Merge pull request #312 from Areloch/PostFXReorgAndUpdate

Reorgs the layout and editing of PostFX with some supplemental level save/load changes
This commit is contained in:
Brian Roberts 2020-09-11 15:51:36 -05:00 committed by GitHub
commit 721320b612
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GPG key ID: 4AEE18F83AFDEB23
181 changed files with 2493 additions and 1464 deletions

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@ -34,6 +34,11 @@ void Scene::initPersistFields()
addGroup("Gameplay"); addGroup("Gameplay");
addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes"); addField("gameModeName", TypeString, Offset(mGameModeName, Scene), "The name of the gamemode that this scene utilizes");
endGroup("Gameplay"); 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() bool Scene::onAdd()
@ -88,6 +93,18 @@ void Scene::onPostAdd()
Con::executef(this, "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) void Scene::addObject(SimObject* object)
{ {
//Child scene //Child scene

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

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@ -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" "Creates a new script asset using the targetFilePath.\n"
"@return The bool result of calling exec") "@return The bool result of calling exec")
{ {
return object->getLevelPath(); 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, (), , DefineEngineMethod(LevelAsset, loadDependencies, void, (), ,
"Initiates the loading of asset dependencies for this level.") "Initiates the loading of asset dependencies for this level.")
{ {

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

View file

@ -68,9 +68,9 @@ function GameConnection::loadMission(%this)
} }
else 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) if (%this.currentPhase != 1)
return; return;
%this.currentPhase = 1.5; %this.currentPhase = 1.5;
commandToClient(%this, 'MissionStartPhase1_LoadCache', $missionSequence, $Server::MissionFile); commandToClient(%this, 'MissionStartPhase1_LoadCache', $missionSequence, $Server::LevelAsset.getAssetId());
} }
function serverCmdMissionStartPhase1Ack(%client, %seq) function serverCmdMissionStartPhase1Ack(%client, %seq)
@ -129,7 +129,7 @@ function GameConnection::onDataBlocksDone( %this, %missionSequence )
%this.currentPhase = 1.5; %this.currentPhase = 1.5;
// On to the next phase // 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) function GameConnection::onGhostAlwaysObjectsReceived(%client)
{ {
// Ready for next phase. // Ready for next phase.
commandToClient(%client, 'MissionStartPhase3', $missionSequence, $Server::MissionFile); commandToClient(%client, 'MissionStartPhase3', $missionSequence, $Server::LevelAsset.getAssetId());
} }
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------

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

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

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@ -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" />

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@ -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";
};

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

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

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

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

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

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

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@ -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" />

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@ -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) );
}

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@ -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 );
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

View file

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

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

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

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

View file

@ -24,7 +24,7 @@
// colorMapSampler, which is the same size as the render target. // colorMapSampler, which is the same size as the render target.
// The sample weights are 1/16 in the corners, 2/16 on the edges, // The sample weights are 1/16 in the corners, 2/16 on the edges,
// and 4/16 in the center. // and 4/16 in the center.
#include "../../shaderModel.hlsl" #include "core/rendering/shaders/shaderModel.hlsl"
TORQUE_UNIFORM_SAMPLER2D(colorSampler, 0); // Output of DofNearCoc() 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, // The sample weights are 1/16 in the corners, 2/16 on the edges,
// and 4/16 in the center. // and 4/16 in the center.
#include "../../../gl/hlslCompat.glsl" #include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "../../../gl/torque.glsl" #include "core/rendering/shaders/gl/torque.glsl"
in vec4 vPosition; in vec4 vPosition;
in vec2 vTexCoord0; in vec2 vTexCoord0;

View file

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

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

View file

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

View file

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

View file

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

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "../postFx.hlsl" #include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(edgeBuffer,0); TORQUE_UNIFORM_SAMPLER2D(edgeBuffer,0);
TORQUE_UNIFORM_SAMPLER2D(backBuffer, 1); 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 ) singleton ShaderData( PFX_EdgeAADetectShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeDetectP.hlsl"; DXPixelShaderFile = "./edgeDetectP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeDetectP.glsl"; OGLPixelShaderFile = "./edgeDetectP.glsl";
samplerNames[0] = "$deferredBuffer"; samplerNames[0] = "$deferredBuffer";
@ -47,11 +47,11 @@ singleton ShaderData( PFX_EdgeAADetectShader )
singleton ShaderData( PFX_EdgeAAShader ) singleton ShaderData( PFX_EdgeAAShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeAAV.hlsl"; DXVertexShaderFile = "./edgeAAV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/edgeAAP.hlsl"; DXPixelShaderFile = "./edgeAAP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeAAV.glsl"; OGLVertexShaderFile = "./edgeAAV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/edgeAAP.glsl"; OGLPixelShaderFile = "./edgeAAP.glsl";
samplerNames[0] = "$edgeBuffer"; samplerNames[0] = "$edgeBuffer";
samplerNames[1] = "$backBuffer"; samplerNames[1] = "$backBuffer";
@ -62,10 +62,10 @@ singleton ShaderData( PFX_EdgeAAShader )
singleton ShaderData( PFX_EdgeAADebugShader ) singleton ShaderData( PFX_EdgeAADebugShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/dbgEdgeDisplayP.hlsl"; DXPixelShaderFile = "./dbgEdgeDisplayP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/edgeaa/gl/dbgEdgeDisplayP.glsl"; OGLPixelShaderFile = "./dbgEdgeDisplayP.glsl";
samplerNames[0] = "$edgeBuffer"; samplerNames[0] = "$edgeBuffer";

