- convert the SSAO pass to use hw_postprocess

This commit is contained in:
Magnus Norddahl 2018-06-30 15:24:13 +02:00
commit 35c13763db
11 changed files with 464 additions and 553 deletions

View file

@ -1,138 +0,0 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016 Magnus Norddahl
// All rights reserved.
//
// 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 3 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, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "v_video.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hw_ambientshader.h"
void FLinearDepthShader::Bind(IRenderQueue *q)
{
bool multisample = (gl_multisample > 1);
if (mMultisample != multisample)
mShader.reset();
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
if (multisample) prolog += "#define MULTISAMPLE\n";
mShader.reset(screen->CreateShaderProgram());
mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", prolog, 330);
mShader->Link("shaders/glsl/lineardepth");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
mMultisample = multisample;
}
mShader->Bind(q);
}
void FSSAOShader::Bind(IRenderQueue *q)
{
bool multisample = (gl_multisample > 1);
if (mCurrentQuality != gl_ssao || mMultisample != multisample)
mShader.reset();
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
prolog += GetDefines(gl_ssao, multisample);
mShader.reset(screen->CreateShaderProgram());
mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/ssao.fp", prolog, 330);
mShader->Link("shaders/glsl/ssao");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
mMultisample = multisample;
}
mShader->Bind(q);
}
FString FSSAOShader::GetDefines(int mode, bool multisample)
{
// Must match quality values in FGLRenderBuffers::CreateAmbientOcclusion
int numDirections, numSteps;
switch (gl_ssao)
{
default:
case LowQuality: numDirections = 2; numSteps = 4; break;
case MediumQuality: numDirections = 4; numSteps = 4; break;
case HighQuality: numDirections = 8; numSteps = 4; break;
}
FString defines;
defines.Format(R"(
#define USE_RANDOM_TEXTURE
#define RANDOM_TEXTURE_WIDTH 4.0
#define NUM_DIRECTIONS %d.0
#define NUM_STEPS %d.0
)", numDirections, numSteps);
if (multisample)
defines += "\n#define MULTISAMPLE\n";
return defines;
}
void FDepthBlurShader::Bind(IRenderQueue *q, bool vertical)
{
auto &shader = mShader[vertical];
if (!shader)
{
FString prolog = Uniforms[vertical].CreateDeclaration("Uniforms", UniformBlock::Desc());
if (vertical)
prolog += "#define BLUR_VERTICAL\n";
else
prolog += "#define BLUR_HORIZONTAL\n";
shader.reset(screen->CreateShaderProgram());
shader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader->Compile(IShaderProgram::Fragment, "shaders/glsl/depthblur.fp", prolog, 330);
shader->Link("shaders/glsl/depthblur");
shader->SetUniformBufferLocation(Uniforms[vertical].BindingPoint(), "Uniforms");
Uniforms[vertical].Init();
}
shader->Bind(q);
}
void FSSAOCombineShader::Bind(IRenderQueue *q)
{
bool multisample = (gl_multisample > 1);
if (mMultisample != multisample)
mShader.reset();
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
if (multisample)
prolog += "#define MULTISAMPLE\n";
mShader.reset(screen->CreateShaderProgram());
mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", prolog, 330);
mShader->Link("shaders/glsl/ssaocombine");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
mMultisample = multisample;
}
mShader->Bind(q);
}

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@ -1,168 +0,0 @@
#ifndef __GL_AMBIENTSHADER_H
#define __GL_AMBIENTSHADER_H
#include "hwrenderer/postprocessing/hw_shaderprogram.h"
class FLinearDepthShader
{
public:
void Bind(IRenderQueue *q);
struct UniformBlock
{
int SampleIndex;
float LinearizeDepthA;
float LinearizeDepthB;
float InverseDepthRangeA;
