2025-01-22 16:18:30 +01:00

352 lines
12 KiB
Haxe

package leenkx.renderpath;
import iron.data.MaterialData;
import iron.math.Vec4;
import iron.object.Object;
class Postprocess {
public static var colorgrading_global_uniforms = [
[6500.0, 1.0, 0.0], //0: Whitebalance, Shadow Max, Highlight Min
[1.0, 1.0, 1.0], //1: Tint
[1.0, 1.0, 1.0], //2: Saturation
[1.0, 1.0, 1.0], //3: Contrast
[1.0, 1.0, 1.0], //4: Gamma
[1.0, 1.0, 1.0], //5: Gain
[1.0, 1.0, 1.0], //6: Offset
[1.0, 1.0, 1.0] //7: LUT Strength
];
public static var colorgrading_shadow_uniforms = [
[1.0, 1.0, 1.0], //0: Saturation
[1.0, 1.0, 1.0], //1: Contrast
[1.0, 1.0, 1.0], //2: Gamma
[1.0, 1.0, 1.0], //3: Gain
[1.0, 1.0, 1.0] //4: Offset
];
public static var colorgrading_midtone_uniforms = [
[1.0, 1.0, 1.0], //0: Saturation
[1.0, 1.0, 1.0], //1: Contrast
[1.0, 1.0, 1.0], //2: Gamma
[1.0, 1.0, 1.0], //3: Gain
[1.0, 1.0, 1.0] //4: Offset
];
public static var colorgrading_highlight_uniforms = [
[1.0, 1.0, 1.0], //0: Saturation
[1.0, 1.0, 1.0], //1: Contrast
[1.0, 1.0, 1.0], //2: Gamma
[1.0, 1.0, 1.0], //3: Gain
[1.0, 1.0, 1.0] //4: Offset
];
public static var camera_uniforms = [
1.0, //0: Camera: F-Number
2.8333, //1: Camera: Shutter time
100.0, //2: Camera: ISO
0.0, //3: Camera: Exposure Compensation
0.01, //4: Fisheye Distortion
1, //5: DoF AutoFocus §§ If true, it ignores the DoF Distance setting
10.0, //6: DoF Distance
160.0, //7: DoF Focal Length mm
128, //8: DoF F-Stop
0, //9: Tonemapping Method
2.0, //10: Distort
2.0, //11: Film Grain
0.25, //12: Sharpen
0.7 //13: Vignette
];
public static var tonemapper_uniforms = [
1.0, //0: Slope
1.0, //1: Toe
1.0, //2: Shoulder
1.0, //3: Black Clip
1.0 //4: White Clip
];
public static var letterbox_uniforms = [
[0.0, 0.0, 0.0], //0: Colors
[0.1] //1: Size
];
public static var ssr_uniforms = [
0.04, //0: Step
0.05, //1: StepMin
5.0, //2: Search
5.0, //3: Falloff
0.6 //4: Jitter
];
public static var bloom_uniforms = [
0.8, // 0: Threshold
0.5, // 1: Knee
0.05, // 2: Strength
0.0, // 3: Sample scale (value set by renderpath, not used for realtime postprocess)
];
public static var ssao_uniforms = [
1.0,
1.0,
8
];
public static var lenstexture_uniforms = [
0.1, //0: Center Min Clip
0.5, //1: Center Max Clip
0.1, //2: Luminance Min
2.5, //3: Luminance Max
2.0 //4: Brightness Exponent
];
public static var chromatic_aberration_uniforms = [
2.0, //0: Strength
32 //1: Samples
];
public static function vec3Link(object: Object, mat: MaterialData, link: String): iron.math.Vec4 {
var v:Vec4 = null;
switch link {
case "_globalWeight":
var ppm_index = 0;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_global_uniforms[ppm_index][0];
v.y = colorgrading_global_uniforms[ppm_index][1];
v.z = colorgrading_global_uniforms[ppm_index][2];
case "_globalTint":
var ppm_index = 1;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_global_uniforms[ppm_index][0];
v.y = colorgrading_global_uniforms[ppm_index][1];
v.z = colorgrading_global_uniforms[ppm_index][2];
case "_globalSaturation":
var ppm_index = 2;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_global_uniforms[ppm_index][0];
v.y = colorgrading_global_uniforms[ppm_index][1];
v.z = colorgrading_global_uniforms[ppm_index][2];
case "_globalContrast":
var ppm_index = 3;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_global_uniforms[ppm_index][0];
v.y = colorgrading_global_uniforms[ppm_index][1];
v.z = colorgrading_global_uniforms[ppm_index][2];
case "_globalGamma":
var ppm_index = 4;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_global_uniforms[ppm_index][0];
