/* by korenkonder GitHub/GitLab: korenkonder */ #include "render.hpp" #include "rob/rob.hpp" #include "gl_state.hpp" #include "render_context.hpp" #include "shader_ft.hpp" #include "stage.hpp" #include "stage_modern.hpp" #include "static_var.hpp" #include "texture.hpp" extern bool task_stage_is_modern; extern render_context* rctx_ptr; extern dof_pv dof_pv_data; #define MLAA_MAX_EDGE_DETECTION_LEN (3) #define MLAA_GRID_SIDE_LEN (2 * MLAA_MAX_EDGE_DETECTION_LEN + 1) #define MLAA_SIDE_LEN (5 * MLAA_GRID_SIDE_LEN) #define TONE_MAP_SAT_GAMMA_SAMPLES 32 namespace rndr { static void calculate_mlaa_area_texture_data(uint8_t* data, int32_t cross1, int32_t cross2); static void calculate_mlaa_area_texture_data_inner(float_t* val_left, float_t* val_right, int32_t cross1, int32_t cross2, int32_t dleft, int32_t dright); Render::ExposureCharaData::ExposureCharaData() : spot_weight(), query(), query_data() { reset(); } Render::ExposureCharaData::~ExposureCharaData() { } void Render::ExposureCharaData::reset() { for (GLuint& i : query_data) i = -1; spot_weight = 0.0f; } Render::FrameTextureData::FrameTextureData() : texture() { type = FRAME_TEXTURE_MAX; } Render::FrameTextureData::~FrameTextureData() { } Render::FrameTexture::FrameTexture() : capture() { } Render::FrameTexture::~FrameTexture() { } Render::Render() : base_downsample(), ss_alpha_mask(), taa_tex(), aet_back_tex(), reduce_tex(), reduce_tex_draw(), exposure_tex(), exposure_history(), tonemap_lut_texture(), mlaa_area_texture(), texture_counter(), lens_shaft_query(), lens_flare_query(), lens_shaft_query_data(), lens_flare_query_data(), lens_flare_query_index(), lens_flare_texture(), lens_shaft_texture(), lens_ghost_texture(), lens_ghost_count(), width(), height(), inner_width(), inner_height(), render_width(), render_height(), render_post_width(), render_post_height(), render_post_width_scale(), render_post_height_scale(), reduce_width(), reduce_height(), taa_texture_selector(), taa_texture(), reset_exposure(), screen_x_offset(), screen_y_offset(), screen_width(), screen_height(), saturate_lock(), exposure_history_counter(), exposure_query_index(), lens_shaft_scale(), lens_flare_power(), field_A10(), lens_flare_appear_power(), render_textures_data(), movie_textures_data(), aet_back(), dof(), transparency_tex(), transparency(), saturate_index(), scene_fade_index(), tone_trans_index(), saturate_coeff(), scene_fade_alpha(), scene_fade_blend_func(), tone_map(), mag_filter(), fade(), update() { exposure = 2.0f; exposure_rate = 1.0f; auto_exposure = 1; taa_blend = -1.0f; stage_index = -1; stage_index_prev = -1; reset_exposure = true; gamma = 1.0; gamma_rate = 1.0f; mag_filter = MAG_FILTER_BILINEAR; saturate_power = 1; for (int32_t i = 0; i < 2; i++) { reset_saturate_coeff(i, false); reset_scene_fade(i); reset_tone_trans(i); } fade_alpha = -1.0f; update_lut = 1; lens_shaft_inv_scale = 1.0f; lens_flare = 1.0f; lens_shaft = 1.0f; lens_ghost = 1.0f; radius = 2.0f; intensity = 1.0f; for (GLuint& i : lens_shaft_query_data) i = -1; for (GLuint& i : lens_flare_query_data) i = -1; } Render::~Render() { if (aet_back_tex) texture_release(aet_back_tex); if (dof) { delete dof; dof = 0; } if (transparency) { delete transparency; transparency = 0; } } void Render::apply_post_process(camera* cam, texture* light_proj_tex, int32_t npr_param) { render_context* rctx = rctx_ptr; for (int32_t i = 0; i < 8; i++) gl_state_bind_sampler(i, 0); dof->apply(&rend_texture[0]); draw_lens_ghost(); downsample(); reduce_tex_draw = 0; get_blur(); calc_exposure(cam); apply_tone_map(light_proj_tex, npr_param); if (mlaa) apply_mlaa(ss_alpha_mask); for (int32_t i = 0; i < 16; i++) { if (!render_textures_data[i]) continue; render_textures[i].Bind(); texture* t = render_textures_data[i]; if (render_width[0] > t->width * 2 || render_height[0] > t->height * 2) uniform_value[U_REDUCE] = 1; else uniform_value[U_REDUCE] = 0; gl_state_set_viewport(0, 0, t->width, t->height); gl_state_active_bind_texture_2d(0, taa_tex[2]->glid); gl_state_bind_sampler(0, rctx->render_samplers[0]); shaders_ft.set(SHADER_FT_REDUCE); draw_quad(render_post_width[0], render_post_height[0], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); } copy_to_frame_texture(rend_texture[0].GetColorTex(), render_width[0], render_height[0], taa_tex[2]->glid); frame_texture_reset_capture(); rctx->screen_buffer.Bind(); gl_state_set_viewport(0, 0, rctx->sprite_width, rctx->sprite_height); if (ssaa) { gl_state_active_bind_texture_2d(0, taa_tex[2]->glid); gl_state_bind_sampler(0, rctx->render_samplers[0]); uniform_value[U_ALPHA_MASK] = ss_alpha_mask ? 1 : 0; uniform_value[U_REDUCE] = 0; shaders_ft.set(SHADER_FT_REDUCE); draw_quad(render_post_width[0], render_post_height[0], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); uniform_value[U_ALPHA_MASK] = 0; } else { gl_state_active_bind_texture_2d(0, taa_tex[2]->glid); if (mag_filter == MAG_FILTER_NEAREST) gl_state_bind_sampler(0, rctx->render_samplers[1]); else gl_state_bind_sampler(0, rctx->render_samplers[0]); switch (mag_filter) { case MAG_FILTER_NEAREST: case MAG_FILTER_BILINEAR: default: uniform_value[U_MAGNIFY] = 0; break; case MAG_FILTER_SHARPEN_5_TAP: uniform_value[U_MAGNIFY] = 2; break; case MAG_FILTER_SHARPEN_4_TAP: uniform_value[U_MAGNIFY] = 3; break; case MAG_FILTER_CONE_4_TAP: uniform_value[U_MAGNIFY] = 4; break; case MAG_FILTER_CONE_2_TAP: uniform_value[U_MAGNIFY] = 5; break; } shaders_ft.set(SHADER_FT_MAGNIFY); draw_quad(render_post_width[0], render_post_height[0], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); } shader::unbind(); for (int32_t i = 0; i < 8; i++) gl_state_bind_sampler(i, 0); } void Render::bind_render_texture(bool aet_back) { if (aet_back) { aet_back_texture.Bind(); this->aet_back = 1; } else rend_texture[0].Bind(); gl_state_set_viewport(0, 0, render_width[0], render_height[0]); } void Render::calc_exposure_chara_data(camera* cam) { shader::unbind(); gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); gl_state_set_depth_mask(GL_FALSE); gl_state_disable_cull_face(); shaders_ft.set(SHADER_FT_SUN_NO_TEXTURED); gl_state_bind_vertex_array(rctx_ptr->common_vao); rctx_ptr->sun_quad_ubo.Bind(0); ExposureCharaData* chara_data = exposure_chara_data; int32_t query_index = (this->exposure_query_index + 1) % 3; this->exposure_query_index = query_index; int32_t next_query_index = (query_index + 2) % 3; for (int32_t i = 0; i < ROB_CHARA_COUNT; i++, chara_data++) { rob_chara* rob_chr = rob_chara_array_get(i); if (!rob_chr || !rob_chr->is_visible()) continue; float_t max_face_depth = rob_chr->get_max_face_depth(); mat4 mat = mat4_identity; rob_chr->sub_1405163C0(4, mat); mat4_mul(&mat, &cam->view, &mat); mat4_mul_translate(&mat, max_face_depth + 0.1f, 0.0f, -0.06f, &mat); mat4_clear_rot(&mat, &mat); mat4_scale_rot(&mat, 0.0035f, &mat); mat4_mul(&mat, &cam->projection, &mat); sun_quad_shader_data shader_data = {}; mat4_transpose(&mat, &mat); shader_data.g_transform[0] = mat.row0; shader_data.g_transform[1] = mat.row1; shader_data.g_transform[2] = mat.row2; shader_data.g_transform[3] = mat.row3; shader_data.g_emission = 0.0f; rctx_ptr->sun_quad_ubo.WriteMemory(shader_data); glBeginQuery(GL_SAMPLES_PASSED, chara_data->query[next_query_index]); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); glEndQuery(GL_SAMPLES_PASSED); if (chara_data->query_data[next_query_index] == -1) chara_data->query_data[next_query_index] = 0; if (chara_data->query_data[query_index] != -1) { int32_t res = 0; glGetQueryObjectiv(chara_data->query[query_index], GL_QUERY_RESULT_AVAILABLE, &res); if (res) glGetQueryObjectuiv(chara_data->query[query_index], GL_QUERY_RESULT, chara_data->query_data); else chara_data->query_data[query_index] = 0; } } gl_state_bind_vertex_array(0); gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); gl_state_set_depth_mask(GL_TRUE); gl_state_enable_cull_face(); } void Render::calc_projection_matrix(mat4* mat, float_t fov, float_t aspect, float_t z_near, float_t