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "../../shaderModel.hlsl" #include "core/rendering/shaders/shaderModel.hlsl"
#define FXAA_PC 1 #define FXAA_PC 1
#if TORQUE_SM == 40 #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 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "../../../gl/hlslCompat.glsl" #include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "../../../gl/torque.glsl" #include "core/rendering/shaders/gl/torque.glsl"
in vec4 vPosition; in vec4 vPosition;
in vec2 vTexCoord0; in vec2 vTexCoord0;

View file

@ -20,8 +20,8 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "./../../torque.hlsl" #include "core/rendering/shaders/torque.hlsl"
#include "./../postFx.hlsl" #include "core/rendering/shaders/postFX/postFx.hlsl"
struct VertToPix 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 ) singleton ShaderData( PFX_FlashShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/flashP.hlsl"; DXPixelShaderFile = "./flashP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/flashP.glsl"; OGLPixelShaderFile = "./flashP.glsl";
samplerNames[0] = "$backBuffer"; samplerNames[0] = "$backBuffer";

View file

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

View file

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

View file

@ -27,10 +27,10 @@
singleton ShaderData( FogPassShader ) singleton ShaderData( FogPassShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/fogP.hlsl"; DXPixelShaderFile = "./fogP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/fogP.glsl"; OGLPixelShaderFile = "./fogP.glsl";
samplerNames[0] = "$deferredTex"; 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 ) singleton ShaderData( GammaShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gammaP.hlsl"; DXPixelShaderFile = "./gammaP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/gl/gammaP.glsl"; OGLPixelShaderFile = "./gammaP.glsl";
samplerNames[0] = "$backBuffer"; samplerNames[0] = "$backBuffer";
samplerNames[1] = "$colorCorrectionTex"; samplerNames[1] = "$colorCorrectionTex";
@ -54,14 +54,11 @@ singleton PostEffect( GammaPostFX )
stateBlock = GammaStateBlock; stateBlock = GammaStateBlock;
texture[0] = "$backBuffer"; texture[0] = "$backBuffer";
texture[1] = $HDRPostFX::colorCorrectionRamp;
textureSRGB[1] = true; textureSRGB[1] = true;
}; };
function GammaPostFX::preProcess( %this ) function GammaPostFX::preProcess( %this )
{ {
if ( %this.texture[1] !$= $HDRPostFX::colorCorrectionRamp )
%this.setTexture( 1, $HDRPostFX::colorCorrectionRamp );
} }
function GammaPostFX::setShaderConsts( %this ) function GammaPostFX::setShaderConsts( %this )
@ -70,4 +67,60 @@ function GammaPostFX::setShaderConsts( %this )
%this.setShaderConst( "$OneOverGamma", 1 / %clampedGamma ); %this.setShaderConst( "$OneOverGamma", 1 / %clampedGamma );
%this.setShaderConst( "$Brightness", $pref::Video::Brightness ); %this.setShaderConst( "$Brightness", $pref::Video::Brightness );
%this.setShaderConst( "$Contrast", $pref::Video::Contrast ); %this.setShaderConst( "$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. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl" #include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "../../gl/torque.glsl" #include "core/rendering/shaders/gl/torque.glsl"
#include "shadergen:/autogenConditioners.h" #include "shadergen:/autogenConditioners.h"
uniform sampler2D backBuffer; uniform sampler2D backBuffer;
uniform sampler1D colorCorrectionTex;
uniform float OneOverGamma; uniform float OneOverGamma;
uniform float Brightness; uniform float Brightness;
@ -39,11 +38,6 @@ void main()
{ {
vec4 color = texture(backBuffer, uv0.xy); 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 // Apply contrast
color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f; color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;

View file

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

View file

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

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "../../gl/hlslCompat.glsl" #include "core/rendering/shaders/gl/hlslCompat.glsl"
uniform sampler2D diffuseMap ; uniform sampler2D diffuseMap ;

