
%this.nearBlurMax = %nearBlurMax;
%this.farBlurMax = %farBlurMax;
@ -318,11 +297,11 @@ singleton GFXStateBlockData( PFX_DOFFinalStateBlock )
singleton ShaderData( PFX_DOFDownSampleShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_DownSample_V.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_DownSample_P.hlsl";
DXVertexShaderFile = "./DOF_DownSample_V.hlsl";
DXPixelShaderFile = "./DOF_DownSample_P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_DownSample_V.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_DownSample_P.glsl";
OGLVertexShaderFile = "./DOF_DownSample_V.glsl";
OGLPixelShaderFile = "./DOF_DownSample_P.glsl";
samplerNames[0] = "$colorSampler";
samplerNames[1] = "$depthSampler";
@ -332,11 +311,11 @@ singleton ShaderData( PFX_DOFDownSampleShader )
singleton ShaderData( PFX_DOFBlurYShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Gausian_V.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Gausian_P.hlsl";
DXVertexShaderFile = "./DOF_Gausian_V.hlsl";
DXPixelShaderFile = "./DOF_Gausian_P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Gausian_V.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Gausian_P.glsl";
OGLVertexShaderFile = "./DOF_Gausian_V.glsl";
OGLPixelShaderFile = "./DOF_Gausian_P.glsl";
samplerNames[0] = "$diffuseMap";
@ -351,11 +330,11 @@ singleton ShaderData( PFX_DOFBlurXShader : PFX_DOFBlurYShader )
singleton ShaderData( PFX_DOFCalcCoCShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_CalcCoC_V.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_CalcCoC_P.hlsl";
DXVertexShaderFile = "./DOF_CalcCoC_V.hlsl";
DXPixelShaderFile = "./DOF_CalcCoC_P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_CalcCoC_V.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_CalcCoC_P.glsl";
OGLVertexShaderFile = "./DOF_CalcCoC_V.glsl";
OGLPixelShaderFile = "./DOF_CalcCoC_P.glsl";
samplerNames[0] = "$shrunkSampler";
samplerNames[1] = "$blurredSampler";
@ -365,11 +344,11 @@ singleton ShaderData( PFX_DOFCalcCoCShader )
singleton ShaderData( PFX_DOFSmallBlurShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_SmallBlur_V.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_SmallBlur_P.hlsl";
DXVertexShaderFile = "./DOF_SmallBlur_V.hlsl";
DXPixelShaderFile = "./DOF_SmallBlur_P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_SmallBlur_V.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_SmallBlur_P.glsl";
OGLVertexShaderFile = "./DOF_SmallBlur_V.glsl";
OGLPixelShaderFile = "./DOF_SmallBlur_P.glsl";
samplerNames[0] = "$colorSampler";
@ -378,11 +357,11 @@ singleton ShaderData( PFX_DOFSmallBlurShader )
singleton ShaderData( PFX_DOFFinalShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Final_V.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/DOF_Final_P.hlsl";
DXVertexShaderFile = "./DOF_Final_V.hlsl";
DXPixelShaderFile = "./DOF_Final_P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Final_V.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/dof/gl/DOF_Final_P.glsl";
OGLVertexShaderFile = "./DOF_Final_V.glsl";
OGLPixelShaderFile = "./DOF_Final_P.glsl";
samplerNames[0] = "$colorSampler";
samplerNames[1] = "$smallBlurSampler";
@ -396,7 +375,7 @@ singleton ShaderData( PFX_DOFFinalShader )
// PostEffects
//-----------------------------------------------------------------------------
function DOFPostEffect::onAdd( %this )
function DepthOfFieldPostFX::onAdd( %this )
{
// The weighted distribution of CoC value to the three blur textures
// in the order small, medium, large. Most likely you will not need to
@ -417,14 +396,16 @@ function DOFPostEffect::onAdd( %this )
PostFXManager.registerPostEffect(%this);
}
function DOFPostEffect::setLerpDist( %this, %d0, %d1, %d2 )
function DepthOfFieldPostFX::setLerpDist( %this, %d0, %d1, %d2 )
{
%this.lerpScale = -1.0 / %d0 SPC -1.0 / %d1 SPC -1.0 / %d2 SPC 1.0 / %d2;
%this.lerpBias = 1.0 SPC ( 1.0 - %d2 ) / %d1 SPC 1.0 / %d2 SPC ( %d2 - 1.0 ) / %d2;
}
singleton PostEffect( DOFPostEffect )
singleton PostEffect( DepthOfFieldPostFX )
{
isEnabled = false;
renderTime = "PFXAfterBin";
renderBin = "GlowBin";
renderPriority = 0.1;
@ -436,75 +417,83 @@ singleton PostEffect( DOFPostEffect )
target = "#shrunk";
targetScale = "0.25 0.25";
isEnabled = false;
};
singleton PostEffect( DOFBlurY )
{
shader = PFX_DOFBlurYShader;
stateBlock = PFX_DOFBlurStateBlock;
texture[0] = "#shrunk";
target = "$outTex";
};
DOFPostEffect.add( DOFBlurY );
singleton PostEffect( DOFBlurX )
{
shader = PFX_DOFBlurXShader;
stateBlock = PFX_DOFBlurStateBlock;
texture[0] = "$inTex";
target = "#largeBlur";
};
DOFPostEffect.add( DOFBlurX );
singleton PostEffect( DOFCalcCoC )
{
shader = PFX_DOFCalcCoCShader;
stateBlock = PFX_DOFCalcCoCStateBlock;
texture[0] = "#shrunk";
texture[1] = "#largeBlur";
target = "$outTex";
};
DOFPostEffect.add( DOFCalcCoc );
singleton PostEffect( DOFSmallBlur )
{
shader = PFX_DOFSmallBlurShader;
stateBlock = PFX_DefaultDOFStateBlock;
texture[0] = "$inTex";
target = "$outTex";
};
DOFPostEffect.add( DOFSmallBlur );
singleton PostEffect( DOFBlurY )
{
shader = PFX_DOFBlurYShader;
stateBlock = PFX_DOFBlurStateBlock;
texture[0] = "#shrunk";
target = "$outTex";
};
singleton PostEffect( DOFFinalPFX )
{
shader = PFX_DOFFinalShader;
stateBlock = PFX_DOFFinalStateBlock;
texture[0] = "$backBuffer";
texture[1] = "$inTex";
texture[2] = "#largeBlur";
texture[3] = "#deferred";
target = "$backBuffer";
singleton PostEffect( DOFBlurX )
{
shader = PFX_DOFBlurXShader;
stateBlock = PFX_DOFBlurStateBlock;
texture[0] = "$inTex";
target = "#largeBlur";
};
singleton PostEffect( DOFCalcCoC )
{
shader = PFX_DOFCalcCoCShader;
stateBlock = PFX_DOFCalcCoCStateBlock;
texture[0] = "#shrunk";
texture[1] = "#largeBlur";
target = "$outTex";
};
singleton PostEffect( DOFSmallBlur )
{
shader = PFX_DOFSmallBlurShader;
stateBlock = PFX_DefaultDOFStateBlock;
texture[0] = "$inTex";
target = "$outTex";
};
singleton PostEffect( DOFFinalPFX )
{
shader = PFX_DOFFinalShader;
stateBlock = PFX_DOFFinalStateBlock;
texture[0] = "$backBuffer";
texture[1] = "$inTex";
texture[2] = "#largeBlur";
texture[3] = "#deferred";
target = "$backBuffer";
};
};
DOFPostEffect.add( DOFFinalPFX );
//-----------------------------------------------------------------------------
// Scripts
//-----------------------------------------------------------------------------
function DOFPostEffect::populatePostFXSettings(%this)
function DepthOfFieldPostFX::populatePostFXSettings(%this)
{
PostEffectEditorInspector.startGroup("Depth of Field");
PostEffectEditorInspector.addField("isEnabled", "Enabled", "bool", "", DOFPostEffect.isEnabled, "", DOFPostEffect);
PostEffectEditorInspector.startGroup("Depth of Field - General");
PostEffectEditorInspector.addCallbackField("$PostFX::DepthOfFieldPostFX::Enabled", "Enabled", "bool", "", $PostFX::DepthOfFieldPostFX::Enabled, "", "toggleDepthOfFieldPostFX");
PostEffectEditorInspector.endGroup();
}
function DOFPostEffect::setShaderConsts( %this )
function PostEffectEditorInspector::toggleDepthOfFieldPostFX(%this)
{
if($PostFX::DepthOfFieldPostFX::Enabled)
DepthOfFieldPostFX.enable();
else
DepthOfFieldPostFX.disable();
}
function DepthOfFieldPostFX::applyFromPreset(%this)
{
if($PostFX::DepthOfFieldPostFX::Enabled)
DepthOfFieldPostFX.enable();
else
DepthOfFieldPostFX.disable();
}
function DepthOfFieldPostFX::savePresetSettings(%this)
{
PostFXManager::savePresetSetting("$PostFX::DepthOfFieldPostFX::Enabled");
}
function DepthOfFieldPostFX::setShaderConsts( %this )
{
if ( %this.autoFocusEnabled )
%this.autoFocus();
@ -553,7 +542,7 @@ function DOFPostEffect::setShaderConsts( %this )
DOFFinalPFX.setShaderConst( "$dofLerpBias", %this.lerpBias );
}
function DOFPostEffect::autoFocus( %this )
function DepthOfFieldPostFX::autoFocus( %this )
{
if ( !isObject( ServerConnection ) ||
!isObject( ServerConnection.getCameraObject() ) )
@ -593,9 +582,9 @@ function DOFPostEffect::autoFocus( %this )
function reloadDOF()
{
exec( "./dof.cs" );
DOFPostEffect.reload();
DOFPostEffect.disable();
DOFPostEffect.enable();
DepthOfFieldPostFX.reload();
DepthOfFieldPostFX.disable();
DepthOfFieldPostFX.enable();
}
function dofMetricsCallback()