z_far, float_t left_scale, float_t right_scale, float_t bottom_scale, float_t top_scale) { float_t tan_fov = (float_t)tan(fov * M_PI * (1.0 / 360.0)) * z_near; float_t left = -tan_fov * aspect + tan_fov * aspect * left_scale; float_t right = tan_fov * aspect + tan_fov * aspect * right_scale; float_t bottom = -tan_fov + tan_fov * bottom_scale; float_t top = tan_fov + tan_fov * top_scale; /*if (taa) { float_t offset = taa_texture_selector == 1 ? -0.25f : 0.25f; float_t left_right_offset = (right - left) * offset / (float_t)render_width[0]; float_t bottom_top_offset = (top - bottom) * offset / (float_t)render_height[0]; left += left_right_offset; right += left_right_offset; bottom += bottom_top_offset; top += bottom_top_offset; }*/ mat4_frustrum(left, right, bottom, top, z_near, z_far, mat); } void Render::ctrl(camera* cam) { view_point_prev = view_point; interest_prev = interest; cam->get_view_point(view_point); cam->get_interest(interest); stage_index_prev = stage_index; if (task_stage_is_modern) stage_index = (int32_t)task_stage_modern_get_current_stage_hash(); else stage_index = task_stage_get_current_stage_index(); reset_exposure = cam->fast_change_hist1 && !cam->fast_change_hist0; if (reset_exposure) { float_t view_point_dist = vec3::distance(view_point, view_point_prev); vec3 dir = vec3::normalize(interest - view_point); vec3 dir_prev = vec3::normalize(interest_prev - view_point_prev); float_t dir_diff_angle = vec3::dot(dir, dir_prev); if (dir_diff_angle < 0.5f) dir_diff_angle = 0.0f; if (view_point_dist < dir_diff_angle * 0.4f) reset_exposure = false; } else if (stage_index != stage_index_prev) reset_exposure = true; } void Render::draw_quad(int32_t width, int32_t height, float_t s0, float_t t0, float_t s1, float_t t1, float_t scale, float_t param_x, float_t param_y, float_t param_z, float_t param_w) { s0 -= s1; t0 -= t1; float_t w = (float_t)max_def(width, 1); float_t h = (float_t)max_def(height, 1); quad_shader_data quad = {}; quad.g_texcoord_modifier = { 0.5f * s0, 0.5f * t0, 0.5f * s0 + s1, 0.5f * t0 + t1 }; // x * 0.5 * y0 + 0.5 * y0 + y1 quad.g_texel_size = { scale / w, scale / h, w, h }; quad.g_color = { param_x, param_y, param_z, param_w }; quad.g_texture_lod = 0.0f; rctx_ptr->quad_ubo.WriteMemory(quad); rctx_ptr->quad_ubo.Bind(0); gl_state_bind_vertex_array(rctx_ptr->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); } void Render::draw_lens_flare(camera* cam) { static float_t flt_1411ACB84 = sinf(0.01365909819f); static float_t flt_1411ACB8C = tanf(0.01365909819f) * 2.0f * 0.94f; if (!lens_flare_texture) return; GLuint tex = objset_info_storage_get_obj_set_texture(5, 4549); if (!tex) return; float_t v5 = tanf((float_t)(cam->get_fov() * DEG_TO_RAD) * 0.5f); light_set* set = &rctx_ptr->light_set[LIGHT_SET_MAIN]; light_data* data = &set->lights[LIGHT_SUN]; vec3 position; vec4 emission; if (data->get_type() == LIGHT_PARALLEL) { data->get_position(position); data->get_diffuse(emission); } else { set->lights[LIGHT_STAGE].get_position(position); position = vec3::normalize(position) * 500.0f; set->lights[LIGHT_STAGE].get_ibl_color0(emission); data->set_type(LIGHT_PARALLEL); data->set_position(position); data->set_diffuse(emission); } vec4 v44; *(vec3*)&v44 = position; v44.w = 1.0f; mat4_transform_vector(&cam->view_projection, &v44, &v44); float_t v13 = 1.0f / v44.w; float_t v14 = v44.x * v13; float_t v15 = v44.y * v13; float_t v16 = (float_t)width * 0.01f / (float_t)height; v14 = clamp_def(v14, -0.99f, 0.99f); v15 = clamp_def(v15, v16 - 1.0f, 1.0f - v16); v44.x = v14 * v44.w; v44.y = v15 * v44.w; mat4_transform_vector(&cam->inv_view_projection, &v44, &v44); ((pos_scale*)&lens_flare_pos)->get_screen_pos_scale(cam->view_projection, position); float_t v17 = lens_flare_pos.x - (float_t)width * 0.5f; float_t v19 = v5 / (float_t)height * 0.5f; float_t v20 = lens_flare_pos.y - (float_t)height * 0.5f; float_t v22 = sqrtf(v17 * v19 * v17 * v19 + v20 * v19 * v20 * v19 + 1.0f); float_t v23 = ((float_t)render_width[0] * (flt_1411ACB8C / v5)) * (v22 * v22 * 0.5f) * ((float_t)render_height[0] * (flt_1411ACB8C / v5)); float_t v24 = vec3::distance(position, view_point) * flt_1411ACB84; emission *= 1.0f / (float_t)(1.0f - cosf((float_t)(3.0 * DEG_TO_RAD))); sun_quad_shader_data shader_data = {}; shader_data.g_emission = emission; gl_state_active_bind_texture_2d(0, tex); shaders_ft.set(SHADER_FT_SUN); gl_state_bind_vertex_array(rctx_ptr->common_vao); rctx_ptr->sun_quad_ubo.Bind(0); int32_t query_index = (lens_flare_query_index + 1) % 3; lens_flare_query_index = query_index; int32_t next_query_index = (query_index + 2) % 3; if (lens_shaft_query_data[next_query_index] == -1) lens_shaft_query_data[next_query_index] = 0; if (lens_flare_query_data[next_query_index] == -1) lens_flare_query_data[next_query_index] = 0; gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); gl_state_set_depth_mask(GL_FALSE); gl_state_disable_cull_face(); mat4 mat; mat4_mul_translate(&cam->view, &position, &mat); mat4_clear_rot(&mat, &mat); mat4_scale_rot(&mat, v24 * 0.2f, &mat); mat4_mul(&mat, &cam->projection, &mat); mat4_transpose(&mat, &mat); shader_data.g_transform[0] = mat.row0; shader_data.g_transform[1] = mat.row1; shader_data.g_transform[2] = mat.row2; shader_data.g_transform[3] = mat.row3; rctx_ptr->sun_quad_ubo.WriteMemory(shader_data); glBeginQuery(GL_SAMPLES_PASSED, lens_shaft_query[next_query_index]); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); glEndQuery(GL_SAMPLES_PASSED); mat4_mul_translate(&cam->view, (vec3*)&v44, &mat); mat4_clear_rot(&mat, &mat); mat4_scale_rot(&mat, v24 * 2.0f, &mat); mat4_mul(&mat, &cam->projection, &mat); mat4_transpose(&mat, &mat); shader_data.g_transform[0] = mat.row0; shader_data.g_transform[1] = mat.row1; shader_data.g_transform[2] = mat.row2; shader_data.g_transform[3] = mat.row3; rctx_ptr->sun_quad_ubo.WriteMemory(shader_data); glBeginQuery(GL_SAMPLES_PASSED, lens_flare_query[next_query_index]); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); glEndQuery(GL_SAMPLES_PASSED); gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); gl_state_set_depth_mask(GL_TRUE); gl_state_enable_cull_face(); if (lens_shaft_query_data[query_index] != -1) { int32_t res = 0; glGetQueryObjectiv(lens_shaft_query[query_index], GL_QUERY_RESULT_AVAILABLE, &res); if (res) glGetQueryObjectuiv(lens_shaft_query[query_index], GL_QUERY_RESULT, &lens_shaft_query_data[query_index]); } if (lens_flare_query_data[query_index] != -1) { int32_t res = 0; glGetQueryObjectiv(lens_flare_query[query_index], GL_QUERY_RESULT_AVAILABLE, &res); if (res) glGetQueryObjectuiv(lens_flare_query[query_index], GL_QUERY_RESULT, &lens_flare_query_data[query_index]); } if (emission.x + emission.y + emission.z > 0.0f) { gl_state_enable_blend(); gl_state_set_blend_func(GL_ONE, GL_ONE); gl_state_set_depth_mask(GL_FALSE); mat4_mul_translate(&cam->view, &position, &mat); mat4_clear_rot(&mat, &mat); mat4_scale_rot(&mat, v24 * 1.1f, &mat); mat4_mul(&mat, &cam->projection, &mat); mat4_transpose(&mat, &mat); shader_data.g_transform[0] = mat.row0; shader_data.g_transform[1] = mat.row1; shader_data.g_transform[2] = mat.row2; shader_data.g_transform[3] = mat.row3; rctx_ptr->sun_quad_ubo.WriteMemory(shader_data); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); gl_state_disable_blend(); gl_state_set_blend_func(GL_ONE, GL_ZERO); gl_state_set_depth_mask(GL_TRUE); } gl_state_active_bind_texture_2d(0, 0); gl_state_bind_vertex_array(0); if (lens_flare_appear_power <= 0.01f) lens_flare_appear_power = 0.0f; else lens_flare_appear_power *= 0.93f; lens_shaft_scale = 100.0f; lens_flare_power = 0.0f; float_t v34 = lens_flare_pos.x; float_t v35 = lens_flare_pos.y; float_t v32 = lens_flare_pos.z; float_t v33 = 0.0f; if (v32 >= 0.0f || v34 < (float_t)-width || v34 >(float_t)(2 * width) || v35 < (float_t)-height || v35 >(float_t)(2 * height)) lens_flare_texture = 0; else { for (GLuint& i : lens_flare_query_data) if (i != -1) v33 += min_def((float_t)i, v23); v33 /= (v23 * 3.0f); lens_flare_power = powf(v33, 0.7f); if (v33 > 0.0f && lens_shaft_query_data[query_index]) { float_t v41 = max_def(v33 - 0.4f, 0.005f); lens_shaft_scale = ((0.6f / v41) * lens_shaft_inv_scale) * (v5 * 3.4f); } } if (v32 >= 0.0f || v34 < -12.0f || v34 >(float_t)(width + 12) || v35 < -12.0f || v35 >(float_t)(height + 12)) { field_A10 = 0.0f; } else if (v34 > -2.0f && v34 < (float_t)(width + 2) && v35 > -2.0f && v35 < (float_t)(height + 2)) { if (v33 > 0.4f && field_A10 == 0.0f && lens_flare_appear_power < 0.02f && !reset_exposure) lens_flare_appear_power = 8.0f; field_A10 = 1.0f; } } bool Render::frame_texture_cont_capture_set(bool value) { frame_texture[0].capture = value; return true; } void Render::frame_texture_free() { for (Render::FrameTexture& i : frame_texture) { for (Render::FrameTextureData& j : i.data) { j.texture = 0; j.render_texture.Free(); j.type = FRAME_TEXTURE_MAX; } i.capture = false; } } int32_t Render::frame_texture_load(int32_t slot, Render::FrameTextureType type, texture* tex) { if (!tex || slot < 0 || slot >= 6) return -1; for (Render::FrameTextureData& i : frame_texture[slot].data) if (!i.texture) { i.render_texture.SetColorDepthTextures(tex->glid); i.texture = tex; i.type = type; return (int32_t)(&i - frame_texture[slot].data); } return -1; } void Render::frame_texture_reset() { for (Render::FrameTexture& i : frame_texture) { for (Render::FrameTextureData& j : i.data) { j.texture = 0; j.type = FRAME_TEXTURE_MAX; } i.capture = false; } } bool Render::frame_texture_slot_capture_set(int32_t index) { if (index < 1 || index >= 5) return false; frame_texture[index].capture = true; return true; } bool Render::frame_texture_unload(int32_t slot, texture* tex) { if (!tex || slot < 0 || slot >= 6) return false; for (Render::FrameTextureData& i : frame_texture[slot].data) if (i.texture == tex) { i.render_texture.Free(); i.texture = 0; i.type = FRAME_TEXTURE_MAX; return true; } return false; } void Render::free() { if (transparency) { delete transparency; transparency = 0; } for (int32_t i = 0; i < 1; i++) if (transparency_tex[i]) { texture_release(transparency_tex[i]); transparency_tex[i] = 0; texture_counter--; } if (dof) { delete dof; dof = 0; } if (!texture_counter) return; for (int32_t i = 0; i < downsample_max_count; i++) rend_texture[i].Free(); for (int32_t i = 0; i < 3; i++) { taa_buffer[i].Free(); if (taa_tex[i]) { texture_release(taa_tex[i]); taa_tex[i] = 0; texture_counter--; } } aet_back_texture.Free(); if (aet_back_tex) { texture_release(aet_back_tex); aet_back_tex = 0; texture_counter--; } mlaa_buffer.Free(); temp_buffer.Free(); sss_contour_texture = 0; downsample_texture.Free(); field_3E8.Free(); for (int32_t i = 0; i < 5; i++) reduce_texture->Free(); for (int32_t i = 0; i < 5; i++) if (reduce_tex[i]) { texture_release(reduce_tex[i]); reduce_tex[i] = 0; texture_counter--; } if (exposure_history) { texture_release(exposure_history); exposure_history = 0; texture_counter--; } exposure_texture.Free(); if (exposure_tex) { glDeleteTextures(1, &exposure_tex); exposure_tex = 0; } if (tonemap_lut_texture) { glDeleteTextures(1, &tonemap_lut_texture); tonemap_lut_texture = 0; } if (mlaa_area_texture) { glDeleteTextures(1, &mlaa_area_texture); mlaa_area_texture = 0; } glDeleteQueries(3, lens_shaft_query); glDeleteQueries(3, lens_flare_query); for (ExposureCharaData& i : exposure_chara_data) { glDeleteQueries(3, i.query); i.query[0] = 0; } } bool Render::get_auto_exposure() { return auto_exposure; } int32_t Render::get_cam_blur() { return cam_blur; } void Render::get_dof_data(float_t& focus, float_t& focus_range, float_t& fuzzing_range, float_t& ratio) { focus = dof_pv_data.f2.focus; focus_range = dof_pv_data.f2.focus_range; fuzzing_range = dof_pv_data.f2.fuzzing_range; ratio = dof_pv_data.f2.ratio; } bool Render::get_dof_enable() { return dof_pv_data.enable; } bool Render::get_dof_update() { return dof_pv_data.update; } float_t Render::get_exposure() { return exposure; } float_t Render::get_exposure_rate() { return exposure_rate; } float_t Render::get_gamma() { return gamma; } float_t Render::get_gamma_rate() { return gamma_rate; } vec3 Render::get_lens() { vec3 value; value.x = lens_flare; value.y = lens_shaft; value.z = lens_ghost; return value; } float_t Render::get_lens_flare_appear_power() { return lens_flare_appear_power; } float_t Render::get_lens_flare_power() { return lens_flare_power; } vec3 Render::get_intensity() { return intensity; } int32_t Render::get_mlaa() { return mlaa; } vec3 Render::get_radius() { return radius; } float_t Render::get_saturate_coeff() { return saturate_coeff[0]; } int32_t Render::get_saturate_power() { return saturate_power; } vec4 Render::get_scene_fade() { vec4 scene_fade; *(vec3*)&scene_fade = scene_fade_color[0]; scene_fade.w = scene_fade_alpha[0]; return scene_fade; } float_t Render::get_scene_fade_alpha() { return scene_fade_alpha[0]; } int32_t Render::get_scene_fade_blend_func() { return scene_fade_blend_func[0]; } vec3 Render::get_scene_fade_color() { return scene_fade_color[0]; } int32_t Render::get_taa() { return taa; } tone_map_method Render::get_tone_map() { return tone_map; } void Render::get_tone_trans(vec3& start, vec3& end) { start = tone_trans_start[0]; end = tone_trans_end[0]; } void Render::init_render_buffers(int32_t width, int32_t height, int32_t ssaa, int32_t hd_res, int32_t ss_alpha_mask) { this->ssaa = ssaa; this->hd_res = hd_res; this->ss_alpha_mask = ss_alpha_mask; mlaa = 1; taa = ssaa || ss_alpha_mask ? 0 : 1; mag_filter = hd_res ? MAG_FILTER_SHARPEN_4_TAP : MAG_FILTER_BILINEAR; this->width = width; this->height = height; if (ssaa) { inner_width = 2 * width; inner_height = 2 * height; } else { inner_width = width; inner_height = height; } screen_x_offset = 0; screen_y_offset = 0; screen_width = width; screen_height = height; reduce_width[0] = 256; reduce_height[0] = 144; reduce_width[1] = 128; reduce_height[1] = 72; reduce_width[2] = 64; reduce_height[2] = 36; reduce_width[3] = 32; reduce_height[3] = 18; reduce_width[4] = 8; reduce_height[4] = 8; update_res(true, 1); rend_texture[0].Init(render_post_width[0], render_post_height[0], 0, GL_RGBA16F, GL_DEPTH_COMPONENT24); gl_state_bind_texture_2d(rend_texture[0].GetColorTex()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl_state_bind_texture_2d(rend_texture[0].GetDepthTex()); GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); for (int32_t i = 0; i < 3; i++) { taa_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++), GL_RGBA8, render_post_width[0], render_post_height[0], 0, 0, 0); taa_buffer[i].SetColorDepthTextures(taa_tex[i]->glid, 0, rend_texture[0].GetDepthTex()); } aet_back_tex = texture_load_tex_2d(texture_id(0x25, texture_counter++), GL_RGBA8, render_post_width[0], render_post_height[0], 0, 0, 0); aet_back_texture.SetColorDepthTextures(aet_back_tex->glid, 0, rend_texture[0].GetDepthTex()); mlaa_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_DEPTH_COMPONENT24); temp_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_ZERO); sss_contour_texture = &mlaa_buffer; gl_state_bind_texture_2d(mlaa_buffer.GetDepthTex()); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); for (int32_t i = 1; i < downsample_count; i++) { rend_texture[i].Init(render_post_width[i], render_post_height[i], 0, GL_RGBA16F, GL_ZERO); gl_state_bind_texture_2d(rend_texture[i].GetColorTex()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } downsample_texture.Init(reduce_width[0], reduce_height[0], 0, GL_RGBA16F, GL_ZERO); gl_state_bind_texture_2d(downsample_texture.GetColorTex()); const vec4 border_color = 0.0f; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); field_3E8.Init(512, 256, 0, GL_RGBA8, GL_ZERO); dof = new renderer::DOF3(render_post_width[0], render_post_height[0]); for (int32_t i = 0; i < 1; i++) transparency_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++), GL_RGBA16F, render_post_width[0], render_post_height[0], 0, 0, 0); transparency = new