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

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

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

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@ -22,63 +22,63 @@
/// Blends between the scene and the tone mapped scene. /// 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 /// The tone mapping middle grey or exposure value used
/// to adjust the overall "balance" of the image. /// to adjust the overall "balance" of the image.
/// ///
/// 0.18 is fairly common value. /// 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 minimum luninace value to allow when tone mapping
/// the scene. Is particularly useful if your scene very /// the scene. Is particularly useful if your scene very
/// dark or has a black ambient color in places. /// 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 /// The lowest luminance value which is mapped to white. This
/// is usually set to the highest visible luminance in your /// is usually set to the highest visible luminance in your
/// scene. By setting this to smaller values you get a contrast /// scene. By setting this to smaller values you get a contrast
/// enhancement. /// enhancement.
$HDRPostFX::whiteCutoff = 1.0; $PostFX::HDRPostFX::whiteCutoff = 1.0;
/// The rate of adaptation from the previous and new /// The rate of adaptation from the previous and new
/// average scene luminance. /// average scene luminance.
$HDRPostFX::adaptRate = 2.0; $PostFX::HDRPostFX::adaptRate = 2.0;
/// Blends between the scene and the blue shifted version /// Blends between the scene and the blue shifted version
/// of the scene for a cinematic desaturated night effect. /// of the scene for a cinematic desaturated night effect.
$HDRPostFX::enableBlueShift = 0.0; $PostFX::HDRPostFX::enableBlueShift = 0.0;
/// The blue shift color value. /// 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. /// 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 /// The threshold luminace value for pixels which are
/// considered "bright" and need to be bloomed. /// 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 /// These are used in the gaussian blur of the
/// bright pass for the bloom effect. /// bright pass for the bloom effect.
$HDRPostFX::gaussMultiplier = 0.3; $PostFX::HDRPostFX::gaussMultiplier = 0.3;
$HDRPostFX::gaussMean = 0.0; $PostFX::HDRPostFX::gaussMean = 0.0;
$HDRPostFX::gaussStdDev = 0.8; $PostFX::HDRPostFX::gaussStdDev = 0.8;
/// The 1x255 color correction ramp texture used // The tonemapping algo to use
/// by both the HDR shader and the GammaPostFx shader $PostFX::HDRPostFX::tonemapMode = "Filmic";
/// for doing full screen color correction.
$HDRPostFX::colorCorrectionRamp = "core/postFX/images/null_color_ramp.png"; $PostFX::HDRPostFX::enableAutoExposure = true;
singleton ShaderData( HDR_BrightPassShader ) singleton ShaderData( HDR_BrightPassShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/brightPassFilterP.hlsl"; DXPixelShaderFile = "./brightPassFilterP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/brightPassFilterP.glsl"; OGLPixelShaderFile = "./brightPassFilterP.glsl";
samplerNames[0] = "$inputTex"; samplerNames[0] = "$inputTex";
samplerNames[1] = "$luminanceTex"; samplerNames[1] = "$luminanceTex";
@ -88,10 +88,10 @@ singleton ShaderData( HDR_BrightPassShader )
singleton ShaderData( HDR_DownScale4x4Shader ) singleton ShaderData( HDR_DownScale4x4Shader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/downScale4x4V.hlsl"; DXVertexShaderFile = "./downScale4x4V.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/downScale4x4P.hlsl"; DXPixelShaderFile = "./downScale4x4P.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/downScale4x4V.glsl"; OGLVertexShaderFile = "./downScale4x4V.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/downScale4x4P.glsl"; OGLPixelShaderFile = "./downScale4x4P.glsl";