float InverseDepthRangeB;
float Padding0, Padding1, Padding2;
FVector2 Scale;
FVector2 Offset;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "SampleIndex", UniformType::Int, offsetof(UniformBlock, SampleIndex) },
{ "LinearizeDepthA", UniformType::Float, offsetof(UniformBlock, LinearizeDepthA) },
{ "LinearizeDepthB", UniformType::Float, offsetof(UniformBlock, LinearizeDepthB) },
{ "InverseDepthRangeA", UniformType::Float, offsetof(UniformBlock, InverseDepthRangeA) },
{ "InverseDepthRangeB", UniformType::Float, offsetof(UniformBlock, InverseDepthRangeB) },
{ "Padding0", UniformType::Float, offsetof(UniformBlock, Padding0) },
{ "Padding1", UniformType::Float, offsetof(UniformBlock, Padding1) },
{ "Padding2", UniformType::Float, offsetof(UniformBlock, Padding2) },
{ "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
{ "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) }
};
}
};
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private:
std::unique_ptr<IShaderProgram> mShader;
bool mMultisample = false;
};
class FSSAOShader
{
public:
void Bind(IRenderQueue *q);
struct UniformBlock
{
FVector2 UVToViewA;
FVector2 UVToViewB;
FVector2 InvFullResolution;
float NDotVBias;
float NegInvR2;
float RadiusToScreen;
float AOMultiplier;
float AOStrength;
int SampleIndex;
float Padding0, Padding1;
FVector2 Scale;
FVector2 Offset;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "UVToViewA", UniformType::Vec2, offsetof(UniformBlock, UVToViewA) },
{ "UVToViewB", UniformType::Vec2, offsetof(UniformBlock, UVToViewB) },
{ "InvFullResolution", UniformType::Vec2, offsetof(UniformBlock, InvFullResolution) },
{ "NDotVBias", UniformType::Float, offsetof(UniformBlock, NDotVBias) },
{ "NegInvR2", UniformType::Float, offsetof(UniformBlock, NegInvR2) },
{ "RadiusToScreen", UniformType::Float, offsetof(UniformBlock, RadiusToScreen) },
{ "AOMultiplier", UniformType::Float, offsetof(UniformBlock, AOMultiplier) },
{ "AOStrength", UniformType::Float, offsetof(UniformBlock, AOStrength) },
{ "SampleIndex", UniformType::Int, offsetof(UniformBlock, SampleIndex) },
{ "Padding0", UniformType::Float, offsetof(UniformBlock, Padding0) },
{ "Padding1", UniformType::Float, offsetof(UniformBlock, Padding1) },
{ "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
{ "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) },
};
}
};
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private:
enum Quality
{
Off,
LowQuality,
MediumQuality,
HighQuality,
NumQualityModes
};
FString GetDefines(int mode, bool multisample);
std::unique_ptr<IShaderProgram> mShader;
Quality mCurrentQuality = Off;
bool mMultisample = false;
};
class FDepthBlurShader
{
public:
void Bind(IRenderQueue *q, bool vertical);
struct UniformBlock
{
float BlurSharpness;
float PowExponent;
FVector2 InvFullResolution;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "BlurSharpness", UniformType::Float, offsetof(UniformBlock, BlurSharpness) },
{ "PowExponent", UniformType::Float, offsetof(UniformBlock, PowExponent) },
{ "InvFullResolution", UniformType::Vec2, offsetof(UniformBlock, InvFullResolution) }
};
}
};
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms[2];
private:
std::unique_ptr<IShaderProgram> mShader[2];
};
class FSSAOCombineShader
{
public:
void Bind(IRenderQueue *q);
struct UniformBlock
{
int SampleCount;
int Padding0, Padding1, Padding2;
FVector2 Scale;
FVector2 Offset;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "SampleCount", UniformType::Int, offsetof(UniformBlock, SampleCount) },
{ "Padding0", UniformType::Int, offsetof(UniformBlock, Padding0) },
{ "Padding1", UniformType::Int, offsetof(UniformBlock, Padding1) },
{ "Padding2", UniformType::Int, offsetof(UniformBlock, Padding2) },