renderer::Transparency(transparency_tex[0]->glid, rend_texture[0].GetDepthTex(), render_post_width[0], render_post_height[0]); } void Render::init_tone_map_buffers() { for (int32_t i = 0; i < 5; i++) { reduce_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++), GL_RGBA16F, reduce_width[i], reduce_height[i], 0, 0, 0); gl_state_bind_texture_2d(reduce_tex[i]->glid); const vec4 border_color = 0.0f; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); } reduce_texture[0].SetColorDepthTextures(reduce_tex[0]->glid); exposure_history = texture_load_tex_2d(texture_id(0x25, texture_counter++), GL_RGBA16F, 32, 2, 0, 0, 0); glGenTextures(1, &exposure_tex); gl_state_bind_texture_2d(exposure_tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 2, 2, 0, GL_RGBA, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl_state_bind_texture_2d(0); exposure_texture.SetColorDepthTextures(exposure_tex); glGenTextures(1, &tonemap_lut_texture); gl_state_bind_texture_2d(tonemap_lut_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16F, 16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, 0, GL_RG, GL_HALF_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); const GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); gl_state_bind_texture_2d(0); generate_mlaa_area_texture(); glGenQueries(3, lens_shaft_query); glGenQueries(3, lens_flare_query); for (GLuint& i : lens_shaft_query_data) i = -1; for (GLuint& i : lens_flare_query_data) i = -1; for (ExposureCharaData& i : exposure_chara_data) { glGenQueries(3, i.query); for (GLuint& j : i.query_data) j = -1; } } int32_t Render::movie_texture_set(texture* movie_texture) { if (!movie_texture) return -1; int32_t index = 0; while (movie_textures_data[index]) if (++index >= 1) return -1; movie_textures_data[index] = movie_texture; movie_textures[index].SetColorDepthTextures(movie_texture->glid); return index; } void Render::movie_texture_free(texture* movie_texture) { if (!movie_texture) return; int32_t index = 0; while (movie_textures_data[index] != movie_texture) if (++index >= 1) return; movie_textures_data[index] = 0; movie_textures[index].Free(); } int32_t Render::render_texture_set(texture* render_texture, bool task_photo) { if (!render_texture) return -1; int32_t index = 0; if (task_photo) index = 15; else while (render_textures_data[index]) if (++index >= 15) return -1; render_textures_data[index] = render_texture; render_textures[index].SetColorDepthTextures(render_texture->glid); return index; } void Render::render_texture_free(texture* render_texture, bool task_photo) { if (!render_texture) return; int32_t index = 0; if (task_photo) index = 15; else while (render_textures_data[index] != render_texture) if (++index >= 15) return; render_textures_data[index] = 0; render_textures[index].Free(); } void Render::reset_saturate_coeff(int32_t index, bool lock) { set_saturate_coeff(1.0f, index, lock); if (index == 1) saturate_index = 0; } void Render::reset_scene_fade(int32_t index) { scene_fade_color[index] = 0.0f; scene_fade_alpha[index] = 0.0f; scene_fade_blend_func[index] = 0; if (index == 1) scene_fade_index = 0; update = 1; } void Render::reset_tone_trans(int32_t index) { tone_trans_scale[index] = 1.0f; tone_trans_offset[index] = 0.0f; tone_trans_start[index] = 0.0f; tone_trans_end[index] = 1.0f; if (index == 1) tone_trans_index = 0; update = 1; } void Render::resize(int32_t width, int32_t height) { this->width = width; this->height = height; if (ssaa) { inner_width = 2 * width; inner_height = 2 * height; } else { inner_width = width; inner_height = height; } screen_x_offset = 0; screen_y_offset = 0; screen_width = width; screen_height = height; update_res(true, 1); rend_texture[0].Init(render_post_width[0], render_post_height[0], 0, GL_RGBA16F, GL_DEPTH_COMPONENT24); gl_state_bind_texture_2d(rend_texture[0].GetColorTex()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl_state_bind_texture_2d(rend_texture[0].GetDepthTex()); GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); for (int32_t i = 0; i < 3; i++) { texture_id id = taa_tex[i]->id; texture_release(taa_tex[i]); taa_tex[i] = texture_load_tex_2d(id, GL_RGBA8, render_post_width[0], render_post_height[0], 0, 0, 0); taa_buffer[i].SetColorDepthTextures(taa_tex[i]->glid, 0, rend_texture[0].GetDepthTex()); } texture_id aet_back_tex_id = aet_back_tex->id; texture_release(aet_back_tex); aet_back_tex = texture_load_tex_2d(aet_back_tex_id, GL_RGBA8, render_post_width[0], render_post_height[0], 0, 0, 0); aet_back_texture.SetColorDepthTextures(aet_back_tex->glid, 0, rend_texture[0].GetDepthTex()); mlaa_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_DEPTH_COMPONENT24); temp_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_ZERO); sss_contour_texture = &mlaa_buffer; gl_state_bind_texture_2d(mlaa_buffer.GetDepthTex()); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); for (int32_t i = 1; i < downsample_count; i++) { rend_texture[i].Init(render_post_width[i], render_post_height[i], 0, GL_RGBA16F, GL_ZERO); gl_state_bind_texture_2d(rend_texture[i].GetColorTex()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } dof->resize(render_post_width[0], render_post_height[0]); for (int32_t i = 0; i < 1; i++) { texture_id id = transparency_tex[i]->id; texture_release(transparency_tex[i]); transparency_tex[i] = texture_load_tex_2d(id, GL_RGBA16F, render_post_width[0], render_post_height[0], 0, 0, 0); } transparency->resize(transparency_tex[0]->glid, rend_texture[0].GetDepthTex(), render_post_width[0], render_post_height[0]); } void Render::set_auto_exposure(bool value) { auto_exposure = value; update = 1; } void Render::set_cam_blur(int32_t value) { cam_blur = value; update = 1; } void Render::set_dof_data(float_t focus, float_t focus_range, float_t fuzzing_range, float_t ratio) { dof_pv_data.f2.focus = focus; dof_pv_data.f2.focus_range = focus_range; dof_pv_data.f2.ratio = ratio; dof_pv_data.f2.fuzzing_range = fuzzing_range; } void Render::set_dof_enable(bool value) { dof_pv_data.enable = value; } void Render::set_dof_update(bool value) { dof_pv_data.update = value; } void Render::set_exposure(float_t value) { exposure = value; update = 1; } void Render::set_exposure_rate(float_t value) { exposure_rate = value; update = 1; } void Render::set_gamma(float_t value) { if (value != gamma) { gamma = value; update_lut = 1; } } void Render::set_gamma_rate(float_t value) { if (value != gamma_rate) { gamma_rate = value; update_lut = 1; } } void Render::set_intensity(const vec3& value) { intensity = vec3::clamp(value, 0.0f, 2.0f); update = 1; } void Render::set_lens(vec3 value) { lens_flare = value.x; lens_shaft = value.y; lens_ghost = value.z; update = 1; } void Render::set_mlaa(int32_t value) { mlaa = value; update = 1; } void Render::set_radius(const vec3& value) { radius = vec3::clamp(value, 1.0f, 3.0f); update = 1; } void Render::set_saturate_coeff(float_t value, int32_t index, bool lock) { if (saturate_lock) return; saturate_coeff[index] = value; update_lut = 1; update = 1; if (lock) { saturate_lock = 1; saturate_index = 0; } else if (index == 1) saturate_index = 1; } void Render::set_saturate_power(int32_t value) { if (value != saturate_power) { saturate_power = value; update_lut = 1; } } void Render::set_scene_fade(const vec4& value, int32_t index) { scene_fade_color[index] = *(vec3*)&value; scene_fade_alpha[index] = value.w; if (index == 1) scene_fade_index = 1; update = true; } void Render::set_scene_fade_alpha(float_t value, int32_t index) { scene_fade_alpha[index] = value; if (index == 1) scene_fade_index = 1; update = 1; } void Render::set_scene_fade_blend_func(int32_t value, int32_t index) { if (value < 0 || value > 2) return; scene_fade_blend_func[index] = value; if (index == 1) scene_fade_index = 1; update = 1; } void Render::set_scene_fade_color(const vec3& value, int32_t index) { scene_fade_color[index] = value; if (index == 1) scene_fade_index = 1; update = 1; } void Render::set_screen_res(int32_t x_offset, int32_t