samplerNames[0] = "$inputTex"; samplerNames[0] = "$inputTex";
@ -101,9 +101,9 @@ singleton ShaderData( HDR_DownScale4x4Shader )
singleton ShaderData( HDR_BloomGaussBlurHShader ) singleton ShaderData( HDR_BloomGaussBlurHShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurHP.hlsl"; DXPixelShaderFile = "./bloomGaussBlurHP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurHP.glsl"; OGLPixelShaderFile = "./bloomGaussBlurHP.glsl";
samplerNames[0] = "$inputTex"; samplerNames[0] = "$inputTex";
@ -113,9 +113,9 @@ singleton ShaderData( HDR_BloomGaussBlurHShader )
singleton ShaderData( HDR_BloomGaussBlurVShader ) singleton ShaderData( HDR_BloomGaussBlurVShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/bloomGaussBlurVP.hlsl"; DXPixelShaderFile = "./bloomGaussBlurVP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/bloomGaussBlurVP.glsl"; OGLPixelShaderFile = "./bloomGaussBlurVP.glsl";
samplerNames[0] = "$inputTex"; samplerNames[0] = "$inputTex";
@ -125,9 +125,9 @@ singleton ShaderData( HDR_BloomGaussBlurVShader )
singleton ShaderData( HDR_SampleLumShader ) singleton ShaderData( HDR_SampleLumShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumInitialP.hlsl"; DXPixelShaderFile = "./sampleLumInitialP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumInitialP.glsl"; OGLPixelShaderFile = "./sampleLumInitialP.glsl";
samplerNames[0] = "$inputTex"; samplerNames[0] = "$inputTex";
@ -137,9 +137,9 @@ singleton ShaderData( HDR_SampleLumShader )
singleton ShaderData( HDR_DownSampleLumShader ) singleton ShaderData( HDR_DownSampleLumShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/sampleLumIterativeP.hlsl"; DXPixelShaderFile = "./sampleLumIterativeP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/sampleLumIterativeP.glsl"; OGLPixelShaderFile = "./sampleLumIterativeP.glsl";
samplerNames[0] = "$inputTex"; samplerNames[0] = "$inputTex";
@ -149,9 +149,9 @@ singleton ShaderData( HDR_DownSampleLumShader )
singleton ShaderData( HDR_CalcAdaptedLumShader ) singleton ShaderData( HDR_CalcAdaptedLumShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/calculateAdaptedLumP.hlsl"; DXPixelShaderFile = "./calculateAdaptedLumP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/calculateAdaptedLumP.glsl"; OGLPixelShaderFile = "./calculateAdaptedLumP.glsl";
samplerNames[0] = "$currLum"; samplerNames[0] = "$currLum";
samplerNames[1] = "$lastAdaptedLum"; samplerNames[1] = "$lastAdaptedLum";
@ -162,9 +162,9 @@ singleton ShaderData( HDR_CalcAdaptedLumShader )
singleton ShaderData( HDR_CombineShader ) singleton ShaderData( HDR_CombineShader )
{ {
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl"; DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/finalPassCombineP.hlsl"; DXPixelShaderFile = "./finalPassCombineP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl"; OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = $Core::CommonShaderPath @ "/postFX/hdr/gl/finalPassCombineP.glsl"; OGLPixelShaderFile = "./finalPassCombineP.glsl";
samplerNames[0] = "$sceneTex"; samplerNames[0] = "$sceneTex";
samplerNames[1] = "$luminanceTex"; samplerNames[1] = "$luminanceTex";
@ -221,20 +221,20 @@ singleton GFXStateBlockData( HDRStateBlock )
function HDRPostFX::setShaderConsts( %this ) function HDRPostFX::setShaderConsts( %this )
{ {
%this.setShaderConst( "$brightPassThreshold", $HDRPostFX::brightPassThreshold ); %this.setShaderConst( "$brightPassThreshold", $PostFX::HDRPostFX::brightPassThreshold );
%this.setShaderConst( "$g_fMiddleGray", $HDRPostFX::keyValue ); %this.setShaderConst( "$g_fMiddleGray", $PostFX::HDRPostFX::keyValue );
%bloomH = %this-->bloomH; %bloomH = %this-->bloomH;
%bloomH.setShaderConst( "$gaussMultiplier", $HDRPostFX::gaussMultiplier ); %bloomH.setShaderConst( "$gaussMultiplier", $PostFX::HDRPostFX::gaussMultiplier );
%bloomH.setShaderConst( "$gaussMean", $HDRPostFX::gaussMean ); %bloomH.setShaderConst( "$gaussMean", $PostFX::HDRPostFX::gaussMean );