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
in vec2 uv0;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../postFx.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(edgeBuffer);

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform sampler2D edgeBuffer;
uniform sampler2D backBuffer;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../postFx.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(edgeBuffer,0);
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 1);

View file

@ -0,0 +1,6 @@
<PostEffectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="edgeAAPostFX"
scriptFile="@assetFile=edgeAAPostFX.cs"
VersionId="1" />

View file

@ -35,10 +35,10 @@ singleton GFXStateBlockData( PFX_DefaultEdgeAAStateBlock )
singleton ShaderData( PFX_EdgeAADetectShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeDetectP.hlsl";
DXPixelShaderFile = "./edgeDetectP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeDetectP.glsl";
OGLPixelShaderFile = "./edgeDetectP.glsl";
samplerNames[0] = "$deferredBuffer";
@ -47,11 +47,11 @@ singleton ShaderData( PFX_EdgeAADetectShader )
singleton ShaderData( PFX_EdgeAAShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeAAV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeAAP.hlsl";
DXVertexShaderFile = "./edgeAAV.hlsl";
DXPixelShaderFile = "./edgeAAP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeAAV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeAAP.glsl";
OGLVertexShaderFile = "./edgeAAV.glsl";
OGLPixelShaderFile = "./edgeAAP.glsl";
samplerNames[0] = "$edgeBuffer";
samplerNames[1] = "$backBuffer";
@ -62,10 +62,10 @@ singleton ShaderData( PFX_EdgeAAShader )
singleton ShaderData( PFX_EdgeAADebugShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/dbgEdgeDisplayP.hlsl";
DXPixelShaderFile = "./dbgEdgeDisplayP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl";
OGLPixelShaderFile = "./dbgEdgeDisplayP.glsl";
samplerNames[0] = "$edgeBuffer";

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../../gl/torque.glsl"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform vec4 rtParams0;
uniform vec4 rtParams1;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./../postFx.hlsl"
#include "./../../torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
uniform float4 rtParams0;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
// GPU Gems 3, pg 443-444

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../postFx.hlsl"
#include "../../shaderModelAutoGen.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/shaderModelAutoGen.hlsl"
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer,0);

View file

@ -36,11 +36,11 @@ singleton GFXStateBlockData( FXAA_StateBlock : PFX_DefaultStateBlock )
singleton ShaderData( FXAA_ShaderData )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/fxaaV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/fxaaP.hlsl";
DXVertexShaderFile = "./fxaaV.hlsl";
DXPixelShaderFile = "./fxaaP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/gl/fxaaV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fxaa/gl/fxaaP.glsl";
OGLVertexShaderFile = "./fxaaV.glsl";
OGLPixelShaderFile = "./fxaaP.glsl";
samplerNames[0] = "$colorTex";

