gamma correction in post when there's no sRGB framebuffer and simple shader compositi...
[vrfileman] / src / app.cc
index 08f6e8a..b3049bc 100644 (file)
@@ -9,6 +9,9 @@
 #include "goatvr.h"
 #include "opt.h"
 #include "fs.h"
+#include "rtarg.h"
+#include "texture.h"
+#include "sdr.h"
 
 static void draw_scene();
 
@@ -28,6 +31,11 @@ static int prev_x, prev_y;
 
 static float fov = 60.0;
 
+static RenderTarget *rtarg;
+static bool rtarg_valid;
+static unsigned int post_sdr;
+
+
 bool app_init(int argc, char **argv)
 {
        if(!init_options(argc, argv, "vrfileman.conf")) {
@@ -56,6 +64,9 @@ bool app_init(int argc, char **argv)
                glEnable(GL_FRAMEBUFFER_SRGB);
        }
 
+       rtarg = new RenderTarget;
+       rtarg->create(GL_RGB16F);
+
        if(opt.vr) {
                if(goatvr_init() == -1) {
                        return false;
@@ -67,6 +78,16 @@ bool app_init(int argc, char **argv)
                cam_height = goatvr_get_eye_height();
        }
 
+       if(opt.srgb) {
+               add_shader_header(GL_FRAGMENT_SHADER, "#define set_pixel set_pixel_linear");
+       } else {
+               add_shader_header(GL_FRAGMENT_SHADER, "#define set_pixel set_pixel_srgb");
+       }
+       if(!(post_sdr = create_program_load("sdr/post.v.glsl", "sdr/post.p.glsl"))) {
+               return false;
+       }
+       clear_shader_header(0);
+
        Mesh::use_custom_sdr_attr = false;
 
        if(!init_backdrop()) {
@@ -85,11 +106,22 @@ void app_cleanup()
        if(opt.vr) {
                goatvr_shutdown();
        }
+       delete rtarg;
+       free_program(post_sdr);
        cleanup_backdrop();
 }
 
+static void update()
+{
+       if(!rtarg_valid) {
+               rtarg->resize(win_width, win_height);
+       }
+}
+
 void app_draw()
 {
+       update();
+
        if(opt.vr) {
                // VR mode
                goatvr_draw_start();
@@ -145,13 +177,43 @@ void app_draw()
 
 static void draw_scene()
 {
+       set_render_target(rtarg);
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
        draw_backdrop();
        draw_fs();
+
+       set_render_target(0);
+
+       glPushAttrib(GL_ENABLE_BIT);
+       glDisable(GL_DEPTH_TEST);
+
+       glUseProgram(post_sdr);
+       set_uniform_matrix4(post_sdr, "texmat", rtarg->get_texture_matrix()[0]);
+
+       bind_texture(rtarg->get_texture());
+
+       glBegin(GL_QUADS);
+       glTexCoord2f(0, 0);
+       glVertex2f(-1, -1);
+       glTexCoord2f(1, 0);
+       glVertex2f(1, -1);
+       glTexCoord2f(1, 1);
+       glVertex2f(1, 1);
+       glTexCoord2f(0, 1);
+       glVertex2f(-1, 1);
+       glEnd();
+
+       bind_texture(0);
+       glUseProgram(0);
+
+       glPopAttrib();
 }
 
 void app_reshape(int x, int y)
 {
        glViewport(0, 0, x, y);
+       rtarg_valid = false;
 
        if(opt.vr) {
                goatvr_set_fb_size(x, y, 1.0);