- write OpenGL backend for hw_postprocess (FGLRenderBuffers::RenderEffect)

- remove old fxaa and lens shader classes
- render the fxaa and lens effects
This commit is contained in:
Magnus Norddahl 2018-06-20 19:56:30 +02:00
commit 151ed22967
13 changed files with 270 additions and 319 deletions

View file

@ -44,9 +44,9 @@
#include "hwrenderer/postprocessing/hw_blurshader.h"
#include "hwrenderer/postprocessing/hw_tonemapshader.h"
#include "hwrenderer/postprocessing/hw_colormapshader.h"
#include "hwrenderer/postprocessing/hw_lensshader.h"
#include "hwrenderer/postprocessing/hw_fxaashader.h"
#include "hwrenderer/postprocessing/hw_presentshader.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/textures/gl_hwtexture.h"
@ -74,6 +74,164 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
mCustomPostProcessShaders->Run("scene");
}
void FGLRenderBuffers::RenderEffect(const FString &name)
{
// Create/update textures (To do: move out of RunEffect)
{
TMap<FString, PPTextureDesc>::Iterator it(hw_postprocess.Textures);
TMap<FString, PPTextureDesc>::Pair *pair;
while (it.NextPair(pair))
{
auto &gltexture = GLTextures[pair->Key];
auto &glframebuffer = GLTextureFBs[pair->Key];
int glformat;
switch (pair->Value.Format)
{
default:
case PixelFormat::Rgba8: glformat = GL_RGBA8; break;
case PixelFormat::Rgba16f: glformat = GL_RGBA16F; break;
}
if (gltexture && (gltexture.Width != pair->Value.Width || gltexture.Height != pair->Value.Height))
{
glDeleteTextures(1, &gltexture.handle);
glDeleteFramebuffers(1, &glframebuffer.handle);
gltexture.handle = 0;
glframebuffer.handle = 0;
}
if (!gltexture)
{
gltexture = Create2DTexture(name.GetChars(), glformat, pair->Value.Width, pair->Value.Height);
gltexture.Width = pair->Value.Width;
gltexture.Height = pair->Value.Height;
glframebuffer = CreateFrameBuffer(name.GetChars(), gltexture);
}
}
}
// Compile shaders (To do: move out of RunEffect)
{
TMap<FString, PPShader>::Iterator it(hw_postprocess.Shaders);
TMap<FString, PPShader>::Pair *pair;
while (it.NextPair(pair))
{
const auto &desc = pair->Value;
auto &glshader = GLShaders[pair->Key];
if (!glshader)
{
glshader = std::make_unique<FShaderProgram>();
FString prolog;
if (!desc.Uniforms.empty())
prolog = UniformBlockDecl::Create("Uniforms", desc.Uniforms, POSTPROCESS_BINDINGPOINT);
prolog += desc.Defines;
glshader->Compile(IShaderProgram::Vertex, desc.VertexShader, "", desc.Version);
glshader->Compile(IShaderProgram::Fragment, desc.FragmentShader, prolog, desc.Version);
glshader->Link(pair->Key.GetChars());
if (!desc.Uniforms.empty())
glshader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
}
}
}
// Render the effect
FGLDebug::PushGroup(name.GetChars());
FGLPostProcessState savedState;
savedState.SaveTextureBindings(3);
for (const PPStep &step : hw_postprocess.Effects[name])
{
// Bind input textures
for (unsigned int index = 0; index < step.Textures.Size(); index++)
{
const PPTextureInput &input = step.Textures[index];
int filter = (input.Filter == PPFilterMode::Nearest) ? GL_NEAREST : GL_LINEAR;
switch (input.Type)
{
default:
case PPTextureType::CurrentPipelineTexture:
BindCurrentTexture(index, filter);
break;
case PPTextureType::NextPipelineTexture:
I_FatalError("PPTextureType::NextPipelineTexture not allowed as input\n");
break;
case PPTextureType::PPTexture:
GLTextures[input.Texture].Bind(index, filter);
break;
}
}
// Set render target
switch (step.Output.Type)
{
default:
case PPTextureType::CurrentPipelineTexture:
BindCurrentFB();
break;
case PPTextureType::NextPipelineTexture:
BindNextFB();
break;
case PPTextureType::PPTexture:
GLTextureFBs[step.Output.Texture].Bind();
break;
}
// Set blend mode
if (step.BlendMode.BlendOp == STYLEOP_Add && step.BlendMode.SrcAlpha == STYLEALPHA_One && step.BlendMode.DestAlpha == STYLEALPHA_Zero && step.BlendMode.Flags == 0)
{
glDisable(GL_BLEND);
}
else
{
// To do: support all the modes
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
if (step.BlendMode.SrcAlpha == STYLEALPHA_One && step.BlendMode.DestAlpha == STYLEALPHA_One)
glBlendFunc(GL_ONE, GL_ONE);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// Setup viewport
glViewport(step.Viewport.left, step.Viewport.top, step.Viewport.width, step.Viewport.height);
auto &shader = GLShaders[step.ShaderName];
// Set uniforms
if (step.Uniforms.Size > 0)
{
if (!shader->Uniforms)
shader->Uniforms.reset(screen->CreateUniformBuffer(step.Uniforms.Size));
shader->Uniforms->SetData(step.Uniforms.Data);
shader->Uniforms->Bind(POSTPROCESS_BINDINGPOINT);
}
// Set shader
shader->Bind(NOQUEUE);
// Draw the screen quad
GLRenderer->RenderScreenQuad();
// Advance to next PP texture if our output was sent there
if (step.Output.Type == PPTextureType::NextPipelineTexture)
NextTexture();
}
glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
@ -304,6 +462,18 @@ static void RenderBlur(FGLRenderer *renderer, float blurAmount, PPTexture input,
void FGLRenderer::BloomScene(int fixedcm)
{
#if 0
if (mBuffers->GetSceneWidth() <= 0 || mBuffers->GetSceneHeight() <= 0)
return;
PPBloom bloom;
bloom.DeclareShaders();
bloom.UpdateTextures(mBuffers->GetSceneWidth(), mBuffers->GetSceneHeight());
bloom.UpdateSteps(fixedcm);
mBuffers->RenderEffect("Bloom");
#else
// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || fixedcm != CM_DEFAULT || gl_ssao_debug)
return;
@ -372,6 +542,7 @@ void FGLRenderer::BloomScene(int fixedcm)
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
FGLDebug::PopGroup();
#endif
}
//-----------------------------------------------------------------------------
@ -566,6 +737,14 @@ void FGLRenderer::ColormapScene(int fixedcm)
void FGLRenderer::LensDistortScene()
{
#if 1
PPLensDistort lens;
lens.DeclareShaders();
lens.UpdateSteps();
mBuffers->RenderEffect("LensDistortScene");
#else
if (gl_lens == 0)
return;
@ -610,6 +789,7 @@ void FGLRenderer::LensDistortScene()
mBuffers->NextTexture();
FGLDebug::PopGroup();
#endif
}
//-----------------------------------------------------------------------------
@ -620,6 +800,15 @@ void FGLRenderer::LensDistortScene()
void FGLRenderer::ApplyFXAA()
{
#if 1
PPFXAA fxaa;
fxaa.DeclareShaders();
fxaa.UpdateSteps();
mBuffers->RenderEffect("ApplyFXAA");
#else
if (0 == gl_fxaa)
{
return;
@ -644,6 +833,8 @@ void FGLRenderer::ApplyFXAA()
mBuffers->NextTexture();
FGLDebug::PopGroup();
#endif
}
//-----------------------------------------------------------------------------