View file

@ -25,8 +25,8 @@
#define FXAA_QUALITY__PRESET 12
#define FXAA_GREEN_AS_LUMA 1
#include "../Fxaa3_11.h"
#include "../../../gl/hlslCompat.glsl"
#include "Fxaa3_11.h"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
uniform sampler2D colorTex ;
uniform vec2 oneOverTargetSize;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../shaderModel.hlsl"
#include "core/rendering/shaders/shaderModel.hlsl"
#define FXAA_PC 1
#if TORQUE_SM == 40

View file

@ -19,8 +19,8 @@
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "../../../gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
in vec4 vPosition;
in vec2 vTexCoord0;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./../../torque.hlsl"
#include "./../postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
struct VertToPix
{

View file

@ -0,0 +1,6 @@
<PostEffectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="flashPostFX"
scriptFile="@assetFile=flashPostFX.cs"
VersionId="1" />

View file

@ -23,10 +23,10 @@
singleton ShaderData( PFX_FlashShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/flashP.hlsl";
DXPixelShaderFile = "./flashP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/flashP.glsl";
OGLPixelShaderFile = "./flashP.glsl";
samplerNames[0] = "$backBuffer";

View file

@ -20,10 +20,10 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/torque.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
uniform sampler2D deferredTex ;
uniform vec3 eyePosWorld;

View file

@ -21,9 +21,9 @@
//-----------------------------------------------------------------------------
#include "./postFx.hlsl"
#include "./../torque.hlsl"
#include "./../shaderModelAutoGen.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
#include "core/rendering/shaders/shaderModelAutoGen.hlsl"
TORQUE_UNIFORM_SAMPLER2D(deferredTex, 0);
uniform float3 eyePosWorld;

View file

@ -27,10 +27,10 @@
singleton ShaderData( FogPassShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fogP.hlsl";
DXPixelShaderFile = "./fogP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/fogP.glsl";
OGLPixelShaderFile = "./fogP.glsl";
samplerNames[0] = "$deferredTex";

View file

@ -0,0 +1,8 @@
<PostEffectAsset
canSave="true"
canSaveDynamicFields="true"
AssetName="GammaPostFX"
scriptFile="@assetFile=GammaPostFX.cs"
hlslShader="@assetFile=gammaP.hlsl"
glslShader="@assetFile=gammaP.glsl"
VersionId="1" />

View file

@ -23,10 +23,10 @@
singleton ShaderData( GammaShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gammaP.hlsl";
DXPixelShaderFile = "./gammaP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/gammaP.glsl";
OGLPixelShaderFile = "./gammaP.glsl";
samplerNames[0] = "$backBuffer";
samplerNames[1] = "$colorCorrectionTex";
@ -54,14 +54,11 @@ singleton PostEffect( GammaPostFX )
stateBlock = GammaStateBlock;
texture[0] = "$backBuffer";
texture[1] = $HDRPostFX::colorCorrectionRamp;
textureSRGB[1] = true;
};
function GammaPostFX::preProcess( %this )
{
if ( %this.texture[1] !$= $HDRPostFX::colorCorrectionRamp )
%this.setTexture( 1, $HDRPostFX::colorCorrectionRamp );
}
function GammaPostFX::setShaderConsts( %this )
@ -70,4 +67,60 @@ function GammaPostFX::setShaderConsts( %this )
%this.setShaderConst( "$OneOverGamma", 1 / %clampedGamma );
%this.setShaderConst( "$Brightness", $pref::Video::Brightness );
%this.setShaderConst( "$Contrast", $pref::Video::Contrast );
}
}
function GammaPostFX::onAdd(%this)
{
//Register the postFX with the manager
PostFXManager.registerPostEffect(%this);
}
function GammaPostFX::onEnabled( %this )
{
return true;
}
function GammaPostFX::onDisabled( %this )
{
}
//This is used to populate the PostFXEditor's settings so the post FX can be edited
//This is automatically polled for any postFX that has been registered(in our onAdd) and the settings
//are thus exposed for editing
function GammaPostFX::populatePostFXSettings(%this)
{
PostEffectEditorInspector.startGroup("GammaPostFX - General");
PostEffectEditorInspector.addCallbackField("$PostFX::GammaPostFX::Enabled", "Enable", "bool", "", $PostFX::GammaPostFX::Enabled, "", "toggleGammaPostFX");
PostEffectEditorInspector.endGroup();
}
function PostEffectEditorInspector::toggleGammaPostFX(%this)
{
//If we're toggling between gamma then we're also toggling HDR the opposite way
if($PostFX::GammaPostFX::Enabled)
{
HDRPostFX.disable();
}
else
{
HDRPostFX.enable();
}
}
function GammaPostFX::applyFromPreset(%this)
{
if($PostFX::GammaPostFX::Enabled)
{
HDRPostFX.disable();
}
else
{
HDRPostFX.enable();
}
}
function GammaPostFX::savePresetSettings(%this)
{
PostFXManager::savePresetSetting("$PostFX::GammaPostFX::Enabled");
}

View file

@ -20,12 +20,11 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl"
#include "../../gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "shadergen:/autogenConditioners.h"
uniform sampler2D backBuffer;
uniform sampler1D colorCorrectionTex;
uniform float OneOverGamma;
uniform float Brightness;
@ -39,11 +38,6 @@ void main()
{
vec4 color = texture(backBuffer, uv0.xy);
// Apply the color correction.
color.r = texture( colorCorrectionTex, color.r ).r;
color.g = texture( colorCorrectionTex, color.g ).g;
color.b = texture( colorCorrectionTex, color.b ).b;
// Apply contrast
color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;

View file

@ -21,11 +21,10 @@
//-----------------------------------------------------------------------------
#include "shadergen:/autogenConditioners.h"
#include "./postFx.hlsl"
#include "../torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
TORQUE_UNIFORM_SAMPLER1D(colorCorrectionTex, 1);
uniform float OneOverGamma;
uniform float Brightness;
@ -35,11 +34,6 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 color = TORQUE_TEX2D(backBuffer, IN.uv0.xy);
// Apply the color correction.
color.r = TORQUE_TEX1D( colorCorrectionTex, color.r ).r;
color.g = TORQUE_TEX1D( colorCorrectionTex, color.g ).g;
color.b = TORQUE_TEX1D( colorCorrectionTex, color.b ).b;
// Apply contrast
color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;