%bloomH.setShaderConst( "$gaussStdDev", $HDRPostFX::gaussStdDev ); %bloomH.setShaderConst( "$gaussStdDev", $PostFX::HDRPostFX::gaussStdDev );
%bloomV = %this-->bloomV; %bloomV = %this-->bloomV;
%bloomV.setShaderConst( "$gaussMultiplier", $HDRPostFX::gaussMultiplier ); %bloomV.setShaderConst( "$gaussMultiplier", $PostFX::HDRPostFX::gaussMultiplier );
%bloomV.setShaderConst( "$gaussMean", $HDRPostFX::gaussMean ); %bloomV.setShaderConst( "$gaussMean", $PostFX::HDRPostFX::gaussMean );
%bloomV.setShaderConst( "$gaussStdDev", $HDRPostFX::gaussStdDev ); %bloomV.setShaderConst( "$gaussStdDev", $PostFX::HDRPostFX::gaussStdDev );
%minLuminace = $HDRPostFX::minLuminace; %minLuminace = $PostFX::HDRPostFX::minLuminace;
if ( %minLuminace <= 0.0 ) if ( %minLuminace <= 0.0 )
{ {
// The min should never be pure zero else the // The min should never be pure zero else the
@ -243,22 +243,32 @@ function HDRPostFX::setShaderConsts( %this )
} }
%this-->adaptLum.setShaderConst( "$g_fMinLuminace", %minLuminace ); %this-->adaptLum.setShaderConst( "$g_fMinLuminace", %minLuminace );
%this-->finalLum.setShaderConst( "$adaptRate", $HDRPostFX::adaptRate ); %this-->finalLum.setShaderConst( "$adaptRate", $PostFX::HDRPostFX::adaptRate );
%combinePass = %this-->combinePass; %combinePass = %this-->combinePass;
%combinePass.setShaderConst( "$g_fEnableToneMapping", $HDRPostFX::enableToneMapping ); %combinePass.setShaderConst( "$g_fEnableToneMapping", $PostFX::HDRPostFX::enableToneMapping );
%combinePass.setShaderConst( "$g_fMiddleGray", $HDRPostFX::keyValue ); %combinePass.setShaderConst( "$g_fMiddleGray", $PostFX::HDRPostFX::keyValue );
%combinePass.setShaderConst( "$g_fBloomScale", $HDRPostFX::enableBloom ); %combinePass.setShaderConst( "$g_fBloomScale", $PostFX::HDRPostFX::enableBloom );
%combinePass.setShaderConst( "$g_fEnableBlueShift", $HDRPostFX::enableBlueShift ); %combinePass.setShaderConst( "$g_fEnableBlueShift", $PostFX::HDRPostFX::enableBlueShift );
%combinePass.setShaderConst( "$g_fBlueShiftColor", $HDRPostFX::blueShiftColor ); %combinePass.setShaderConst( "$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); %clampedGamma = mClamp( $pref::Video::Gamma, 2.0, 2.5);
%combinePass.setShaderConst( "$g_fOneOverGamma", 1 / %clampedGamma ); %combinePass.setShaderConst( "$g_fOneOverGamma", 1 / %clampedGamma );
%combinePass.setShaderConst( "$Brightness", $pref::Video::Brightness ); %combinePass.setShaderConst( "$Brightness", $pref::Video::Brightness );
%combinePass.setShaderConst( "$Contrast", $pref::Video::Contrast ); %combinePass.setShaderConst( "$Contrast", $pref::Video::Contrast );
%whiteCutoff = ( $HDRPostFX::whiteCutoff * $HDRPostFX::whiteCutoff ) * %whiteCutoff = ( $PostFX::HDRPostFX::whiteCutoff * $PostFX::HDRPostFX::whiteCutoff ) *
( $HDRPostFX::whiteCutoff * $HDRPostFX::whiteCutoff ); ( $PostFX::HDRPostFX::whiteCutoff * $PostFX::HDRPostFX::whiteCutoff );
%combinePass.setShaderConst( "$g_fWhiteCutoff", %whiteCutoff ); %combinePass.setShaderConst( "$g_fWhiteCutoff", %whiteCutoff );
} }
@ -266,8 +276,8 @@ function HDRPostFX::preProcess( %this )
{ {
%combinePass = %this-->combinePass; %combinePass = %this-->combinePass;
if ( %combinePass.texture[3] !$= $HDRPostFX::colorCorrectionRamp ) if ( %combinePass.texture[3] !$= $PostFX::HDRPostFX::colorCorrectionRamp )
%combinePass.setTexture( 3, $HDRPostFX::colorCorrectionRamp ); %combinePass.setTexture( 3, $PostFX::HDRPostFX::colorCorrectionRamp );
} }
function HDRPostFX::onEnabled( %this ) function HDRPostFX::onEnabled( %this )
@ -301,12 +311,16 @@ function HDRPostFX::onEnabled( %this )
// hdr encoding takes effect in all the shaders and // hdr encoding takes effect in all the shaders and
// that the offscreen surface is enabled. // that the offscreen surface is enabled.
resetLightManager(); resetLightManager();
$PostFX::HDRPostFX::Enabled = true;
return true; return true;
} }
function HDRPostFX::onDisabled( %this ) function HDRPostFX::onDisabled( %this )