v.y = colorgrading_global_uniforms[ppm_index][1];
v.z = colorgrading_global_uniforms[ppm_index][2];
case "_globalGain":
var ppm_index = 5;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_global_uniforms[ppm_index][0];
v.y = colorgrading_global_uniforms[ppm_index][1];
v.z = colorgrading_global_uniforms[ppm_index][2];
case "_globalOffset":
var ppm_index = 6;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_global_uniforms[ppm_index][0];
v.y = colorgrading_global_uniforms[ppm_index][1];
v.z = colorgrading_global_uniforms[ppm_index][2];
//Shadow ppm
case "_shadowSaturation":
var ppm_index = 0;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_shadow_uniforms[ppm_index][0];
v.y = colorgrading_shadow_uniforms[ppm_index][1];
v.z = colorgrading_shadow_uniforms[ppm_index][2];
case "_shadowContrast":
var ppm_index = 1;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_shadow_uniforms[ppm_index][0];
v.y = colorgrading_shadow_uniforms[ppm_index][1];
v.z = colorgrading_shadow_uniforms[ppm_index][2];
case "_shadowGamma":
var ppm_index = 2;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_shadow_uniforms[ppm_index][0];
v.y = colorgrading_shadow_uniforms[ppm_index][1];
v.z = colorgrading_shadow_uniforms[ppm_index][2];
case "_shadowGain":
var ppm_index = 3;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_shadow_uniforms[ppm_index][0];
v.y = colorgrading_shadow_uniforms[ppm_index][1];
v.z = colorgrading_shadow_uniforms[ppm_index][2];
case "_shadowOffset":
var ppm_index = 4;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_shadow_uniforms[ppm_index][0];
v.y = colorgrading_shadow_uniforms[ppm_index][1];
v.z = colorgrading_shadow_uniforms[ppm_index][2];
//Midtone ppm
case "_midtoneSaturation":
var ppm_index = 0;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_midtone_uniforms[ppm_index][0];
v.y = colorgrading_midtone_uniforms[ppm_index][1];
v.z = colorgrading_midtone_uniforms[ppm_index][2];
case "_midtoneContrast":
var ppm_index = 1;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_midtone_uniforms[ppm_index][0];
v.y = colorgrading_midtone_uniforms[ppm_index][1];
v.z = colorgrading_midtone_uniforms[ppm_index][2];
case "_midtoneGamma":
var ppm_index = 2;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_midtone_uniforms[ppm_index][0];
v.y = colorgrading_midtone_uniforms[ppm_index][1];
v.z = colorgrading_midtone_uniforms[ppm_index][2];
case "_midtoneGain":
var ppm_index = 3;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_midtone_uniforms[ppm_index][0];
v.y = colorgrading_midtone_uniforms[ppm_index][1];
v.z = colorgrading_midtone_uniforms[ppm_index][2];
case "_midtoneOffset":
var ppm_index = 4;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_midtone_uniforms[ppm_index][0];
v.y = colorgrading_midtone_uniforms[ppm_index][1];
v.z = colorgrading_midtone_uniforms[ppm_index][2];
//Highlight ppm
case "_highlightSaturation":
var ppm_index = 0;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_highlight_uniforms[ppm_index][0];
v.y = colorgrading_highlight_uniforms[ppm_index][1];
v.z = colorgrading_highlight_uniforms[ppm_index][2];
case "_highlightContrast":
var ppm_index = 1;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_highlight_uniforms[ppm_index][0];
v.y = colorgrading_highlight_uniforms[ppm_index][1];
v.z = colorgrading_highlight_uniforms[ppm_index][2];
case "_highlightGamma":
var ppm_index = 2;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_highlight_uniforms[ppm_index][0];