View file

@ -23,11 +23,11 @@
singleton ShaderData( PFX_GlowBlurVertShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurP.hlsl";
DXVertexShaderFile = "./glowBlurV.hlsl";
DXPixelShaderFile = "./glowBlurP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurP.glsl";
OGLVertexShaderFile = "./glowBlurV.glsl";
OGLPixelShaderFile = "./glowBlurP.glsl";
defines = "BLUR_DIR=float2(0.0,1.0)";
@ -109,11 +109,11 @@ singleton PostEffect( GlowPostFX )
singleton ShaderData( PFX_VolFogGlowBlurVertShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/VolFogGlowP.hlsl";
DXVertexShaderFile = "./glowBlurV.hlsl";
DXPixelShaderFile = "./VolFogGlowP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/VolFogGlowP.glsl";
OGLVertexShaderFile = "./glowBlurV.glsl";
OGLPixelShaderFile = "./VolFogGlowP.glsl";
defines = "BLUR_DIR=float2(0.0,1.0)";
samplerNames[0] = "$diffuseMap";
@ -121,11 +121,11 @@ singleton ShaderData( PFX_VolFogGlowBlurVertShader )
};
singleton ShaderData( PFX_VolFogGlowBlurHorzShader : PFX_VolFogGlowBlurVertShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/glowBlurV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/VolFogGlowP.hlsl";
DXVertexShaderFile = "./glowBlurV.hlsl";
DXPixelShaderFile = "./VolFogGlowP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/glowBlurV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/VolFogGlowP.glsl";
OGLVertexShaderFile = "./glowBlurV.glsl";
OGLPixelShaderFile = "./VolFogGlowP.glsl";
defines = "BLUR_DIR=float2(1.0,0.0)";
};