{ "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
{ "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) }
};
}
};
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private:
std::unique_ptr<IShaderProgram> mShader;
bool mMultisample = false;
};
#endif

View file

@ -3,6 +3,7 @@
#include "hw_postprocess.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include <random>
Postprocess hw_postprocess;
@ -558,8 +559,7 @@ void PPTonemap::UpdateTextures()
{
if (gl_tonemap == Palette)
{
auto &texture = hw_postprocess.Textures["Tonemap.Palette"];
if (!texture.Data)
if (!hw_postprocess.Textures.CheckKey("Tonemap.Palette"))
{
std::shared_ptr<void> data(new uint32_t[512 * 512], [](void *p) { delete[](uint32_t*)p; });
@ -581,7 +581,7 @@ void PPTonemap::UpdateTextures()
}
}
texture = { 512, 512, PixelFormat::Rgba8, data };
hw_postprocess.Textures["Tonemap.Palette"] = { 512, 512, PixelFormat::Rgba8, data };
}
}
}
@ -618,3 +618,218 @@ void PPTonemap::UpdateSteps()
steps.Push(step);
hw_postprocess.Effects["TonemapScene"] = steps;
}
/////////////////////////////////////////////////////////////////////////////
void PPAmbientOcclusion::DeclareShaders()
{
// Must match quality values in PPAmbientOcclusion::UpdateTextures
int numDirections, numSteps;
switch (gl_ssao)
{
default:
case LowQuality: numDirections = 2; numSteps = 4; break;
case MediumQuality: numDirections = 4; numSteps = 4; break;
case HighQuality: numDirections = 8; numSteps = 4; break;
}
FString defines;
defines.Format(R"(
#define USE_RANDOM_TEXTURE
#define RANDOM_TEXTURE_WIDTH 4.0
#define NUM_DIRECTIONS %d.0
#define NUM_STEPS %d.0
)", numDirections, numSteps);
hw_postprocess.Shaders["SSAO.LinearDepth"] = { "shaders/glsl/lineardepth.fp", "", LinearDepthUniforms::Desc() };
hw_postprocess.Shaders["SSAO.LinearDepthMS"] = { "shaders/glsl/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
hw_postprocess.Shaders["SSAO.AmbientOcclude"] = { "shaders/glsl/ssao.fp", defines, SSAOUniforms::Desc() };
hw_postprocess.Shaders["SSAO.AmbientOccludeMS"] = { "shaders/glsl/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
hw_postprocess.Shaders["SSAO.BlurVertical"] = { "shaders/glsl/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
hw_postprocess.Shaders["SSAO.BlurHorizontal"] = { "shaders/glsl/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
hw_postprocess.Shaders["SSAO.Combine"] = { "shaders/glsl/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
hw_postprocess.Shaders["SSAO.CombineMS"] = { "shaders/glsl/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
}
void PPAmbientOcclusion::UpdateTextures()
{
int width = hw_postprocess.SceneWidth;
int height = hw_postprocess.SceneHeight;
if (width <= 0 || height <= 0)
return;
AmbientWidth = (width + 1) / 2;
AmbientHeight = (height + 1) / 2;
hw_postprocess.Textures["SSAO.LinearDepth"] = { AmbientWidth, AmbientHeight, PixelFormat::R32f };
hw_postprocess.Textures["SSAO.Ambient0"] = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
hw_postprocess.Textures["SSAO.Ambient1"] = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
// We only need to create the random texture once
if (!hw_postprocess.Textures.CheckKey("SSAO.Random0"))
{
// Must match quality enum in PPAmbientOcclusion::DeclareShaders
double numDirections[NumAmbientRandomTextures] = { 2.0, 4.0, 8.0 };
std::mt19937 generator(1337);
std::uniform_real_distribution<double> distribution(0.0, 1.0);
for (int quality = 0; quality < NumAmbientRandomTextures; quality++)
{
std::shared_ptr<void> data(new int16_t[16 * 4], [](void *p) { delete[](int16_t*)p; });
int16_t *randomValues = (int16_t *)data.get();
for (int i = 0; i < 16; i++)
{
double angle = 2.0 * M_PI * distribution(generator) / numDirections[quality];