v.y = colorgrading_highlight_uniforms[ppm_index][1];
v.z = colorgrading_highlight_uniforms[ppm_index][2];
case "_highlightGain":
var ppm_index = 3;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_highlight_uniforms[ppm_index][0];
v.y = colorgrading_highlight_uniforms[ppm_index][1];
v.z = colorgrading_highlight_uniforms[ppm_index][2];
case "_highlightOffset":
var ppm_index = 4;
v = iron.object.Uniforms.helpVec;
v.x = colorgrading_highlight_uniforms[ppm_index][0];
v.y = colorgrading_highlight_uniforms[ppm_index][1];
v.z = colorgrading_highlight_uniforms[ppm_index][2];
//Postprocess Components
case "_PPComp1":
v = iron.object.Uniforms.helpVec;
v.x = camera_uniforms[0]; //F-Number
v.y = camera_uniforms[1]; //Shutter
v.z = camera_uniforms[2]; //ISO
case "_PPComp2":
v = iron.object.Uniforms.helpVec;
v.x = camera_uniforms[3]; //EC
v.y = camera_uniforms[4]; //Lens Distortion
v.z = camera_uniforms[5]; //DOF Autofocus
case "_PPComp3":
v = iron.object.Uniforms.helpVec;
v.x = camera_uniforms[6]; //Distance
v.y = camera_uniforms[7]; //Focal Length
v.z = camera_uniforms[8]; //F-Stop
case "_PPComp4":
v = iron.object.Uniforms.helpVec;
v.x = Std.int(camera_uniforms[9]); //Tonemapping
v.y = camera_uniforms[11]; //Film Grain
v.z = tonemapper_uniforms[0]; //Slope
case "_PPComp5":
v = iron.object.Uniforms.helpVec;
v.x = tonemapper_uniforms[1]; //Toe
v.y = tonemapper_uniforms[2]; //Shoulder
v.z = tonemapper_uniforms[3]; //Black Clip
case "_PPComp6":
v = iron.object.Uniforms.helpVec;
v.x = tonemapper_uniforms[4]; //White Clip
v.y = lenstexture_uniforms[0]; //Center Min
v.z = lenstexture_uniforms[1]; //Center Max
case "_PPComp7":
v = iron.object.Uniforms.helpVec;
v.x = lenstexture_uniforms[2]; //Lum min
v.y = lenstexture_uniforms[3]; //Lum max
v.z = lenstexture_uniforms[4]; //Expo
case "_PPComp9":
v = iron.object.Uniforms.helpVec;
v.x = ssr_uniforms[0]; //Step
v.y = ssr_uniforms[1]; //StepMin
v.z = ssr_uniforms[2]; //Search
case "_PPComp10":
v = iron.object.Uniforms.helpVec;
v.x = ssr_uniforms[3]; //Falloff
v.y = ssr_uniforms[4]; //Jitter
v.z = 0;
case "_PPComp11":
v = iron.object.Uniforms.helpVec;
v.x = bloom_uniforms[2]; // Bloom Strength
v.y = 0; // Unused
v.z = 0; // Unused
case "_PPComp12":
v = iron.object.Uniforms.helpVec;
v.x = ssao_uniforms[0]; //SSAO Strength
v.y = ssao_uniforms[1]; //SSAO Radius
v.z = ssao_uniforms[2]; //SSAO Max Steps
case "_PPComp13":
v = iron.object.Uniforms.helpVec;
v.x = chromatic_aberration_uniforms[0]; //CA Strength
v.y = chromatic_aberration_uniforms[1]; //CA Samples
v.z = 0;
case "_PPComp14":
v = iron.object.Uniforms.helpVec;
v.x = camera_uniforms[10]; //Distort
v.y = camera_uniforms[12]; //Sharpen
v.z = camera_uniforms[13]; //Vignette
}
return v;
}
public static function vec4Link(object: Object, mat: MaterialData, link: String): iron.math.Vec4 {
var v: Vec4 = null;
switch link {
case "_BloomThresholdData":
if (Downsampler.currentMipLevel == 0) {
// See https://catlikecoding.com/unity/tutorials/advanced-rendering/bloom/#3.4
v = iron.object.Uniforms.helpVec;
v.x = bloom_uniforms[0];
v.y = v.x - bloom_uniforms[1];
v.z = 2 * bloom_uniforms[1];
v.w = 0.25 / (bloom_uniforms[1] + 6.2e-5);
}
case "_PPComp15":
v = iron.object.Uniforms.helpVec;
v.x = letterbox_uniforms[0][0]; //Color
v.y = letterbox_uniforms[0][1];
v.z = letterbox_uniforms[0][2];
v.w = letterbox_uniforms[1][0]; //Size
}
return v;
}
public static function init() {
iron.object.Uniforms.externalVec3Links.push(vec3Link);
iron.object.Uniforms.externalVec4Links.push(vec4Link);
}
}