View file

@ -22,63 +22,63 @@
/// Blends between the scene and the tone mapped scene.
$HDRPostFX::enableToneMapping = 0.5;
$PostFX::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;
$PostFX::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;
$PostFX::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;
$PostFX::HDRPostFX::whiteCutoff = 1.0;
/// The rate of adaptation from the previous and new
/// average scene luminance.
$HDRPostFX::adaptRate = 2.0;
$PostFX::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;
$PostFX::HDRPostFX::enableBlueShift = 0.0;
/// The blue shift color value.
$HDRPostFX::blueShiftColor = "1.05 0.97 1.27";
$PostFX::HDRPostFX::blueShiftColor = "1.05 0.97 1.27";
/// Blends between the scene and the bloomed scene.
$HDRPostFX::enableBloom = 1.0;
$PostFX::HDRPostFX::enableBloom = 1.0;
/// The threshold luminace value for pixels which are
/// considered "bright" and need to be bloomed.
$HDRPostFX::brightPassThreshold = 1.0;
$PostFX::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;
$PostFX::HDRPostFX::gaussMultiplier = 0.3;
$PostFX::HDRPostFX::gaussMean = 0.0;
$PostFX::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/postFX/images/null_color_ramp.png";
// The tonemapping algo to use
$PostFX::HDRPostFX::tonemapMode = "Filmic";
$PostFX::HDRPostFX::enableAutoExposure = true;
singleton ShaderData( HDR_BrightPassShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/brightPassFilterP.hlsl";
DXPixelShaderFile = "./brightPassFilterP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/brightPassFilterP.glsl";
OGLPixelShaderFile = "./brightPassFilterP.glsl";
samplerNames[0] = "$inputTex";
samplerNames[1] = "$luminanceTex";
@ -88,10 +88,10 @@ singleton ShaderData( HDR_BrightPassShader )
singleton ShaderData( HDR_DownScale4x4Shader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/downScale4x4V.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/downScale4x4P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/downScale4x4V.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/downScale4x4P.glsl";
DXVertexShaderFile = "./downScale4x4V.hlsl";
DXPixelShaderFile = "./downScale4x4P.hlsl";
OGLVertexShaderFile = "./downScale4x4V.glsl";
OGLPixelShaderFile = "./downScale4x4P.glsl";
samplerNames[0] = "$inputTex";
@ -101,9 +101,9 @@ singleton ShaderData( HDR_DownScale4x4Shader )
singleton ShaderData( HDR_BloomGaussBlurHShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurHP.hlsl";
DXPixelShaderFile = "./bloomGaussBlurHP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurHP.glsl";
OGLPixelShaderFile = "./bloomGaussBlurHP.glsl";
samplerNames[0] = "$inputTex";
@ -113,9 +113,9 @@ singleton ShaderData( HDR_BloomGaussBlurHShader )
singleton ShaderData( HDR_BloomGaussBlurVShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurVP.hlsl";
DXPixelShaderFile = "./bloomGaussBlurVP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurVP.glsl";
OGLPixelShaderFile = "./bloomGaussBlurVP.glsl";
samplerNames[0] = "$inputTex";
@ -125,9 +125,9 @@ singleton ShaderData( HDR_BloomGaussBlurVShader )
singleton ShaderData( HDR_SampleLumShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumInitialP.hlsl";
DXPixelShaderFile = "./sampleLumInitialP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumInitialP.glsl";
OGLPixelShaderFile = "./sampleLumInitialP.glsl";
samplerNames[0] = "$inputTex";
@ -137,9 +137,9 @@ singleton ShaderData( HDR_SampleLumShader )
singleton ShaderData( HDR_DownSampleLumShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumIterativeP.hlsl";
DXPixelShaderFile = "./sampleLumIterativeP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumIterativeP.glsl";
OGLPixelShaderFile = "./sampleLumIterativeP.glsl";
samplerNames[0] = "$inputTex";
@ -149,9 +149,9 @@ singleton ShaderData( HDR_DownSampleLumShader )
singleton ShaderData( HDR_CalcAdaptedLumShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/calculateAdaptedLumP.hlsl";
DXPixelShaderFile = "./calculateAdaptedLumP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/calculateAdaptedLumP.glsl";
OGLPixelShaderFile = "./calculateAdaptedLumP.glsl";
samplerNames[0] = "$currLum";
samplerNames[1] = "$lastAdaptedLum";
@ -162,9 +162,9 @@ singleton ShaderData( HDR_CalcAdaptedLumShader )
singleton ShaderData( HDR_CombineShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/finalPassCombineP.hlsl";
DXPixelShaderFile = "./finalPassCombineP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/finalPassCombineP.glsl";
OGLPixelShaderFile = "./finalPassCombineP.glsl";
samplerNames[0] = "$sceneTex";
samplerNames[1] = "$luminanceTex";
@ -221,20 +221,20 @@ singleton GFXStateBlockData( HDRStateBlock )
function HDRPostFX::setShaderConsts( %this )
{
%this.setShaderConst( "$brightPassThreshold", $HDRPostFX::brightPassThreshold );
%this.setShaderConst( "$g_fMiddleGray", $HDRPostFX::keyValue );
%this.setShaderConst( "$brightPassThreshold", $PostFX::HDRPostFX::brightPassThreshold );
%this.setShaderConst( "$g_fMiddleGray", $PostFX::HDRPostFX::keyValue );
%bloomH = %this-->bloomH;
%bloomH.setShaderConst( "$gaussMultiplier", $HDRPostFX::gaussMultiplier );
%bloomH.setShaderConst( "$gaussMean", $HDRPostFX::gaussMean );
%bloomH.setShaderConst( "$gaussStdDev", $HDRPostFX::gaussStdDev );
%bloomH.setShaderConst( "$gaussMultiplier", $PostFX::HDRPostFX::gaussMultiplier );
%bloomH.setShaderConst( "$gaussMean", $PostFX::HDRPostFX::gaussMean );
%bloomH.setShaderConst( "$gaussStdDev", $PostFX::HDRPostFX::gaussStdDev );
%bloomV = %this-->bloomV;
%bloomV.setShaderConst( "$gaussMultiplier", $HDRPostFX::gaussMultiplier );
%bloomV.setShaderConst( "$gaussMean", $HDRPostFX::gaussMean );
%bloomV.setShaderConst( "$gaussStdDev", $HDRPostFX::gaussStdDev );
%bloomV.setShaderConst( "$gaussMultiplier", $PostFX::HDRPostFX::gaussMultiplier );
%bloomV.setShaderConst( "$gaussMean", $PostFX::HDRPostFX::gaussMean );
%bloomV.setShaderConst( "$gaussStdDev", $PostFX::HDRPostFX::gaussStdDev );
%minLuminace = $HDRPostFX::minLuminace;
%minLuminace = $PostFX::HDRPostFX::minLuminace;
if ( %minLuminace <= 0.0 )
{
// The min should never be pure zero else the
@ -243,22 +243,32 @@ function HDRPostFX::setShaderConsts( %this )
}
%this-->adaptLum.setShaderConst( "$g_fMinLuminace", %minLuminace );
%this-->finalLum.setShaderConst( "$adaptRate", $HDRPostFX::adaptRate );
%this-->finalLum.setShaderConst( "$adaptRate", $PostFX::HDRPostFX::adaptRate );
%combinePass = %this-->combinePass;
%combinePass.setShaderConst( "$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", $HDRPostFX::blueShiftColor );
%combinePass.setShaderConst( "$g_fEnableToneMapping", $PostFX::HDRPostFX::enableToneMapping );
%combinePass.setShaderConst( "$g_fMiddleGray", $PostFX::HDRPostFX::keyValue );
%combinePass.setShaderConst( "$g_fBloomScale", $PostFX::HDRPostFX::enableBloom );
%combinePass.setShaderConst( "$g_fEnableBlueShift", $PostFX::HDRPostFX::enableBlueShift );
%combinePass.setShaderConst( "$g_fBlueShiftColor", $PostFX::HDRPostFX::blueShiftColor );
%combinePass.setShaderConst( "$g_fEnableAutoExposure", $PostFX::HDRPostFX::enableAutoExposure );
%tonemapMode = 1;
if($PostFX::HDRPostFX::tonemapMode $= "Filmic")
%tonemapMode = 1;
else if($PostFX::HDRPostFX::tonemapMode $= "ACES")
%tonemapMode = 2;
%combinePass.setShaderConst( "$g_fTonemapMode", %tonemapMode );
%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 );
%whiteCutoff = ( $PostFX::HDRPostFX::whiteCutoff * $PostFX::HDRPostFX::whiteCutoff ) *
( $PostFX::HDRPostFX::whiteCutoff * $PostFX::HDRPostFX::whiteCutoff );
%combinePass.setShaderConst( "$g_fWhiteCutoff", %whiteCutoff );
}
@ -266,8 +276,8 @@ function HDRPostFX::preProcess( %this )
{
%combinePass = %this-->combinePass;
if ( %combinePass.texture[3] !$= $HDRPostFX::colorCorrectionRamp )
%combinePass.setTexture( 3, $HDRPostFX::colorCorrectionRamp );
if ( %combinePass.texture[3] !$= $PostFX::HDRPostFX::colorCorrectionRamp )
%combinePass.setTexture( 3, $PostFX::HDRPostFX::colorCorrectionRamp );
}
function HDRPostFX::onEnabled( %this )
@ -301,12 +311,16 @@ function HDRPostFX::onEnabled( %this )
// hdr encoding takes effect in all the shaders and
// that the offscreen surface is enabled.
resetLightManager();
$PostFX::HDRPostFX::Enabled = true;
return true;
}
function HDRPostFX::onDisabled( %this )
{
$PostFX::HDRPostFX::Enabled = false;
// Enable a special GammaCorrection PostFX when this is disabled.
GammaPostFX.enable();
@ -330,7 +344,7 @@ function HDRPostFX::onAdd( %this )
//HDR should really be on at all times
//%this.enable();
$HDRPostFX::enableToneMapping = 1;
$PostFX::HDRPostFX::enableToneMapping = 1;
}
//This is used to populate the PostFXEditor's settings so the post FX can be edited
@ -339,62 +353,64 @@ function HDRPostFX::onAdd( %this )
function HDRPostFX::populatePostFXSettings(%this)
{
PostEffectEditorInspector.startGroup("HDR - General");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::keyValue", "Key Value", "range", "", $HDRPostFX::keyValue, "0 1 10");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::minLuminace", "Minimum Luminance", "range", "", $HDRPostFX::minLuminace, "0 1 10");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::whiteCutoff", "White Cutoff", "range", "", $HDRPostFX::whiteCutoff, "0 1 10");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::adaptRate", "Brightness Adapt Rate", "range", "", $HDRPostFX::adaptRate, "0 1 10");
PostEffectEditorInspector.addCallbackField("$PostFX::HDRPostFX::Enabled", "Enabled", "bool", "", $PostFX::HDRPostFX::Enabled, "", "toggleHDRPostFX");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::minLuminace", "Minimum Luminance", "range", "", $PostFX::HDRPostFX::minLuminace, "0 1 100");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::whiteCutoff", "White Cutoff", "range", "", $PostFX::HDRPostFX::whiteCutoff, "0 10 20");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::adaptRate", "Brightness Adapt Rate", "range", "", $PostFX::HDRPostFX::adaptRate, "0 1 10");
PostEffectEditorInspector.endGroup();
PostEffectEditorInspector.startGroup("HDR - Tonemapping");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::tonemapMode", "Tonemapping Mode", "list", "", $PostFX::HDRPostFX::tonemapMode, "Filmic,ACES");
PostEffectEditorInspector.endGroup();
PostEffectEditorInspector.startGroup("HDR - Bloom");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::enableBloom", "Enable Bloom", "bool", "", $HDRPostFX::enableBloom, "");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::brightPassThreshold", "Bright Pass Threshold", "float", "", $HDRPostFX::brightPassThreshold, "");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::gaussMultiplier", "Blur Multiplier", "float", "", $HDRPostFX::gaussMultiplier, "");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::gaussMean", "Blur \"Mean\" Value", "float", "", $HDRPostFX::gaussMean, "");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::gaussStdDev", "Blur \"Std. Dev\" Value", "float", "", $HDRPostFX::gaussStdDev, "");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::enableBloom", "Enable Bloom", "bool", "", $PostFX::HDRPostFX::enableBloom, "");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::brightPassThreshold", "Bright Pass Threshold", "float", "", $PostFX::HDRPostFX::brightPassThreshold, "");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::gaussMultiplier", "Blur Multiplier", "range", "", $PostFX::HDRPostFX::gaussMultiplier, "0 1 10");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::gaussMean", "Blur Mean Value", "range", "", $PostFX::HDRPostFX::gaussMean, "0 1 10");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::gaussStdDev", "Blur Std. Dev Value", "range", "", $PostFX::HDRPostFX::gaussStdDev, "0 1 10");
PostEffectEditorInspector.endGroup();
PostEffectEditorInspector.startGroup("HDR - Effects");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::enableBlueShift", "Enable Blue Shift", "bool", "", $HDRPostFX::enableBlueShift, "");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::blueShiftColor", "Blue Shift Color", "colorF", "", $HDRPostFX::blueShiftColor, "");
PostEffectEditorInspector.startGroup("HDR - Adaptation");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::enableAutoExposure", "Enable Auto Exposure", "bool", "", $PostFX::HDRPostFX::enableAutoExposure, "");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::keyValue", "Key Value", "range", "", $PostFX::HDRPostFX::keyValue, "0 1 10");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::enableBlueShift", "Enable Blue Shift", "bool", "", $PostFX::HDRPostFX::enableBlueShift, "");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::blueShiftColor", "Blue Shift Color", "colorF", "", $PostFX::HDRPostFX::blueShiftColor, "");
PostEffectEditorInspector.endGroup();
}
//This function pair(applyFromPreset and settingsApply) are done the way they are, with the separated variables
//so that we can effectively store the 'settings' away from the live variables that the postFX's actually utilize
//when rendering. This allows us to modify things but still leave room for reverting or temporarily applying them
function HDRPostFX::applyFromPreset(%this)
function PostEffectEditorInspector::toggleHDRPostFX(%this)
{
//HDRPostFX Settings
$HDRPostFX::adaptRate = $PostFXManager::Settings::HDR::adaptRate;
$HDRPostFX::blueShiftColor = $PostFXManager::Settings::HDR::blueShiftColor;
$HDRPostFX::brightPassThreshold = $PostFXManager::Settings::HDR::brightPassThreshold;
$HDRPostFX::enableBloom = $PostFXManager::Settings::HDR::enableBloom;
$HDRPostFX::enableBlueShift = $PostFXManager::Settings::HDR::enableBlueShift;
$HDRPostFX::enableToneMapping = $PostFXManager::Settings::HDR::enableToneMapping;
$HDRPostFX::gaussMean = $PostFXManager::Settings::HDR::gaussMean;
$HDRPostFX::gaussMultiplier = $PostFXManager::Settings::HDR::gaussMultiplier;
$HDRPostFX::gaussStdDev = $PostFXManager::Settings::HDR::gaussStdDev;
$HDRPostFX::keyValue = $PostFXManager::Settings::HDR::keyValue;
$HDRPostFX::minLuminace = $PostFXManager::Settings::HDR::minLuminace;
$HDRPostFX::whiteCutoff = $PostFXManager::Settings::HDR::whiteCutoff;
$HDRPostFX::colorCorrectionRamp = $PostFXManager::Settings::ColorCorrectionRamp;
if($PostFX::HDRPostFX::Enabled)
HDRPostFX.enable();
else
HDRPostFX.disable();
}
function HDRPostFX::settingsApply(%this)
function HDRPostFX::applyFromPreset(%this)
{
$PostFXManager::Settings::HDR::adaptRate = $HDRPostFX::adaptRate;
$PostFXManager::Settings::HDR::blueShiftColor = $HDRPostFX::blueShiftColor;
$PostFXManager::Settings::HDR::brightPassThreshold = $HDRPostFX::brightPassThreshold;
$PostFXManager::Settings::HDR::enableBloom = $HDRPostFX::enableBloom;
$PostFXManager::Settings::HDR::enableBlueShift = $HDRPostFX::enableBlueShift;
$PostFXManager::Settings::HDR::enableToneMapping = $HDRPostFX::enableToneMapping;
$PostFXManager::Settings::HDR::gaussMean = $HDRPostFX::gaussMean;
$PostFXManager::Settings::HDR::gaussMultiplier = $HDRPostFX::gaussMultiplier;
$PostFXManager::Settings::HDR::gaussStdDev = $HDRPostFX::gaussStdDev;
$PostFXManager::Settings::HDR::keyValue = $HDRPostFX::keyValue;
$PostFXManager::Settings::HDR::minLuminace = $HDRPostFX::minLuminace;
$PostFXManager::Settings::HDR::whiteCutoff = $HDRPostFX::whiteCutoff;
$PostFXManager::Settings::ColorCorrectionRamp = $HDRPostFX::colorCorrectionRamp;
if($PostFX::HDRPostFX::Enabled)
HDRPostFX.enable();
else
HDRPostFX.disable();
}
function HDRPostFX::savePresetSettings(%this)
{
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::Enabled");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::minLuminace");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::whiteCutoff");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::adaptRate");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::tonemapMode");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::enableBloom");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::brightPassThreshold");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::gaussMultiplier");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::gaussMean");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::gaussStdDev");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::enableAutoExposure");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::keyValue");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::enableBlueShift");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::blueShiftColor");
}
singleton PostEffect( HDRPostFX )
@ -537,7 +553,7 @@ singleton PostEffect( HDRPostFX )
texture[0] = "$backBuffer";
texture[1] = "#adaptedLum";
texture[2] = "#bloomFinal";
texture[3] = $HDRPostFX::colorCorrectionRamp;
texture[3] = $PostFX::HDRPostFX::colorCorrectionRamp;
target = "$backBuffer";
};
};
@ -562,7 +578,7 @@ singleton GFXStateBlockData( LuminanceVisStateBlock : PFX_DefaultStateBlock )
function LuminanceVisPostFX::setShaderConsts( %this )
{
%this.setShaderConst( "$brightPassThreshold", $HDRPostFX::brightPassThreshold );
%this.setShaderConst( "$brightPassThreshold", $PostFX::HDRPostFX::brightPassThreshold );
}
singleton PostEffect( LuminanceVisPostFX )