double x = cos(angle);
double y = sin(angle);
double z = distribution(generator);
double w = distribution(generator);
randomValues[i * 4 + 0] = (int16_t)clamp(x * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 1] = (int16_t)clamp(y * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 2] = (int16_t)clamp(z * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0);
}
FString name;
name.Format("SSAO.Random%d", quality);
hw_postprocess.Textures[name] = { 4, 4, PixelFormat::Rgba16_snorm, data };
AmbientRandomTexture[quality] = name;
}
}
}
void PPAmbientOcclusion::UpdateSteps()
{
if (gl_ssao == 0 || hw_postprocess.SceneWidth == 0 || hw_postprocess.SceneHeight == 0)
{
hw_postprocess.Effects["AmbientOccludeScene"] = {};
return;
}
float bias = gl_ssao_bias;
float aoRadius = gl_ssao_radius;
const float blurAmount = gl_ssao_blur;
float aoStrength = gl_ssao_strength;
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
float tanHalfFovy = 1.0f / hw_postprocess.m5;
float invFocalLenX = tanHalfFovy * (hw_postprocess.SceneWidth / (float)hw_postprocess.SceneHeight);
float invFocalLenY = tanHalfFovy;
float nDotVBias = clamp(bias, 0.0f, 1.0f);
float r2 = aoRadius * aoRadius;
float blurSharpness = 1.0f / blurAmount;
auto sceneScale = screen->SceneScale();
auto sceneOffset = screen->SceneOffset();
int randomTexture = clamp(gl_ssao - 1, 0, NumAmbientRandomTextures - 1);
LinearDepthUniforms linearUniforms;
linearUniforms.SampleIndex = 0;
linearUniforms.LinearizeDepthA = 1.0f / screen->GetZFar() - 1.0f / screen->GetZNear();
linearUniforms.LinearizeDepthB = MAX(1.0f / screen->GetZNear(), 1.e-8f);
linearUniforms.InverseDepthRangeA = 1.0f;
linearUniforms.InverseDepthRangeB = 0.0f;
linearUniforms.Scale = sceneScale;
linearUniforms.Offset = sceneOffset;
SSAOUniforms ssaoUniforms;
ssaoUniforms.SampleIndex = 0;
ssaoUniforms.UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
ssaoUniforms.UVToViewB = { -invFocalLenX, -invFocalLenY };
ssaoUniforms.InvFullResolution = { 1.0f / AmbientWidth, 1.0f / AmbientHeight };
ssaoUniforms.NDotVBias = nDotVBias;
ssaoUniforms.NegInvR2 = -1.0f / r2;
ssaoUniforms.RadiusToScreen = aoRadius * 0.5f / tanHalfFovy * AmbientHeight;
ssaoUniforms.AOMultiplier = 1.0f / (1.0f - nDotVBias);
ssaoUniforms.AOStrength = aoStrength;
ssaoUniforms.Scale = sceneScale;
ssaoUniforms.Offset = sceneOffset;
DepthBlurUniforms blurUniforms;
blurUniforms.BlurSharpness = blurSharpness;
blurUniforms.InvFullResolution = { 1.0f / AmbientWidth, 1.0f / AmbientHeight };
blurUniforms.PowExponent = gl_ssao_exponent;
AmbientCombineUniforms combineUniforms;
combineUniforms.SampleCount = gl_multisample;
combineUniforms.Scale = screen->SceneScale();
combineUniforms.Offset = screen->SceneOffset();
IntRect ambientViewport;
ambientViewport.left = 0;
ambientViewport.top = 0;
ambientViewport.width = AmbientWidth;
ambientViewport.height = AmbientHeight;
TArray<PPStep> steps;
// Calculate linear depth values
{
PPStep step;
step.ShaderName = gl_multisample ? "SSAO.LinearDepthMS" : "SSAO.LinearDepth";
step.Uniforms.Set(linearUniforms);
step.Viewport = ambientViewport;
step.SetInputSceneDepth(0);
step.SetInputSceneColor(1);
step.SetOutputTexture("SSAO.LinearDepth");
step.SetNoBlend();
steps.Push(step);
}
// Apply ambient occlusion
{
PPStep step;
step.ShaderName = gl_multisample ? "SSAO.AmbientOccludeMS" : "SSAO.AmbientOcclude";
step.Uniforms.Set(ssaoUniforms);
step.Viewport = ambientViewport;
step.SetInputTexture(0, "SSAO.LinearDepth");
step.SetInputSceneNormal(1);
step.SetInputTexture(2, AmbientRandomTexture[randomTexture], PPFilterMode::Nearest, PPWrapMode::Repeat);
step.SetOutputTexture("SSAO.Ambient0");
step.SetNoBlend();
steps.Push(step);
}
// Blur SSAO texture
if (gl_ssao_debug < 2)
{