{ {
$PostFX::HDRPostFX::Enabled = false;
// Enable a special GammaCorrection PostFX when this is disabled. // Enable a special GammaCorrection PostFX when this is disabled.
GammaPostFX.enable(); GammaPostFX.enable();
@ -330,7 +344,7 @@ function HDRPostFX::onAdd( %this )
//HDR should really be on at all times //HDR should really be on at all times
//%this.enable(); //%this.enable();
$HDRPostFX::enableToneMapping = 1; $PostFX::HDRPostFX::enableToneMapping = 1;
} }
//This is used to populate the PostFXEditor's settings so the post FX can be edited //This is used to populate the PostFXEditor's settings so the post FX can be edited
@ -339,62 +353,64 @@ function HDRPostFX::onAdd( %this )
function HDRPostFX::populatePostFXSettings(%this) function HDRPostFX::populatePostFXSettings(%this)
{ {
PostEffectEditorInspector.startGroup("HDR - General"); PostEffectEditorInspector.startGroup("HDR - General");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::keyValue", "Key Value", "range", "", $HDRPostFX::keyValue, "0 1 10"); PostEffectEditorInspector.addCallbackField("$PostFX::HDRPostFX::Enabled", "Enabled", "bool", "", $PostFX::HDRPostFX::Enabled, "", "toggleHDRPostFX");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::minLuminace", "Minimum Luminance", "range", "", $HDRPostFX::minLuminace, "0 1 10"); PostEffectEditorInspector.addField("$PostFX::HDRPostFX::minLuminace", "Minimum Luminance", "range", "", $PostFX::HDRPostFX::minLuminace, "0 1 100");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::whiteCutoff", "White Cutoff", "range", "", $HDRPostFX::whiteCutoff, "0 1 10"); PostEffectEditorInspector.addField("$PostFX::HDRPostFX::whiteCutoff", "White Cutoff", "range", "", $PostFX::HDRPostFX::whiteCutoff, "0 10 20");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::adaptRate", "Brightness Adapt Rate", "range", "", $HDRPostFX::adaptRate, "0 1 10"); PostEffectEditorInspector.addField("$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", "", $PostFX::HDRPostFX::tonemapMode, "Filmic,ACES");
PostEffectEditorInspector.endGroup(); PostEffectEditorInspector.endGroup();
PostEffectEditorInspector.startGroup("HDR - Bloom"); PostEffectEditorInspector.startGroup("HDR - Bloom");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::enableBloom", "Enable Bloom", "bool", "", $HDRPostFX::enableBloom, ""); PostEffectEditorInspector.addField("$PostFX::HDRPostFX::enableBloom", "Enable Bloom", "bool", "", $PostFX::HDRPostFX::enableBloom, "");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::brightPassThreshold", "Bright Pass Threshold", "float", "", $HDRPostFX::brightPassThreshold, ""); PostEffectEditorInspector.addField("$PostFX::HDRPostFX::brightPassThreshold", "Bright Pass Threshold", "float", "", $PostFX::HDRPostFX::brightPassThreshold, "");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::gaussMultiplier", "Blur Multiplier", "float", "", $HDRPostFX::gaussMultiplier, ""); PostEffectEditorInspector.addField("$PostFX::HDRPostFX::gaussMultiplier", "Blur Multiplier", "range", "", $PostFX::HDRPostFX::gaussMultiplier, "0 1 10");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::gaussMean", "Blur \"Mean\" Value", "float", "", $HDRPostFX::gaussMean, ""); PostEffectEditorInspector.addField("$PostFX::HDRPostFX::gaussMean", "Blur Mean Value", "range", "", $PostFX::HDRPostFX::gaussMean, "0 1 10");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::gaussStdDev", "Blur \"Std. Dev\" Value", "float", "", $HDRPostFX::gaussStdDev, ""); PostEffectEditorInspector.addField("$PostFX::HDRPostFX::gaussStdDev", "Blur Std. Dev Value", "range", "", $PostFX::HDRPostFX::gaussStdDev, "0 1 10");
PostEffectEditorInspector.endGroup(); PostEffectEditorInspector.endGroup();