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform sampler2D inputTex ;
uniform vec2 oneOverTargetSize;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../postFx.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float2 oneOverTargetSize;
@ -47,6 +47,46 @@ float computeGaussianValue( float x, float mean, float std_deviation )
return tmp * tmp2;
}
float SCurve (float x)
{
x = x * 2.0 - 1.0;
return -x * abs(x) * 0.5 + x + 0.5;
}
float4 BlurH (TORQUE_SAMPLER2D(source), float2 size, float2 uv, float radius)
{
if (radius >= 1.0)
{
float4 A = float4(0.0,0.0,0.0,0.0);
float4 C = float4(0.0,0.0,0.0,0.0);
float width = 1.0 / size.x;
float divisor = 0.0;
float weight = 0.0;
float radiusMultiplier = 1.0 / radius;
// Hardcoded for radius 20 (normally we input the radius
// in there), needs to be literal here
for (float x = -20.0; x <= 20.0; x++)
{
A = TORQUE_TEX2D(source, uv + float2(x * width, 0.0));
weight = SCurve(1.0 - (abs(x) * radiusMultiplier));
C += A * weight;
divisor += weight;
}
return float4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
return TORQUE_TEX2D(source, uv);
}
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 color = { 0.0f, 0.0f, 0.0f, 0.0f };
@ -63,6 +103,9 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev );
color += (TORQUE_TEX2D( inputTex, IN.uv0 + float2( offset, 0.0f ) ) * weight );
}
//float2 targetSize = 1/oneOverTargetSize;
//float4 color = BlurH(TORQUE_SAMPLER2D_MAKEARG(inputTex), targetSize, IN.uv0, 20.0);
return float4( color.rgb, 1.0f );
}