y_offset, int32_t width, int32_t height) { screen_x_offset = x_offset; screen_y_offset = y_offset; screen_width = min_def(width, this->width); screen_height = min_def(height, this->height); update_res(false, -1); update = 1; } void Render::set_taa(int32_t value) { taa = value; taa_blend = -1.0f; update = 1; } void Render::set_tone_map(tone_map_method value) { tone_map = value; } void Render::set_tone_trans(const vec3& start, const vec3& end, int32_t index) { for (int32_t i = 0; i < 3; i++) if (fabsf((&end.x)[i] - (&start.x)[i]) < 0.0001f) { reset_tone_trans(0); return; } tone_trans_end[index] = end; tone_trans_start[index] = start; vec3 scale = vec3::rcp(end - start); tone_trans_scale[index] = scale; tone_trans_offset[index] = -(scale * start); if (index == 1) tone_trans_index = 1; update = 1; } void Render::downsample() { render_context* rctx = rctx_ptr; uniform_value[U_REDUCE] = 1; shaders_ft.set(SHADER_FT_REDUCE); for (int32_t i = 1; i < downsample_count - 1; i++) { rend_texture[i].Bind(); gl_state_active_bind_texture_2d(0, rend_texture[i - 1].GetColorTex()); gl_state_bind_sampler(0, rctx->render_samplers[0]); gl_state_set_viewport(0, 0, render_width[i], render_height[i]); draw_quad( render_post_width[i - 1], render_post_height[i - 1], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); } uniform_value[U_REDUCE] = 3; shaders_ft.set(SHADER_FT_REDUCE); int32_t downsample = max_def(downsample_count - 2, 0); gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]); reduce_texture[0].Bind(); gl_state_active_bind_texture_2d(0, rend_texture[downsample].GetColorTex()); gl_state_bind_sampler(0, rctx->render_samplers[0]); draw_quad( render_post_width[downsample], render_post_height[downsample], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.1f, 1.1f, 1.1f, 0.0f); downsample_texture.Bind(); gl_state_active_bind_texture_2d(0, reduce_tex[0]->glid); gl_state_bind_sampler(0, rctx->render_samplers[2]); for (int32_t i = 1; i < 5; i++) { float_t scale; if (i == 4) { scale = 1.0f; uniform_value[U_EXPOSURE] = 0; shaders_ft.set(SHADER_FT_EXPOSURE); } else { scale = 0.75; uniform_value[U_REDUCE] = 1; shaders_ft.set(SHADER_FT_REDUCE); } gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]); draw_quad(reduce_width[i - 1], reduce_height[i - 1], 1.0f, 1.0f, 0.0f, 0.0f, scale, 1.0f, 1.0f, 1.0f, 1.0f); gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid); gl_state_bind_sampler(0, rctx->render_samplers[2]); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, reduce_width[i], reduce_height[i]); } } void Render::transparency_combine(float_t alpha) { transparency->combine(rend_texture, alpha); } void Render::transparency_copy() { transparency->copy(rend_texture[0].GetColorTex()); } void Render::update_res(bool set, int32_t base_downsample) { int32_t hd_res_widths[4]; int32_t hd_res_heights[4]; hd_res_widths[0] = 1280; hd_res_heights[0] = 720; hd_res_widths[1] = 1024; hd_res_heights[1] = 576; hd_res_widths[2] = 1024; hd_res_heights[2] = 576; hd_res_widths[3] = 960; hd_res_heights[3] = 544; base_downsample = min_def(base_downsample, 3); if (set) this->base_downsample = base_downsample; else base_downsample = max_def(base_downsample, this->base_downsample); base_downsample = clamp_def(base_downsample, 0, 3); int32_t hd_res_width = hd_res_widths[base_downsample]; int32_t hd_res_height = hd_res_heights[base_downsample]; if (hd_res && (screen_width > hd_res_width || screen_height > hd_res_height)) { render_width[0] = hd_res_width; render_height[0] = hd_res_height; if (set) { inner_width = render_width[0]; inner_height = render_height[0]; } } else { /*float_t round_val = ssaa ? 1.0f : 16.0f; render_width[0] = (int32_t)(prj::ceilf((float_t)screen_width * (float_t)inner_width / (float_t)width * (1.0f / round_val)) * round_val); render_height[0] = (int32_t)(prj::ceilf((float_t)screen_height * (float_t)inner_height / (float_t)height * (1.0f / round_val)) * round_val);*/ render_width[0] = (int32_t)prj::ceilf((float_t)screen_width * (float_t)inner_width / (float_t)width); render_height[0] = (int32_t)prj::ceilf((float_t)screen_height * (float_t)inner_height / (float_t)height); } int32_t downsample = 1; for (int32_t i = 0; i < 4; i++) { int32_t width = (render_width[i] + 1) / 2; int32_t height = (render_height[i] + 1) / 2; if (width <= reduce_width[0] && height <= reduce_height[0]) break; render_width[i + 1] = width; render_height[i + 1] = height; downsample++; } this->downsample_count = downsample; if (set) { downsample_max_count = downsample; for (int32_t i = 0; i < downsample; i++) { render_post_width[i] = render_width[i]; render_post_height[i] = render_height[i]; } } render_post_width_scale = (float_t)render_width[0] / (float_t)render_post_width[0]; render_post_height_scale = (float_t)render_height[0] / (float_t)render_post_height[0]; taa_blend = -1.0f; } void Render::apply_mlaa(int32_t ss_alpha_mask) { render_context* rctx = rctx_ptr; gl_state_begin_event("PostProcess::mlaa"); mlaa_buffer.Bind(); gl_state_active_bind_texture_2d(0, taa_tex[2]->glid); gl_state_bind_sampler(0, rctx->render_samplers[1]); uniform_value[U_MLAA] = 0; shaders_ft.set(SHADER_FT_MLAA); draw_quad(render_post_width[0], render_post_height[0], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); temp_buffer.Bind(); gl_state_active_bind_texture_2d(0, mlaa_buffer.GetColorTex()); gl_state_active_bind_texture_2d(1, mlaa_area_texture); gl_state_bind_sampler(0, rctx->render_samplers[0]); gl_state_bind_sampler(1, rctx->render_samplers[3]); uniform_value[U_MLAA] = 1; uniform_value[U_MLAA_SEARCH] = 2; shaders_ft.set(SHADER_FT_MLAA); draw_quad(render_post_width[0], render_post_height[0], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); RenderTexture& buf_texture = rctx->render_buffer; buf_texture.Bind(); gl_state_active_bind_texture_2d(0, taa_tex[2]->glid); gl_state_active_bind_texture_2d(1, temp_buffer.GetColorTex()); gl_state_bind_sampler(0, rctx->render_samplers[1]); gl_state_bind_sampler(1, rctx->render_samplers[1]); uniform_value[U_MLAA] = 2; uniform_value[U_ALPHA_MASK] = ss_alpha_mask ? 1 : 0; shaders_ft.set(SHADER_FT_MLAA); draw_quad(render_post_width[0], render_post_height[0], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); uniform_value[U_ALPHA_MASK] = 0; gl_state_active_bind_texture_2d(0, 0); gl_state_active_bind_texture_2d(1, 0); fbo_blit(buf_texture.fbos[0], taa_buffer[2].fbos[0], 0, 0, buf_texture.GetWidth(), buf_texture.GetHeight(), 0, 0, taa_tex[2]->width, taa_tex[2]->height, GL_COLOR_BUFFER_BIT, GL_LINEAR); gl_state_end_event(); } void Render::apply_tone_map(texture* light_proj_tex, int32_t npr_param) { render_context* rctx = rctx_ptr; gl_state_begin_event("PostProcess::tone_map"); update_tone_map_lut(); uniform_value[U_TONE_MAP] = (int32_t)tone_map; uniform_value[U_FLARE] = 0; uniform_value[U_SCENE_FADE] = scene_fade_alpha[scene_fade_index] > 0.01f ? 1 : 0; uniform_value[U_AET_BACK] = 0; uniform_value[U_LIGHT_PROJ] = 0; //uniform_value[U25] = 0; gl_state_active_bind_texture_2d(0, rend_texture[0].GetColorTex()); gl_state_active_bind_texture_2d(1, reduce_tex_draw); gl_state_active_bind_texture_2d(2, tonemap_lut_texture); gl_state_active_bind_texture_2d(3, exposure_tex); gl_state_active_bind_texture_2d(4, rctx->empty_texture_2d); gl_state_active_bind_texture_2d(5, rctx->empty_texture_2d); gl_state_active_bind_texture_2d(6, rctx->empty_texture_2d); gl_state_bind_sampler(0, rctx->render_samplers[1]); gl_state_bind_sampler(1, rctx->render_samplers[2]); gl_state_bind_sampler(2, rctx->render_samplers[0]); gl_state_bind_sampler(3, rctx->render_samplers[3]); gl_state_bind_sampler(4, rctx->render_samplers[2]); gl_state_bind_sampler(5, rctx->render_samplers[2]); gl_state_bind_sampler(6, rctx->render_samplers[2]); if (aet_back) { gl_state_active_bind_texture_2d(6, aet_back_tex->glid); uniform_value[U_AET_BACK] = 1; } if (light_proj_tex) { gl_state_active_bind_texture_2d(6, light_proj_tex->glid); uniform_value[U_LIGHT_PROJ] = 1; } int32_t scene_fade_blend_func = this->scene_fade_blend_func[scene_fade_index]; tone_map_shader_data shader_data; shader_data.g_exposure.x = exposure * exposure_rate; shader_data.g_exposure.y = 0.0625f; shader_data.g_exposure.z = exposure * exposure_rate * 0.5f; shader_data.g_exposure.w = auto_exposure ? 