PostEffectEditorInspector.startGroup("HDR - Effects"); PostEffectEditorInspector.startGroup("HDR - Adaptation");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::enableBlueShift", "Enable Blue Shift", "bool", "", $HDRPostFX::enableBlueShift, ""); PostEffectEditorInspector.addField("$PostFX::HDRPostFX::enableAutoExposure", "Enable Auto Exposure", "bool", "", $PostFX::HDRPostFX::enableAutoExposure, "");
PostEffectEditorInspector.addField("$PostFXManager::Settings::HDR::blueShiftColor", "Blue Shift Color", "colorF", "", $HDRPostFX::blueShiftColor, ""); PostEffectEditorInspector.addField("$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", "", $PostFX::HDRPostFX::blueShiftColor, "");
PostEffectEditorInspector.endGroup(); PostEffectEditorInspector.endGroup();
} }
//This function pair(applyFromPreset and settingsApply) are done the way they are, with the separated variables function PostEffectEditorInspector::toggleHDRPostFX(%this)
//so that we can effectively store the 'settings' away from the live variables that the postFX's actually utilize
//when rendering. This allows us to modify things but still leave room for reverting or temporarily applying them
function HDRPostFX::applyFromPreset(%this)
{ {
//HDRPostFX Settings if($PostFX::HDRPostFX::Enabled)
$HDRPostFX::adaptRate = $PostFXManager::Settings::HDR::adaptRate; HDRPostFX.enable();
$HDRPostFX::blueShiftColor = $PostFXManager::Settings::HDR::blueShiftColor; else
$HDRPostFX::brightPassThreshold = $PostFXManager::Settings::HDR::brightPassThreshold; HDRPostFX.disable();
$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;
} }
function HDRPostFX::settingsApply(%this) function HDRPostFX::applyFromPreset(%this)
{ {
$PostFXManager::Settings::HDR::adaptRate = $HDRPostFX::adaptRate; if($PostFX::HDRPostFX::Enabled)
$PostFXManager::Settings::HDR::blueShiftColor = $HDRPostFX::blueShiftColor; HDRPostFX.enable();
$PostFXManager::Settings::HDR::brightPassThreshold = $HDRPostFX::brightPassThreshold; else
$PostFXManager::Settings::HDR::enableBloom = $HDRPostFX::enableBloom; HDRPostFX.disable();
$PostFXManager::Settings::HDR::enableBlueShift = $HDRPostFX::enableBlueShift; }
$PostFXManager::Settings::HDR::enableToneMapping = $HDRPostFX::enableToneMapping;
$PostFXManager::Settings::HDR::gaussMean = $HDRPostFX::gaussMean; function HDRPostFX::savePresetSettings(%this)
$PostFXManager::Settings::HDR::gaussMultiplier = $HDRPostFX::gaussMultiplier; {
$PostFXManager::Settings::HDR::gaussStdDev = $HDRPostFX::gaussStdDev; PostFXManager::savePresetSetting("$PostFX::HDRPostFX::Enabled");
$PostFXManager::Settings::HDR::keyValue = $HDRPostFX::keyValue; PostFXManager::savePresetSetting("$PostFX::HDRPostFX::minLuminace");
$PostFXManager::Settings::HDR::minLuminace = $HDRPostFX::minLuminace; PostFXManager::savePresetSetting("$PostFX::HDRPostFX::whiteCutoff");
$PostFXManager::Settings::HDR::whiteCutoff = $HDRPostFX::whiteCutoff; PostFXManager::savePresetSetting("$PostFX::HDRPostFX::adaptRate");
$PostFXManager::Settings::ColorCorrectionRamp = $HDRPostFX::colorCorrectionRamp; PostFXManager::savePresetSetting("$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("$PostFX::HDRPostFX::blueShiftColor");
} }
singleton PostEffect( HDRPostFX ) singleton PostEffect( HDRPostFX )
@ -537,7 +553,7 @@ singleton PostEffect( HDRPostFX )
texture[0] = "$backBuffer"; texture[0] = "$backBuffer";
texture[1] = "#adaptedLum"; texture[1] = "#adaptedLum";
texture[2] = "#bloomFinal"; texture[2] = "#bloomFinal";
texture[3] = $HDRPostFX::colorCorrectionRamp; texture[3] = $PostFX::HDRPostFX::colorCorrectionRamp;
target = "$backBuffer"; target = "$backBuffer";
}; };
}; };
@ -562,7 +578,7 @@ singleton GFXStateBlockData( LuminanceVisStateBlock : PFX_DefaultStateBlock )
function LuminanceVisPostFX::setShaderConsts( %this ) function LuminanceVisPostFX::setShaderConsts( %this )
{ {
%this.setShaderConst( "$brightPassThreshold", $HDRPostFX::brightPassThreshold ); %this.setShaderConst( "$brightPassThreshold", $PostFX::HDRPostFX::brightPassThreshold );
} }
singleton PostEffect( LuminanceVisPostFX ) singleton PostEffect( LuminanceVisPostFX )