PPStep step;
step.ShaderName = "SSAO.BlurHorizontal";
step.Uniforms.Set(blurUniforms);
step.Viewport = ambientViewport;
step.SetInputTexture(0, "SSAO.Ambient0");
step.SetOutputTexture("SSAO.Ambient1");
step.SetNoBlend();
steps.Push(step);
step.ShaderName = "SSAO.BlurVertical";
step.SetInputTexture(0, "SSAO.Ambient1");
step.SetOutputTexture("SSAO.Ambient0");
steps.Push(step);
}
// Add SSAO back to scene texture:
{
PPStep step;
step.ShaderName = gl_multisample ? "SSAO.CombineMS" : "SSAO.Combine";
step.Uniforms.Set(combineUniforms);
step.Viewport = screen->mSceneViewport;
step.SetInputTexture(0, "SSAO.Ambient0", PPFilterMode::Linear);
step.SetInputSceneFog(1);
step.SetOutputSceneColor();
if (gl_ssao_debug != 0)
step.SetNoBlend();
else
step.SetAlphaBlend();
steps.Push(step);
}
hw_postprocess.Effects["AmbientOccludeScene"] = steps;
}

View file

@ -10,12 +10,14 @@ typedef FRenderStyle PPBlendMode;
typedef IntRect PPViewport;
enum class PPFilterMode { Nearest, Linear };
enum class PPTextureType { CurrentPipelineTexture, NextPipelineTexture, PPTexture };
enum class PPWrapMode { Clamp, Repeat };
enum class PPTextureType { CurrentPipelineTexture, NextPipelineTexture, PPTexture, SceneColor, SceneFog, SceneNormal, SceneDepth };
class PPTextureInput
{
public:
PPFilterMode Filter;
PPWrapMode Wrap;
PPTextureType Type;
PPTextureName Texture;
};
@ -99,23 +101,50 @@ public:
class PPStep
{
public:
void SetInputTexture(int index, PPTextureName texture, PPFilterMode filter = PPFilterMode::Nearest)
void SetInputTexture(int index, PPTextureName texture, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
if ((int)Textures.Size() < index + 1)
Textures.Resize(index + 1);
auto &tex = Textures[index];
tex.Filter = filter;
tex.Wrap = wrap;
tex.Type = PPTextureType::PPTexture;
tex.Texture = texture;
}
void SetInputCurrent(int index, PPFilterMode filter = PPFilterMode::Nearest)
void SetInputCurrent(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
SetInputSpecialType(index, PPTextureType::CurrentPipelineTexture, filter, wrap);
}
void SetInputSceneColor(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
SetInputSpecialType(index, PPTextureType::SceneColor, filter, wrap);
}
void SetInputSceneFog(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
SetInputSpecialType(index, PPTextureType::SceneFog, filter, wrap);
}
void SetInputSceneNormal(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
SetInputSpecialType(index, PPTextureType::SceneNormal, filter, wrap);
}
void SetInputSceneDepth(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
SetInputSpecialType(index, PPTextureType::SceneDepth, filter, wrap);
}
void SetInputSpecialType(int index, PPTextureType type, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
if ((int)Textures.Size() < index + 1)
Textures.Resize(index + 1);
auto &tex = Textures[index];
tex.Filter = filter;
tex.Type = PPTextureType::CurrentPipelineTexture;
tex.Wrap = wrap;
tex.Type = type;
tex.Texture = {};
}
@ -137,6 +166,12 @@ public:
Output.Texture = {};
}
void SetOutputSceneColor()
{
Output.Type = PPTextureType::SceneColor;
Output.Texture = {};
}
void SetNoBlend()
{
BlendMode.BlendOp = STYLEOP_Add;
@ -173,7 +208,9 @@ enum class PixelFormat
{
Rgba8,
Rgba16f,
R32f
R32f,
Rg16f,
Rgba16_snorm
};
class PPTextureDesc
@ -221,8 +258,9 @@ public:
int SceneWidth = 0;
int SceneHeight = 0;
int fixedcm;
float gameinfobluramount;
int fixedcm = 0;
float gameinfobluramount = 0.0f;
float m5 = 0.0f;
TMap<FString, TArray<PPStep>> Effects;
TMap<FString, PPTextureDesc> Textures;
@ -457,3 +495,132 @@ public:
NumTonemapModes
};
};
/////////////////////////////////////////////////////////////////////////////
struct LinearDepthUniforms
{
int SampleIndex;
float LinearizeDepthA;