1.0f : 0.0f; shader_data.g_flare_coef.x = (lens_flare * 2.0f) * (lens_flare_appear_power + lens_flare_power); shader_data.g_flare_coef.y = lens_shaft * 2.0f; shader_data.g_flare_coef.z = 0.0f; shader_data.g_flare_coef.w = 0.0f; *(vec3*)&shader_data.g_fade_color = scene_fade_color[scene_fade_index]; shader_data.g_fade_color.w = scene_fade_alpha[scene_fade_index]; if (scene_fade_blend_func == 1 || scene_fade_blend_func == 2) *(vec3*)&shader_data.g_fade_color *= shader_data.g_fade_color.w; *(vec3*)&shader_data.g_tone_scale = tone_trans_scale[tone_trans_index]; *(vec3*)&shader_data.g_tone_offset = tone_trans_offset[tone_trans_index]; shader_data.g_tone_scale.w = (float_t)scene_fade_blend_func; shader_data.g_tone_offset.w = gamma > 0.0f ? 2.0f / (gamma * 3.0f) : 0.0f; shader_data.g_texcoord_transforms[0] = { 1.0f, 0.0f, 0.0f, 0.0f }; shader_data.g_texcoord_transforms[1] = { 0.0f, 1.0f, 0.0f, 0.0f }; shader_data.g_texcoord_transforms[2] = { 1.0f, 0.0f, 0.0f, 0.0f }; shader_data.g_texcoord_transforms[3] = { 0.0f, 1.0f, 0.0f, 0.0f }; if (lens_flare_texture) { static const vec4 border_color = 0.0f; const float_t aspect = (float_t)height / (float_t)width; uniform_value[U_FLARE] = 1; gl_state_active_bind_texture_2d(4, lens_flare_texture); gl_state_bind_sampler(4, rctx->render_samplers[2]); mat4 mat; mat4_translate(0.5f, 0.5f, 0.0f, &mat); mat4_scale_rot(&mat, 0.75f, 0.75f, 1.0f, &mat); mat4_mul_rotate_z(&mat, (lens_flare_pos.x / (float_t)width) * 25.0f * DEG_TO_RAD_FLOAT, &mat); mat4_mul_translate(&mat, -((1.0f / (float_t)width) * lens_flare_pos.x), (lens_flare_pos.y - (float_t)height) * (1.0f / (float_t)width), 0.0f, &mat); mat4_scale_rot(&mat, 1.0f, aspect, 1.0f, &mat); mat4_transpose(&mat, &mat); shader_data.g_texcoord_transforms[4] = mat.row0; shader_data.g_texcoord_transforms[5] = mat.row1; if (lens_shaft_scale < 50.0f) { uniform_value[U_FLARE] = 2; gl_state_active_bind_texture_2d(5, lens_shaft_texture); gl_state_bind_sampler(5, rctx->render_samplers[2]); mat4_translate(0.5f, 0.5f, 0.0f, &mat); mat4_scale_rot(&mat, lens_shaft_scale, lens_shaft_scale, 1.0f, &mat); mat4_mul_rotate_z(&mat, (lens_flare_pos.x / (float_t)width) * 60.0f * DEG_TO_RAD_FLOAT, &mat); mat4_mul_translate(&mat, -((1.0f / (float_t)width) * lens_flare_pos.x), (lens_flare_pos.y - (float_t)height) * (1.0f / (float_t)width), 0.0f, &mat); mat4_scale_rot(&mat, 1.0f, aspect, 1.0f, &mat); mat4_transpose(&mat, &mat); shader_data.g_texcoord_transforms[6] = mat.row0; shader_data.g_texcoord_transforms[7] = mat.row1; } else { shader_data.g_texcoord_transforms[6] = { 1.0f, 0.0f, 0.0f, 0.0f }; shader_data.g_texcoord_transforms[7] = { 0.0f, 1.0f, 0.0f, 0.0f }; } } else { shader_data.g_texcoord_transforms[4] = { 1.0f, 0.0f, 0.0f, 0.0f }; shader_data.g_texcoord_transforms[5] = { 0.0f, 1.0f, 0.0f, 0.0f }; shader_data.g_texcoord_transforms[6] = { 1.0f, 0.0f, 0.0f, 0.0f }; shader_data.g_texcoord_transforms[7] = { 0.0f, 1.0f, 0.0f, 0.0f }; } if (npr_param == 1) { gl_state_active_bind_texture_2d(14, rend_texture[0].GetDepthTex()); /*gl_state_active_bind_texture_2d(16, sss_contour_texture->GetColorTex()); gl_state_active_bind_texture_2d(17, sss_contour_texture->GetDepthTex());*/ } else { gl_state_active_bind_texture_2d(14, rctx_ptr->empty_texture_2d); /*gl_state_active_bind_texture_2d(16, rctx_ptr->empty_texture_2d); gl_state_active_bind_texture_2d(17, srctx_ptr->empty_texture_2d);*/ } gl_state_bind_sampler(14, rctx->render_samplers[1]); /*gl_state_bind_sampler(16, rctx->render_samplers[1]); gl_state_bind_sampler(17, rctx->render_samplers[1]);*/ rctx->tone_map_ubo.WriteMemory(shader_data); gl_state_set_viewport(0, 0, render_width[0], render_height[0]); taa_buffer[2].Bind(); shaders_ft.set(SHADER_FT_TONEMAP); rctx->tone_map_ubo.Bind(1); gl_state_bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); gl_state_active_bind_texture_2d(2, 0); gl_state_end_event(); } void Render::calc_exposure(camera* cam) { render_context* rctx = rctx_ptr; bool v2 = false; if (!reset_exposure) { for (int32_t i = 0; i < ROB_CHARA_COUNT; i++) exposure_chara_data[i].reset(); ExposureCharaData* chara_data = exposure_chara_data; for (int32_t i = 0; i < ROB_CHARA_COUNT; i++, chara_data++) { rob_chara* rob_chr = rob_chara_array_get(i); if (!rob_chr || !rob_chr->is_visible()) continue; vec4 v34 = { 0.05f, 0.0f, -0.04f, 1.0f }; vec4 v33 = { 1.0f, 0.0f, 0.0f, 0.0f }; mat4 v44 = mat4_identity; rob_chr->sub_1405163C0(4, v44); mat4 v42; mat4 v43; mat4_mul(&v44, &cam->view, &v42); mat4_mul(&v42, &cam->projection, &v43); vec4 v41; vec4 v40; mat4_transform_vector(&v42, &v34, &v41); mat4_transform_vector(&v43, &v34, &v40); float_t v12 = 1.0f / v40.w; float_t v13 = v40.x * v12; float_t v14 = v40.y * v12; if (v41.z >= 0.0f || fabsf(v13) >= 1.0f || fabsf(v14) >= 1.0f) continue; float_t v31 = 0.5f - (fabsf(v14) - 1.0f) * 2.5f; float_t v32 = 0.5f - (fabsf(v13) - 1.0f) * 2.5f; float_t v16 = min_def(min_def(v31, v32), 1.0f); vec4 v39; mat4_transform_vector(&v42, &v33, &v39); float_t v17 = (v39.z + 1.0f) * 0.5f; if (v17 > 0.8f) v17 = 0.8f; else if (v17 < 0.2f) v17 = 0.0f; float_t v18 = (float_t)height / (float_t)width; float_t v20 = tanf(cam->fov * 0.5f * DEG_TO_RAD_FLOAT); float_t v21 = 0.25f / sqrtf(powf(v20 * 3.4f, 2.0f) * (v41.z * v41.z)); float_t v22; if (v21 < 0.055f) v22 = max_def((v21 - 0.035f) * 50.0f, 0.0f); else if (v21 > 0.5f) v22 = max_def(1.0f - (v21 - 0.5f) * 3.3333333f, 0.0f); else v22 = 1.0f; chara_data->spot_coefficients[0].x = (v13 + v21 * 0.0f * v18 + 1.0f) * 0.5f; chara_data->spot_coefficients[0].y = (v14 + v21 * 0.1f + 1.0f) * 0.5f; chara_data->spot_coefficients[0].z = 0.0f; chara_data->spot_coefficients[0].w = 4.0f; chara_data->spot_coefficients[1].x = (v13 + v21 * 0.0f * v18 + 1.0f) * 0.5f; chara_data->spot_coefficients[1].y = (v14 - v21 * 0.3f + 1.0f) * 0.5f; chara_data->spot_coefficients[1].z = 0.0f; chara_data->spot_coefficients[1].w = 4.0f; chara_data->spot_coefficients[2].x = (v13 + v21 * -0.5f * v18 + 1.0f) * 0.5f; chara_data->spot_coefficients[2].y = (v14 + v21 * -0.5f + 1.0f) * 0.5f; chara_data->spot_coefficients[2].z = 0.0f; chara_data->spot_coefficients[2].w = 3.0f; chara_data->spot_coefficients[3].x = (v13 - v21 * 0.6f * v18 + 1.0f) * 0.5f; chara_data->spot_coefficients[3].y = (v14 - v21 * 0.1f + 1.0f) * 0.5f; chara_data->spot_coefficients[3].z = 0.0f; chara_data->spot_coefficients[3].w = 2.0f; chara_data->spot_coefficients[4].x = (v13 + v21 * 0.6f * v18 + 1.0f) * 0.5f; chara_data->spot_coefficients[4].y = (v14 - v21 * 0.1f + 1.0f) * 0.5f; chara_data->spot_coefficients[4].z = 0.0f; chara_data->spot_coefficients[4].w = 2.0f; chara_data->spot_coefficients[5].x = (v13 + v21 * 0.5f * v18 + 1.0f) * 0.5f; chara_data->spot_coefficients[5].y = (v14 + v21 * -0.5f + 1.0f) * 0.5f; chara_data->spot_coefficients[5].z = 0.0f; chara_data->spot_coefficients[5].w = 3.0f; chara_data->spot_coefficients[6].x = (v13 + v21 * 0.0f * v18 + 1.0f) * 0.5f; chara_data->spot_coefficients[6].y = (v14 - v21 * 0.8f + 1.0f) * 0.5f; chara_data->spot_coefficients[6].z = 0.0f; chara_data->spot_coefficients[6].w = 3.0f; chara_data->spot_weight = v16 * 1.6f * v17 * v22; if (chara_data->spot_weight > 0.0f && !chara_data->query_data[exposure_query_index]) v2 = true; } } if (!v2 || reset_exposure) { exposure_measure_shader_data exposure_measure = {}; exposure_measure.g_spot_weight = { exposure_chara_data[0].spot_weight, exposure_chara_data[1].spot_weight, exposure_chara_data[2].spot_weight, exposure_chara_data[3].spot_weight }; ExposureCharaData* chara_data = exposure_chara_data; for (int32_t i = 0; i < 4 && i < ROB_CHARA_COUNT; i++, chara_data++) for (int32_t j = 0; j < 8; j++) exposure_measure.g_spot_coefficients[i * 8 + j] = chara_data->spot_coefficients[j]; rctx->exposure_measure_ubo.WriteMemory(exposure_measure); gl_state_set_viewport(0, 0, 32, 1); downsample_texture.Bind(); uniform_value[U_EXPOSURE] = 1; shaders_ft.set(SHADER_FT_EXPOSURE); rctx->exposure_measure_ubo.Bind(1); gl_state_active_bind_texture_2d(0, reduce_tex[4]->glid); gl_state_active_bind_texture_2d(1, reduce_tex[2]->glid); gl_state_bind_sampler(0, rctx->render_samplers[2]); gl_state_bind_sampler(1, rctx->render_samplers[2]); draw_quad(1, 1, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); gl_state_active_bind_texture_2d(0, exposure_history->glid); gl_state_bind_sampler(0, rctx->render_samplers[2]); if (reset_exposure) glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 32, 1); else glCopyTexSubImage2D(GL_TEXTURE_2D, 0, exposure_history_counter, 0, 0, 0, 1, 1); exposure_history_counter = (exposure_history_counter + 1) % 32; } gl_state_set_viewport(0, 0, 1, 1); exposure_texture.Bind(); uniform_value[U_EXPOSURE] = 2; shaders_ft.set(SHADER_FT_EXPOSURE); gl_state_active_bind_texture_2d(0, exposure_history->glid); gl_state_bind_sampler(0, rctx->render_samplers[0]); draw_quad(1, 1, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); } void Render::calc_gaussian_blur(float_t start, float_t step, int32_t kernel_size, float_t radius_scale, float_t intensity_scale) { auto calculate_gaussian_kernel = [&](float_t* gaussian_kernel, float_t radius, int32_t stride, int32_t offset) { float_t first_val = (start - step * 0.5f) * 2.0f; for (int32_t i = 0; i < kernel_size; i++) gaussian_kernel[i * stride + offset] = 0.0f; float_t temp_gaussian_kernel[20]; float_t s = radius * radius_scale; s = 1.0f / (2.0f * s * s); double_t sum = first_val; temp_gaussian_kernel[0] = first_val; float_t val = start; for (size_t i = 1; i < kernel_size; i++) { sum += temp_gaussian_kernel[i] = expf(-(val * val * s)) * step; val += step; } sum = 1.0f / sum; for (size_t i = 0; i < kernel_size; i++) gaussian_kernel[i * stride + offset] = (float_t)(temp_gaussian_kernel[i] * sum); }; vec3 gauss[20]; calculate_gaussian_kernel((float_t*)gauss, radius.x, 3, 0); calculate_gaussian_kernel((float_t*)gauss, radius.y, 3, 1); calculate_gaussian_kernel((float_t*)gauss, radius.z, 3, 2); vec3 intensity = this->intensity * (intensity_scale * 0.5f); gaussian_coef_shader_data gaussian_coef = {}; for (int32_t i = 0; i < kernel_size && i < 8; i++) { *(vec3*)&gaussian_coef.g_coef[i] = gauss[i] * intensity; gaussian_coef.g_coef[i].w = 0.0f; } rctx_ptr->gaussian_coef_ubo.WriteMemory(gaussian_coef); } void Render::copy_to_frame_texture(GLuint pre_pp_tex, int32_t wight, int32_t height, GLuint post_pp_tex) { for (Render::FrameTexture& i : frame_texture) { if (!i.capture) continue; for (auto& j : i.data) { if (!j.texture || j.render_texture.Bind() < 0) continue; texture* dst_tex = j.texture; gl_state_active_bind_texture_2d(0, j.type == FRAME_TEXTURE_PRE_PP ? pre_pp_tex : post_pp_tex); gl_state_bind_sampler(0, rctx_ptr->render_samplers[0]); gl_state_set_viewport(0, 0, dst_tex->width, dst_tex->height); uniform_value[U_REDUCE] = 0; shaders_ft.set(SHADER_FT_REDUCE); draw_quad(dst_tex->width, dst_tex->height, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); gl_state_bind_framebuffer(0); } i.capture = false; } } static void make_ghost_quad(uint8_t flags, float_t opacity, mat4* mat, float_t*& data) { const float_t x0 = flags & 0x01 ? 0.5f : 0.0f; const float_t x1 = flags & 0x01 ? 1.0f : 0.5f; const float_t y0 = flags & 0x02 ? 0.5f : 0.0f; const float_t y1 = flags & 0x02 ? 1.0f : 0.5f; vec4 p0 = { -0.5f, -0.5f, x0, y0 }; vec4 p1 = { 0.5f, -0.5f, x1, y0 }; vec4 p2 = { -0.5f, 0.5f, x0, y1 }; vec4 p3 = { 0.5f, 0.5f, x1, y1 }; mat4_transform_point(mat, (vec2*)&p0, (vec2*)&p0); mat4_transform_point(mat, (vec2*)&p1, (vec2*)&p1); mat4_transform_point(mat, (vec2*)&p2, (vec2*)&p2); mat4_transform_point(mat, (vec2*)&p3, (vec2*)&p3); *(vec4*)&data[0] = p0; data[4] = opacity; *(vec4*)&data[5] = p1; data[9] = opacity; *(vec4*)&data[10] = p2; data[14] = opacity; *(vec4*)&data[15] = p2; data[19] = opacity; *(vec4*)&data[20] = p1; data[24] = opacity; *(vec4*)&data[25] = p3; data[29] = opacity; data += 30; } void Render::draw_lens_ghost() { static const float_t v13[16] = { -0.70f, -0.30f, 0.35f, 0.50f, -0.45f, -0.80f, 0.20f, 0.41f, 0.17f, -0.10f, 0.06f, 0.10f, 0.14f, 0.04f, -0.13f, -0.22f, }; static const float_t v14[16] = { 0.8f, 1.0f, 1.0f, 1.0f, 0.4f, 0.5f, 0.8f, 0.8f, 0.6f, 0.7f, 0.8f, 0.7f, 0.8f, 0.7f, 0.6f, 0.8f, }; static const float_t v15[16] = { 1.3f, 1.5f, 1.00f, 1.1f, 2.5f, 0.8f, 0.50f, 0.5f, 0.7f, 0.4f, 0.35f, 0.5f, 0.4f, 0.3f, 0.60f, 0.4f, }; if (!lens_flare_texture || lens_ghost_count <= 0) return; if (lens_ghost_count > 16) lens_ghost_count = 16; const float_t aspect = (float_t)render_width[0] / (float_t)render_height[0]; const float_t v7 = (lens_flare_pos.x - (float_t)(width / 2)) / (float_t)width; const float_t v8 = -((lens_flare_pos.y - (float_t)(height / 2)) / (float_t)height); const float_t v9 = (float_t)((1.1 - sqrtf(v8 * v8 + v7 * v7)) * lens_flare_power); if (v9 < 0.001f) return; const float_t v9a = v9 * v9; float_t angle = atan2f(v8, v7) - (float_t)M_PI_2; const float_t angle_sin = sinf(angle); const float_t angle_cos = cosf(angle); float_t* data = (float_t*)rctx_ptr->lens_ghost_vbo.MapMemory(); if (!data) return; const float_t lens_ghost = this->lens_ghost; const int32_t lens_ghost_count = this->lens_ghost_count; for (int32_t i = 0; i < lens_ghost_count; i++) { float_t opacity = v9 * v14[i] * lens_ghost; float_t scale = (v9a * 0.03f + 0.02f) * v15[i]; mat4 mat; mat4_translate(v13[i] * v7 + 0.5f, v13[i] * v8 + 0.5f, 0.0f, &mat); mat4_scale_rot(&mat, scale, scale * aspect, 1.0f, &mat); mat4_mul_rotate_z(&mat, angle_sin, angle_cos, &mat); make_ghost_quad((uint8_t)(i & 0x03), opacity, &mat, data); } rctx_ptr->lens_ghost_vbo.UnmapMemory(); gl_state_set_viewport(0, 0, render_width[0], render_height[0]); rend_texture[0].Bind(); gl_state_enable_blend(); gl_state_set_blend_func(GL_ONE, GL_ONE); uniform_value[U_REDUCE] = 4; shaders_ft.set(SHADER_FT_REDUCE); gl_state_active_bind_texture_2d(0, lens_ghost_texture); gl_state_bind_sampler(0, rctx_ptr->render_samplers[0]); gl_state_bind_vertex_array(rctx_ptr->lens_ghost_vao); shaders_ft.draw_arrays(GL_TRIANGLES, 0, (GLsizei)(lens_ghost_count * 6LL)); gl_state_bind_vertex_array(0); gl_state_disable_blend(); gl_state_set_blend_func(GL_ONE, GL_ZERO); } void Render::frame_texture_reset_capture() { for (Render::FrameTexture& i : frame_texture) if (&i - frame_texture) i.capture = false; } void Render::generate_mlaa_area_texture() { uint8_t* data = force_malloc(MLAA_SIDE_LEN * MLAA_SIDE_LEN * 2); if (!data) return; for (int32_t cross2 = 0; cross2 < 5; cross2++) for (int32_t cross1 = 0; cross1 < 5; cross1++) calculate_mlaa_area_texture_data(data, cross1, cross2); glGenTextures(1, &mlaa_area_texture); gl_state_bind_texture_2d(mlaa_area_texture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, MLAA_SIDE_LEN, MLAA_SIDE_LEN, 0, GL_RG, GL_UNSIGNED_BYTE, data); gl_state_bind_texture_2d(0); free_def(data); } void Render::get_blur() { render_context* rctx = rctx_ptr; uniform_value[U_ALPHA_MASK] = 0; uniform_value[U_GAUSS] = 0; shaders_ft.set(SHADER_FT_GAUSS); calc_gaussian_blur(1.0f, 1.0f, 7, 0.8f, 1.0f); rctx->gaussian_coef_ubo.Bind(1); downsample_texture.Bind(); for (int32_t i = 1; i < 4; i++) { gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]); gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid); gl_state_bind_sampler(0, rctx->render_samplers[2]); draw_quad(reduce_width[i], reduce_height[i], 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, reduce_width[i], reduce_height[i]); } for (int32_t i = 1; i < 4; i++) { gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]); gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid); gl_state_bind_sampler(0, rctx->render_samplers[2]); draw_quad(reduce_width[i], reduce_height[i], 