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform sampler2D inputTex ;
uniform vec2 oneOverTargetSize;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../postFx.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float2 oneOverTargetSize;
@ -46,6 +46,44 @@ float computeGaussianValue( float x, float mean, float std_deviation )
return tmp * tmp2;
}
float SCurve (float x)
{
x = x * 2.0 - 1.0;
return -x * abs(x) * 0.5 + x + 0.5;
}
float4 BlurV (TORQUE_SAMPLER2D(source), float2 size, float2 uv, float radius)
{
if (radius >= 1.0)
{
float4 A = float4(0.0,0.0,0.0,0.0);
float4 C = float4(0.0,0.0,0.0,0.0);
float height = 1.0 / size.y;
float divisor = 0.0;
float weight = 0.0;
float radiusMultiplier = 1.0 / radius;
for (float y = -20.0; y <= 20.0; y++)
{
A = TORQUE_TEX2D(source, uv + float2(0.0, y * height));
weight = SCurve(1.0 - (abs(y) * radiusMultiplier));
C += A * weight;
divisor += weight;
}
return float4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
return TORQUE_TEX2D(source, uv);
}
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 color = { 0.0f, 0.0f, 0.0f, 0.0f };
@ -63,5 +101,8 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
color += (TORQUE_TEX2D( inputTex, IN.uv0 + float2( 0.0f, offset ) ) * weight );
}
//float2 targetSize = 1/oneOverTargetSize;
//float4 color = BlurV(TORQUE_SAMPLER2D_MAKEARG(inputTex), targetSize, IN.uv0, 20.0);
return float4( color.rgb, 1.0f );
}

View file

@ -20,10 +20,10 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/torque.glsl"
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform sampler2D inputTex ;
uniform sampler2D luminanceTex ;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../postFx.hlsl"
#include "../../torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform sampler2D currLum;
uniform sampler2D lastAdaptedLum;

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../postFx.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(currLum, 0);
TORQUE_UNIFORM_SAMPLER2D(lastAdaptedLum, 1);

View file

@ -21,8 +21,8 @@
//-----------------------------------------------------------------------------
#define IN_GLSL
#include "../../../shdrConsts.h"
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/shdrConsts.h"
#include ".core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
in vec4 texCoords[8];

View file

@ -21,8 +21,8 @@
//-----------------------------------------------------------------------------
#define IN_HLSL
#include "../../shdrConsts.h"
#include "../postFx.hlsl"
#include "core/rendering/shaders/shdrConsts.h"
#include "core/rendering/shaders/postFX/postFx.hlsl"
//-----------------------------------------------------------------------------
// Data

View file

@ -21,8 +21,8 @@
//-----------------------------------------------------------------------------
#define IN_GLSL
#include "../../../shdrConsts.h"
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/shdrConsts.h"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
in vec4 vPosition;
in vec2 vTexCoord0;

View file

@ -21,8 +21,8 @@
//-----------------------------------------------------------------------------
#define IN_HLSL
#include "../../shdrConsts.h"
#include "../postFx.hlsl"
#include "core/rendering/shaders/shdrConsts.h"
#include "core/rendering/shaders/postFX/postFx.hlsl"
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------