float LinearizeDepthB;
float InverseDepthRangeA;
float InverseDepthRangeB;
float Padding0, Padding1, Padding2;
FVector2 Scale;
FVector2 Offset;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "SampleIndex", UniformType::Int, offsetof(LinearDepthUniforms, SampleIndex) },
{ "LinearizeDepthA", UniformType::Float, offsetof(LinearDepthUniforms, LinearizeDepthA) },
{ "LinearizeDepthB", UniformType::Float, offsetof(LinearDepthUniforms, LinearizeDepthB) },
{ "InverseDepthRangeA", UniformType::Float, offsetof(LinearDepthUniforms, InverseDepthRangeA) },
{ "InverseDepthRangeB", UniformType::Float, offsetof(LinearDepthUniforms, InverseDepthRangeB) },
{ "Padding0", UniformType::Float, offsetof(LinearDepthUniforms, Padding0) },
{ "Padding1", UniformType::Float, offsetof(LinearDepthUniforms, Padding1) },
{ "Padding2", UniformType::Float, offsetof(LinearDepthUniforms, Padding2) },
{ "Scale", UniformType::Vec2, offsetof(LinearDepthUniforms, Scale) },
{ "Offset", UniformType::Vec2, offsetof(LinearDepthUniforms, Offset) }
};
}
};
struct SSAOUniforms
{
FVector2 UVToViewA;
FVector2 UVToViewB;
FVector2 InvFullResolution;
float NDotVBias;
float NegInvR2;
float RadiusToScreen;
float AOMultiplier;
float AOStrength;
int SampleIndex;
float Padding0, Padding1;
FVector2 Scale;
FVector2 Offset;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "UVToViewA", UniformType::Vec2, offsetof(SSAOUniforms, UVToViewA) },
{ "UVToViewB", UniformType::Vec2, offsetof(SSAOUniforms, UVToViewB) },
{ "InvFullResolution", UniformType::Vec2, offsetof(SSAOUniforms, InvFullResolution) },
{ "NDotVBias", UniformType::Float, offsetof(SSAOUniforms, NDotVBias) },
{ "NegInvR2", UniformType::Float, offsetof(SSAOUniforms, NegInvR2) },
{ "RadiusToScreen", UniformType::Float, offsetof(SSAOUniforms, RadiusToScreen) },
{ "AOMultiplier", UniformType::Float, offsetof(SSAOUniforms, AOMultiplier) },
{ "AOStrength", UniformType::Float, offsetof(SSAOUniforms, AOStrength) },
{ "SampleIndex", UniformType::Int, offsetof(SSAOUniforms, SampleIndex) },
{ "Padding0", UniformType::Float, offsetof(SSAOUniforms, Padding0) },
{ "Padding1", UniformType::Float, offsetof(SSAOUniforms, Padding1) },
{ "Scale", UniformType::Vec2, offsetof(SSAOUniforms, Scale) },
{ "Offset", UniformType::Vec2, offsetof(SSAOUniforms, Offset) },
};
}
};
struct DepthBlurUniforms
{
float BlurSharpness;
float PowExponent;
FVector2 InvFullResolution;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "BlurSharpness", UniformType::Float, offsetof(DepthBlurUniforms, BlurSharpness) },
{ "PowExponent", UniformType::Float, offsetof(DepthBlurUniforms, PowExponent) },
{ "InvFullResolution", UniformType::Vec2, offsetof(DepthBlurUniforms, InvFullResolution) }
};
}
};
struct AmbientCombineUniforms
{
int SampleCount;
int Padding0, Padding1, Padding2;
FVector2 Scale;
FVector2 Offset;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "SampleCount", UniformType::Int, offsetof(AmbientCombineUniforms, SampleCount) },
{ "Padding0", UniformType::Int, offsetof(AmbientCombineUniforms, Padding0) },
{ "Padding1", UniformType::Int, offsetof(AmbientCombineUniforms, Padding1) },
{ "Padding2", UniformType::Int, offsetof(AmbientCombineUniforms, Padding2) },
{ "Scale", UniformType::Vec2, offsetof(AmbientCombineUniforms, Scale) },
{ "Offset", UniformType::Vec2, offsetof(AmbientCombineUniforms, Offset) }
};
}
};
class PPAmbientOcclusion : public PPEffectManager
{
public:
void DeclareShaders() override;
void UpdateTextures() override;
void UpdateSteps() override;
private:
enum Quality
{
Off,
LowQuality,
MediumQuality,
HighQuality,
NumQualityModes
};
int AmbientWidth = 0;
int AmbientHeight = 0;
enum { NumAmbientRandomTextures = 3 };
PPTextureName AmbientRandomTexture[NumAmbientRandomTextures];
};