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, reduce_width[i], reduce_height[i]); } uniform_value[U_GAUSS] = 1; shaders_ft.set(SHADER_FT_GAUSS); gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]); gl_state_active_bind_texture_2d(0, reduce_tex[0]->glid); gl_state_bind_sampler(0, rctx->render_samplers[2]); draw_quad(reduce_width[0], reduce_height[0], 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, intensity.x * 0.5f, intensity.y * 0.5f, intensity.z * 0.5f, 1.0f); uniform_value[U_REDUCE] = 7; shaders_ft.set(SHADER_FT_REDUCE); gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]); reduce_texture[0].Bind(); gl_state_active_bind_texture_2d(0, downsample_texture.GetColorTex()); gl_state_active_bind_texture_2d(1, reduce_tex[1]->glid); gl_state_active_bind_texture_2d(2, reduce_tex[2]->glid); gl_state_active_bind_texture_2d(3, reduce_tex[3]->glid); gl_state_bind_sampler(0, rctx->render_samplers[2]); gl_state_bind_sampler(1, rctx->render_samplers[2]); gl_state_bind_sampler(2, rctx->render_samplers[2]); gl_state_bind_sampler(3, rctx->render_samplers[2]); draw_quad(reduce_width[3], reduce_height[3], 1.0f, 1.0f, 0.0f, 0.0f, 0.25f, 0.15f, 0.25f, 0.25f, 0.25f); reduce_tex_draw = reduce_tex[0]->glid; } void Render::update_tone_map_lut() { if (!update_lut) return; update_lut = 0; saturate_lock = 0; const float_t tone_map_scale = (float_t)(1.0 / (double_t)TONE_MAP_SAT_GAMMA_SAMPLES); const int32_t tone_map_size = 16 * TONE_MAP_SAT_GAMMA_SAMPLES; vec2 tex_data[16 * TONE_MAP_SAT_GAMMA_SAMPLES]; float_t gamma_power = gamma * gamma_rate * 1.5f; int32_t saturate_power = this->saturate_power; float_t saturate_coeff = this->saturate_coeff[saturate_index]; tex_data[0].x = 0.0f; tex_data[0].y = 0.0f; for (int32_t i = 1; i < tone_map_size; i++) { float_t gamma = powf(1.0f - expf((float_t)-i * tone_map_scale), gamma_power); float_t saturation = gamma * 2.0f - 1.0f; for (int32_t j = 0; j < saturate_power; j++) { saturation *= saturation; saturation *= saturation; saturation *= saturation; saturation *= saturation; } tex_data[i].x = gamma; tex_data[i].y = gamma * saturate_coeff * ((float_t)TONE_MAP_SAT_GAMMA_SAMPLES / (float_t)i) * (1.0f - saturation); } if (GLAD_GL_VERSION_4_5) glTextureSubImage2D(tonemap_lut_texture, 0, 0, 0, 16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, GL_RG, GL_FLOAT, tex_data); else { gl_state_bind_texture_2d(tonemap_lut_texture); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, GL_RG, GL_FLOAT, tex_data); } } static void calculate_mlaa_area_texture_data(uint8_t* data, int32_t cross1, int32_t cross2) { uint8_t* _data = &data[(MLAA_SIDE_LEN * MLAA_GRID_SIDE_LEN * cross2 + MLAA_GRID_SIDE_LEN * cross1) * 2]; for (int32_t dright = 0; dright < MLAA_GRID_SIDE_LEN; dright++) { for (int32_t dleft = 0; dleft < MLAA_GRID_SIDE_LEN; dleft++) { float_t val_left = 0.0f; float_t val_right = 0.0f; calculate_mlaa_area_texture_data_inner(&val_left, &val_right, cross1, cross2, dleft, dright); _data[0] = (uint8_t)(val_left * 255.9f); _data[1] = (uint8_t)(val_right * 255.9f); _data += 2; } _data += MLAA_GRID_SIDE_LEN * 4 * 2; } } static float_t calc_area_tex_val(int32_t a1, int32_t a2) { float_t v2 = (float_t)(-0.5 / ((float_t)a2 - 0.5)); float_t v3 = (float_t)a1 * v2 + 0.5f; if (a1 >= a2 - 1) return (v3 * 0.5f) * 0.5f; else return ((float_t)(a1 + 1) * v2 + 0.5f + v3) * 0.5f; }; static void calculate_mlaa_area_texture_data_inner(float_t* val_left, float_t* val_right, int32_t cross1, int32_t cross2, int32_t dleft, int32_t dright) { int32_t d = dleft + dright + 1; float_t _val_left = 0.0f; float_t _val_right = 0.0f; switch (cross2) { case 0: switch (cross1) { case 1: _val_right = calc_area_tex_val(dleft, min_def(d, MLAA_GRID_SIDE_LEN)); break; case 3: _val_left = calc_area_tex_val(dleft, min_def(d, MLAA_GRID_SIDE_LEN)); break; } break; case 1: switch (cross1) { case 0: _val_right = calc_area_tex_val(dright, min_def(d, MLAA_GRID_SIDE_LEN)); break; case 1: if (d % 2) { int32_t v12 = d / 2 + 1; int32_t v15 = d / 2; if (dleft < v15) _val_right = calc_area_tex_val(dleft, v12); else if (dright < v15) _val_right = calc_area_tex_val(dright, v12); else _val_right = calc_area_tex_val(v15, v12) * 2.0f; } else { int32_t v12 = d / 2; float_t v14 = -0.5f / (float_t)v12; if (dleft >= v12) _val_right = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f; else _val_right = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f; } break; case 3: if (d % 2) { int32_t v12 = d / 2 + 1; int32_t v15 = d / 2; if (dleft < v15) _val_left = calc_area_tex_val(dleft, v12); else if (dright < v15) _val_right = calc_area_tex_val(dright, v12); else _val_left = _val_right = calc_area_tex_val(v15, v12); } else { int32_t v12 = d / 2; float_t v14 = -0.5f / (float_t)v12; if (dleft < v12) _val_left = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f; else _val_right = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f; } break; case 4: if (d % 2) { int32_t v12 = d / 2 + 1; int32_t v15 = d / 2; if (dleft < v15) _val_left = calc_area_tex_val(dleft, v12); else if (dright < v15) _val_right = calc_area_tex_val(dright, v12); else _val_left = _val_right = calc_area_tex_val(v15, v12); } else { int32_t v12 = d / 2; float_t v14 = -0.5f / (float_t)v12; if (dleft < v12) _val_left = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f; else _val_right = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f; } break; } break; case 3: switch (cross1) { case 0: _val_left = calc_area_tex_val(dright, min_def(d, MLAA_GRID_SIDE_LEN)); break; case 1: if (d % 2) { int32_t v12 = d / 2 + 1; int32_t v15 = d / 2; if (dleft < v15) _val_right = calc_area_tex_val(dleft, v12); else if (dright < v15) _val_left = calc_area_tex_val(dright, v12); else _val_left = _val_right = calc_area_tex_val(v15, v12); } else { int32_t v12 = d / 2; float_t v14 = -0.5f / (float_t)v12; if (dleft < v12) _val_right = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f; else _val_left = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f; } break; case 3: if (d % 2) { int32_t v12 = d / 2 + 1; int32_t v15 = d / 2; if (dleft < v15) _val_left = calc_area_tex_val(dleft, v12); else if (dright < v15) _val_left = calc_area_tex_val(dright, v12); else _val_left = calc_area_tex_val(v15, v12) * 2.0f; } else { int32_t v12 = d / 2; float_t v14 = -0.5f / (float_t)v12; if (dleft < v12) _val_left = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f; else _val_left = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f; } break; case 4: if (d % 2) { int32_t v12 = d / 2 + 1; int32_t v15 = d / 2; if (dleft < v15) _val_right = calc_area_tex_val(dleft, v12); else if (dright < v15) _val_left = calc_area_tex_val(dright, v12); else _val_left = _val_right = calc_area_tex_val(v15, v12); } else { int32_t v12 = d / 2; float_t v14 = -0.5f / (float_t)v12; if (dleft < v12) _val_right = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f; else _val_left = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f; } break; } break; case 4: switch (cross1) { case 1: if (d % 2) { int32_t v12 = d / 2 + 1; int32_t v15 = d / 2; if (dleft < v15) _val_right = calc_area_tex_val(dleft, v12); else if (dright < v15) _val_left = calc_area_tex_val(dright, v12); else _val_left = _val_right = calc_area_tex_val(v15, v12); } else { int32_t v12 = d / 2; float_t v14 = -0.5f / (float_t)v12; if (dleft < v12) _val_right = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f; else _val_left = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f; } break; case 3: if (d % 2) { int32_t v12 = d / 2 + 1; int32_t v15 = d / 2; if (dleft < v15) _val_left = calc_area_tex_val(dleft, v12); else if (dright < v15) _val_right = calc_area_tex_val(dright, v12); else _val_left = _val_right = calc_area_tex_val(v15, v12); } else { int32_t v12 = d / 2; float_t v14 = -0.5f / (float_t)v12; if (dleft < v12) _val_left = ((float_t)(dleft * 2 + 1) * v14 + 1.0f) * 0.5f; else _val_right = ((float_t)(dright * 2 + 1) * v14 + 1.0f) * 0.5f; } break; } break; } *val_left = _val_left; *val_right = _val_right; return; } }