View file

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

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "../postFx.hlsl" #include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float2 oneOverTargetSize; uniform float2 oneOverTargetSize;
@ -47,6 +47,46 @@ float computeGaussianValue( float x, float mean, float std_deviation )
return tmp * tmp2; 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 main( PFXVertToPix IN ) : TORQUE_TARGET0
{ {
float4 color = { 0.0f, 0.0f, 0.0f, 0.0f }; 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 ); weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev );
color += (TORQUE_TEX2D( inputTex, IN.uv0 + float2( offset, 0.0f ) ) * weight ); 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 ); return float4( color.rgb, 1.0f );
} }

View file

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

View file

@ -20,7 +20,7 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "../postFx.hlsl" #include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0); TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float2 oneOverTargetSize; uniform float2 oneOverTargetSize;
@ -46,6 +46,44 @@ float computeGaussianValue( float x, float mean, float std_deviation )
return tmp * tmp2; 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 main( PFXVertToPix IN ) : TORQUE_TARGET0
{ {
float4 color = { 0.0f, 0.0f, 0.0f, 0.0f }; 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 ); 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 ); return float4( color.rgb, 1.0f );
} }

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -20,15 +20,14 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "../../../gl/torque.glsl" #include "core/rendering/shaders/gl/torque.glsl"
#include "../../../gl/hlslCompat.glsl" #include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "../../gl/postFx.glsl" #include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "shadergen:/autogenConditioners.h" #include "shadergen:/autogenConditioners.h"
uniform sampler2D sceneTex; uniform sampler2D sceneTex;
uniform sampler2D luminanceTex; uniform sampler2D luminanceTex;
uniform sampler2D bloomTex; uniform sampler2D bloomTex;
uniform sampler1D colorCorrectionTex;
uniform vec2 texSize0; uniform vec2 texSize0;
uniform vec2 texSize2; uniform vec2 texSize2;
@ -37,6 +36,9 @@ uniform float g_fEnableToneMapping;
uniform float g_fMiddleGray; uniform float g_fMiddleGray;
uniform float g_fWhiteCutoff; uniform float g_fWhiteCutoff;
uniform float g_fEnableAutoExposure;
uniform float g_fTonemapMode;
uniform float g_fEnableBlueShift; uniform float g_fEnableBlueShift;
uniform vec3 g_fBlueShiftColor; 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; 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) vec3 tonemap(vec3 c)
{ {
const float W = 11.2; vec3 colorOut = c;
float ExposureBias = 2.0f;
float ExposureAdjust = 1.5f; if(g_fTonemapMode == 1.0)
c *= ExposureAdjust; {
vec3 curr = Uncharted2Tonemap(ExposureBias*c); const float W = 11.2;
vec3 whiteScale = 1.0f / Uncharted2Tonemap(vec3(W,W,W)); float ExposureBias = 2.0f;
return curr*whiteScale; 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() void main()
@ -100,11 +125,6 @@ void main()
// Add the bloom effect. // Add the bloom effect.
_sample += g_fBloomScale * bloom; _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 // Apply contrast
_sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f; _sample.rgb = ((_sample.rgb - 0.5f) * Contrast) + 0.5f;
@ -114,7 +134,12 @@ void main()
//tonemapping - TODO fix up eye adaptation //tonemapping - TODO fix up eye adaptation
if ( g_fEnableToneMapping > 0.0f ) 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; OUT_col = _sample;

View file

@ -20,14 +20,13 @@
// IN THE SOFTWARE. // IN THE SOFTWARE.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#include "../../torque.hlsl" #include "core/rendering/shaders/torque.hlsl"
#include "../postFx.hlsl" #include "core/rendering/shaders/postFX/postFx.hlsl"
#include "../../shaderModelAutoGen.hlsl" #include "core/rendering/shaders/shaderModelAutoGen.hlsl"
TORQUE_UNIFORM_SAMPLER2D(sceneTex, 0); TORQUE_UNIFORM_SAMPLER2D(sceneTex, 0);
TORQUE_UNIFORM_SAMPLER2D(luminanceTex, 1); TORQUE_UNIFORM_SAMPLER2D(luminanceTex, 1);
TORQUE_UNIFORM_SAMPLER2D(bloomTex, 2); TORQUE_UNIFORM_SAMPLER2D(bloomTex, 2);
TORQUE_UNIFORM_SAMPLER1D(colorCorrectionTex, 3);
uniform float2 texSize0; uniform float2 texSize0;
uniform float2 texSize2; uniform float2 texSize2;
@ -37,6 +36,9 @@ uniform float g_fMiddleGray;
uniform float g_fWhiteCutoff; uniform float g_fWhiteCutoff;
uniform float g_fEnableBlueShift; uniform float g_fEnableBlueShift;
uniform float g_fEnableAutoExposure;
uniform float g_fTonemapMode;
uniform float3 g_fBlueShiftColor; uniform float3 g_fBlueShiftColor;
uniform float g_fBloomScale; uniform float g_fBloomScale;
uniform float g_fOneOverGamma; 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; 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) float3 tonemap(float3 color)
{ {
const float W = 11.2; if(g_fTonemapMode == 1.0)
float ExposureBias = 2.0f; {
//float ExposureAdjust = 1.5f; const float W = 11.2;
//c *= ExposureAdjust; float ExposureBias = 2.0f;
color = Uncharted2Tonemap(ExposureBias*color); //float ExposureAdjust = 1.5f;
color = color * (1.0f / Uncharted2Tonemap(W)); //c *= ExposureAdjust;
color = Uncharted2Tonemap(ExposureBias*color);
color = color * (1.0f / Uncharted2Tonemap(W));
}
else if(g_fTonemapMode == 2.0)
{
color = ACESFilm(color);
}
return color; return color;
} }
@ -96,11 +115,6 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
// Add the bloom effect. // Add the bloom effect.
sample += g_fBloomScale * bloom; 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 // Apply contrast
sample.rgb = ((sample.rgb - 0.5f) * Contrast) + 0.5f; 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 //tonemapping - TODO fix up eye adaptation
if ( g_fEnableToneMapping > 0.0f ) 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; return sample;

View file

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

View file

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

View file

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

View file

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

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