aboutsummaryrefslogtreecommitdiff
path: root/src/client/render/secondstage.cpp
blob: 1575cfb1fff4c7eec2a54cab300e02efc50bd364 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
Copyright (C) 2020 appgurueu, Lars Mueller <appgurulars@gmx.de>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "secondstage.h"
#include "client/client.h"
#include "client/shader.h"
#include "client/tile.h"

PostProcessingStep::PostProcessingStep(u32 _shader_id, const std::vector<u8> &_texture_map) :
	shader_id(_shader_id), texture_map(_texture_map)
{
	assert(texture_map.size() <= video::MATERIAL_MAX_TEXTURES);
	configureMaterial();
}

void PostProcessingStep::configureMaterial()
{
	material.UseMipMaps = false;
	material.ZBuffer = true;
	material.ZWriteEnable = video::EZW_ON;
	for (u32 k = 0; k < texture_map.size(); ++k) {
		material.TextureLayer[k].AnisotropicFilter = false;
		material.TextureLayer[k].BilinearFilter = false;
		material.TextureLayer[k].TrilinearFilter = false;
		material.TextureLayer[k].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
		material.TextureLayer[k].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
	}
}

void PostProcessingStep::setRenderSource(RenderSource *_source)
{
	source = _source;
}

void PostProcessingStep::setRenderTarget(RenderTarget *_target)
{
	target = _target;
}

void PostProcessingStep::reset(PipelineContext &context)
{
}

void PostProcessingStep::run(PipelineContext &context)
{
	if (target)
		target->activate(context);

	// attach the shader
	material.MaterialType = context.client->getShaderSource()->getShaderInfo(shader_id).material;

	auto driver = context.device->getVideoDriver();

	for (u32 i = 0; i < texture_map.size(); i++)
		material.TextureLayer[i].Texture = source->getTexture(texture_map[i]);

	static const video::SColor color = video::SColor(0, 0, 0, 255);
	static const video::S3DVertex vertices[4] = {
			video::S3DVertex(1.0, -1.0, 0.0, 0.0, 0.0, -1.0,
					color, 1.0, 0.0),
			video::S3DVertex(-1.0, -1.0, 0.0, 0.0, 0.0, -1.0,
					color, 0.0, 0.0),
			video::S3DVertex(-1.0, 1.0, 0.0, 0.0, 0.0, -1.0,
					color, 0.0, 1.0),
			video::S3DVertex(1.0, 1.0, 0.0, 0.0, 0.0, -1.0,
					color, 1.0, 1.0),
	};
	static const u16 indices[6] = {0, 1, 2, 2, 3, 0};
	driver->setMaterial(material);
	driver->drawVertexPrimitiveList(&vertices, 4, &indices, 2);
}

void PostProcessingStep::setBilinearFilter(u8 index, bool value)
{
	assert(index < video::MATERIAL_MAX_TEXTURES);
	material.TextureLayer[index].BilinearFilter = value;
}

RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep, v2f scale, Client *client)
{
	auto buffer = pipeline->createOwned<TextureBuffer>();
	auto driver = client->getSceneManager()->getVideoDriver();

	// configure texture formats
	video::ECOLOR_FORMAT color_format = video::ECF_A8R8G8B8;
	if (driver->queryTextureFormat(video::ECF_A16B16G16R16F))
		color_format = video::ECF_A16B16G16R16F;

	video::ECOLOR_FORMAT depth_format = video::ECF_D16; // fallback depth format
	if (driver->queryTextureFormat(video::ECF_D32))
		depth_format = video::ECF_D32;
	else if (driver->queryTextureFormat(video::ECF_D24S8))
		depth_format = video::ECF_D24S8;


	// init post-processing buffer
	static const u8 TEXTURE_COLOR = 0;
	static const u8 TEXTURE_DEPTH = 1;
	static const u8 TEXTURE_BLOOM = 2;
	static const u8 TEXTURE_EXPOSURE_1 = 3;
	static const u8 TEXTURE_EXPOSURE_2 = 4;
	static const u8 TEXTURE_BLOOM_DOWN = 10;
	static const u8 TEXTURE_BLOOM_UP = 20;

	buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", color_format);
	buffer->setTexture(TEXTURE_EXPOSURE_1, core::dimension2du(1,1), "exposure_1", color_format, /*clear:*/ true);
	buffer->setTexture(TEXTURE_EXPOSURE_2, core::dimension2du(1,1), "exposure_2", color_format, /*clear:*/ true);
	buffer->setTexture(TEXTURE_DEPTH, scale, "3d_depthmap", depth_format);

	// attach buffer to the previous step
	previousStep->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, std::vector<u8> { TEXTURE_COLOR }, TEXTURE_DEPTH));

	// shared variables
	u32 shader_id;

	// Number of mipmap levels of the bloom downsampling texture
	const u8 MIPMAP_LEVELS = 4;

	const bool enable_bloom = g_settings->getBool("enable_bloom");
	const bool enable_auto_exposure = g_settings->getBool("enable_auto_exposure");

	// post-processing stage

	u8 source = TEXTURE_COLOR;

	// common downsampling step for bloom or autoexposure
	if (enable_bloom || enable_auto_exposure) {

		v2f downscale = scale * 0.5;
		for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
			buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("downsample") + std::to_string(i), color_format);
			if (enable_bloom)
				buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("upsample") + std::to_string(i), color_format);
			downscale *= 0.5;
		}

		if (enable_bloom) {
			buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);

			// get bright spots
			u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
			RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_EXPOSURE_1 });
			extract_bloom->setRenderSource(buffer);
			extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
			source = TEXTURE_BLOOM;
		}

		// downsample
		shader_id = client->getShaderSource()->getShader("bloom_downsample", TILE_MATERIAL_PLAIN, NDT_MESH);
		for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
			auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source });
			step->setRenderSource(buffer);
			step->setBilinearFilter(0, true);
			step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM_DOWN + i));
			source = TEXTURE_BLOOM_DOWN + i;
		}
	}

	if (enable_bloom) {
		// upsample
		shader_id = client->getShaderSource()->getShader("bloom_upsample", TILE_MATERIAL_PLAIN, NDT_MESH);
		for (u8 i = MIPMAP_LEVELS - 1; i > 0; i--) {
			auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { u8(TEXTURE_BLOOM_DOWN + i - 1), source });
			step->setRenderSource(buffer);
			step->setBilinearFilter(0, true);
			step->setBilinearFilter(1, true);
			step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, u8(TEXTURE_BLOOM_UP + i - 1)));
			source = TEXTURE_BLOOM_UP + i - 1;
		}
	}

	if (enable_auto_exposure) {
		shader_id = client->getShaderSource()->getShader("update_exposure", TILE_MATERIAL_PLAIN, NDT_MESH);
		auto update_exposure = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_EXPOSURE_1, u8(TEXTURE_BLOOM_DOWN + MIPMAP_LEVELS - 1) });
		update_exposure->setBilinearFilter(1, true);
		update_exposure->setRenderSource(buffer);
		update_exposure->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_EXPOSURE_2));
	}

	// final post-processing
	shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
	PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM_UP, TEXTURE_EXPOSURE_2 });
	pipeline->addStep(effect);
	effect->setBilinearFilter(1, true); // apply filter to the bloom
	effect->setRenderSource(buffer);

	if (enable_auto_exposure) {
		pipeline->addStep<SwapTexturesStep>(buffer, TEXTURE_EXPOSURE_1, TEXTURE_EXPOSURE_2);
	}

	return effect;
}