View file

@ -20,15 +20,14 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/torque.glsl"
#include "../../../gl/hlslCompat.glsl"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "shadergen:/autogenConditioners.h"
uniform sampler2D sceneTex;
uniform sampler2D luminanceTex;
uniform sampler2D bloomTex;
uniform sampler1D colorCorrectionTex;
uniform vec2 texSize0;
uniform vec2 texSize2;
@ -37,6 +36,9 @@ uniform float g_fEnableToneMapping;
uniform float g_fMiddleGray;
uniform float g_fWhiteCutoff;
uniform float g_fEnableAutoExposure;
uniform float g_fTonemapMode;
uniform float g_fEnableBlueShift;
uniform vec3 g_fBlueShiftColor;
@ -60,15 +62,38 @@ vec3 Uncharted2Tonemap(vec3 x)
return ((x*(A*x + C*B) + D*E) / (x*(A*x + B) + D*F)) - E / F;
}
float3 ACESFilm( float3 x )
{
const float a = 2.51;
const float b = 0.03;
const float c = 2.43;
const float d = 0.59;
const float e = 0.14;
return sat((x*(a*x+b))/(x*(c*x+d)+e));
}
vec3 tonemap(vec3 c)
{
const float W = 11.2;
float ExposureBias = 2.0f;
float ExposureAdjust = 1.5f;
c *= ExposureAdjust;
vec3 curr = Uncharted2Tonemap(ExposureBias*c);
vec3 whiteScale = 1.0f / Uncharted2Tonemap(vec3(W,W,W));
return curr*whiteScale;
vec3 colorOut = c;
if(g_fTonemapMode == 1.0)
{
const float W = 11.2;
float ExposureBias = 2.0f;
float ExposureAdjust = 1.5f;
c *= ExposureAdjust;
vec3 curr = Uncharted2Tonemap(ExposureBias*c);
vec3 whiteScale = 1.0f / Uncharted2Tonemap(vec3(W,W,W));
colorOut = curr*whiteScale;
}
}
else if(g_fTonemapMode == 2.0)
{
colorOut = ACESFilm(c);
}
return colorOut;
}
void main()
@ -100,11 +125,6 @@ void main()
// Add the bloom effect.
_sample += g_fBloomScale * bloom;
// Apply the color correction.
_sample.r = texture( colorCorrectionTex, _sample.r ).r;
_sample.g = texture( colorCorrectionTex, _sample.g ).g;
_sample.b = texture( colorCorrectionTex, _sample.b ).b;
// Apply contrast
_sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f;
@ -114,7 +134,12 @@ void main()
//tonemapping - TODO fix up eye adaptation
if ( g_fEnableToneMapping > 0.0f )
{
_sample.rgb = tonemap(_sample.rgb);
float adapation = 1;
if ( g_fEnableAutoExposure > 0.0f )
adapation = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( _sample.rgb );
_sample.rgb = tonemap(_sample.rgb * adapation);
}
OUT_col = _sample;

View file

@ -20,14 +20,13 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../torque.hlsl"
#include "../postFx.hlsl"
#include "../../shaderModelAutoGen.hlsl"
#include "core/rendering/shaders/torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/shaderModelAutoGen.hlsl"
TORQUE_UNIFORM_SAMPLER2D(sceneTex, 0);
TORQUE_UNIFORM_SAMPLER2D(luminanceTex, 1);
TORQUE_UNIFORM_SAMPLER2D(bloomTex, 2);
TORQUE_UNIFORM_SAMPLER1D(colorCorrectionTex, 3);
uniform float2 texSize0;
uniform float2 texSize2;
@ -37,6 +36,9 @@ uniform float g_fMiddleGray;
uniform float g_fWhiteCutoff;
uniform float g_fEnableBlueShift;
uniform float g_fEnableAutoExposure;
uniform float g_fTonemapMode;
uniform float3 g_fBlueShiftColor;
uniform float g_fBloomScale;
uniform float g_fOneOverGamma;
@ -55,14 +57,31 @@ float3 Uncharted2Tonemap(const float3 x)
return ((x*(A*x + C*B) + D*E) / (x*(A*x + B) + D*F)) - E / F;
}
float3 ACESFilm( float3 x )
{
const float a = 2.51;
const float b = 0.03;
const float c = 2.43;
const float d = 0.59;
const float e = 0.14;
return saturate((x*(a*x+b))/(x*(c*x+d)+e));
}
float3 tonemap(float3 color)
{
const float W = 11.2;
float ExposureBias = 2.0f;
//float ExposureAdjust = 1.5f;
//c *= ExposureAdjust;
color = Uncharted2Tonemap(ExposureBias*color);
color = color * (1.0f / Uncharted2Tonemap(W));
if(g_fTonemapMode == 1.0)
{
const float W = 11.2;
float ExposureBias = 2.0f;
//float ExposureAdjust = 1.5f;
//c *= ExposureAdjust;
color = Uncharted2Tonemap(ExposureBias*color);
color = color * (1.0f / Uncharted2Tonemap(W));
}
else if(g_fTonemapMode == 2.0)
{
color = ACESFilm(color);
}
return color;
}
@ -96,11 +115,6 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
// Add the bloom effect.
sample += g_fBloomScale * bloom;
// Apply the color correction.
sample.r = TORQUE_TEX1D( colorCorrectionTex, sample.r ).r;
sample.g = TORQUE_TEX1D( colorCorrectionTex, sample.g ).g;
sample.b = TORQUE_TEX1D( colorCorrectionTex, sample.b ).b;
// Apply contrast
sample.rgb = ((sample.rgb - 0.5f) * Contrast) + 0.5f;
@ -110,7 +124,12 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
//tonemapping - TODO fix up eye adaptation
if ( g_fEnableToneMapping > 0.0f )
{
sample.rgb = tonemap(sample.rgb);
float adapation = 1;
if( g_fEnableAutoExposure > 0.0f )
adapation = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( sample.rgb );
sample.rgb = tonemap(sample.rgb * adapation);
}
return sample;

View file

@ -20,10 +20,10 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/torque.glsl"
#include "../../../gl/hlslCompat.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform sampler2D inputTex;
uniform float brightPassThreshold;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../postFx.hlsl"
#include "../../torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);

View file

@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../../gl/torque.glsl"
#include "../../../gl/hlslCompat.glsl"
#include "../../gl/postFx.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
uniform sampler2D inputTex;
uniform vec2 texSize0;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "../../torque.hlsl"
#include "../postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float2 texSize0;

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