This commit is contained in:
Christoph Oelckers 2016-12-22 12:40:57 +01:00
commit a825d1d92f
31 changed files with 1369 additions and 199 deletions

View file

@ -54,6 +54,7 @@
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/shaders/gl_ambientshader.h"
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
@ -106,6 +107,32 @@ CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
}
}
CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 3)
self = 0;
}
CUSTOM_CVAR(Int, gl_ssao_portals, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0)
self = 0;
}
CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, gl_ssao_debug, 0, 0)
CVAR(Float, gl_ssao_bias, 0.2f, 0)
CVAR(Float, gl_ssao_radius, 80.0f, 0)
CUSTOM_CVAR(Float, gl_ssao_blur, 16.0f, 0)
{
if (self < 0.1f) self = 0.1f;
}
CUSTOM_CVAR(Float, gl_ssao_exponent, 1.8f, 0)
{
if (self < 0.1f) self = 0.1f;
}
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
@ -117,6 +144,153 @@ void FGLRenderer::RenderScreenQuad()
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
}
void FGLRenderer::PostProcessScene()
{
mBuffers->BlitSceneToTexture();
UpdateCameraExposure();
BloomScene();
TonemapScene();
ColormapScene();
LensDistortScene();
ApplyFXAA();
}
//-----------------------------------------------------------------------------
//
// Adds ambient occlusion to the scene
//
//-----------------------------------------------------------------------------
void FGLRenderer::AmbientOccludeScene()
{
FGLDebug::PushGroup("AmbientOccludeScene");
FGLPostProcessState savedState;
savedState.SaveTextureBindings(3);
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 / gl_RenderState.mProjectionMatrix.get()[5];
float invFocalLenX = tanHalfFovy * (mBuffers->GetSceneWidth() / (float)mBuffers->GetSceneHeight());
float invFocalLenY = tanHalfFovy;
float nDotVBias = clamp(bias, 0.0f, 1.0f);
float r2 = aoRadius * aoRadius;
float blurSharpness = 1.0f / blurAmount;
float sceneScaleX = mSceneViewport.width / (float)mScreenViewport.width;
float sceneScaleY = mSceneViewport.height / (float)mScreenViewport.height;
float sceneOffsetX = mSceneViewport.left / (float)mScreenViewport.width;
float sceneOffsetY = mSceneViewport.top / (float)mScreenViewport.height;
int randomTexture = clamp(gl_ssao - 1, 0, FGLRenderBuffers::NumAmbientRandomTextures - 1);
// Calculate linear depth values
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->LinearDepthFB);
glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
mBuffers->BindSceneDepthTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mBuffers->BindSceneColorTexture(1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE0);
mLinearDepthShader->Bind();
mLinearDepthShader->DepthTexture.Set(0);
mLinearDepthShader->ColorTexture.Set(1);
if (gl_multisample > 1) mLinearDepthShader->SampleIndex.Set(0);
mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
mLinearDepthShader->Scale.Set(sceneScaleX, sceneScaleY);
mLinearDepthShader->Offset.Set(sceneOffsetX, sceneOffsetY);
RenderScreenQuad();
// Apply ambient occlusion
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
glBindTexture(GL_TEXTURE_2D, mBuffers->LinearDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture[randomTexture]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
mBuffers->BindSceneNormalTexture(2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE0);
mSSAOShader->Bind();
mSSAOShader->DepthTexture.Set(0);
mSSAOShader->RandomTexture.Set(1);
mSSAOShader->NormalTexture.Set(2);
if (gl_multisample > 1) mSSAOShader->SampleIndex.Set(0);
mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, 2.0f * invFocalLenY);
mSSAOShader->UVToViewB.Set(-invFocalLenX, -invFocalLenY);
mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
mSSAOShader->NDotVBias.Set(nDotVBias);
mSSAOShader->NegInvR2.Set(-1.0f / r2);
mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
mSSAOShader->AOStrength.Set(aoStrength);
mSSAOShader->Scale.Set(sceneScaleX, sceneScaleY);
mSSAOShader->Offset.Set(sceneOffsetX, sceneOffsetY);
RenderScreenQuad();
// Blur SSAO texture
if (gl_ssao_debug < 2)
{
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mDepthBlurShader->Bind(false);
mDepthBlurShader->BlurSharpness[false].Set(blurSharpness);
mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
RenderScreenQuad();
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
mDepthBlurShader->Bind(true);
mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
mDepthBlurShader->PowExponent[true].Set(gl_ssao_exponent);
RenderScreenQuad();
}
// Add SSAO back to scene texture:
mBuffers->BindSceneFB(false);
glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (gl_ssao_debug != 0)
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBuffers->BindSceneFogTexture(1);
mSSAOCombineShader->Bind();
mSSAOCombineShader->AODepthTexture.Set(0);
mSSAOCombineShader->SceneFogTexture.Set(1);
if (gl_multisample > 1) mSSAOCombineShader->SampleCount.Set(gl_multisample);
mSSAOCombineShader->Scale.Set(sceneScaleX, sceneScaleY);
mSSAOCombineShader->Offset.Set(sceneOffsetX, sceneOffsetY);
RenderScreenQuad();
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Extracts light average from the scene and updates the camera exposure texture
@ -131,7 +305,7 @@ void FGLRenderer::UpdateCameraExposure()
FGLDebug::PushGroup("UpdateCameraExposure");
FGLPostProcessState savedState;
savedState.SaveTextureBinding1();
savedState.SaveTextureBindings(2);
// Extract light level from scene texture:
const auto &level0 = mBuffers->ExposureLevels[0];
@ -198,13 +372,13 @@ void FGLRenderer::UpdateCameraExposure()
void FGLRenderer::BloomScene()
{
// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT)
if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT || gl_ssao_debug)
return;
FGLDebug::PushGroup("BloomScene");
FGLPostProcessState savedState;
savedState.SaveTextureBinding1();
savedState.SaveTextureBindings(2);
const float blurAmount = gl_bloom_amount;
int sampleCount = gl_bloom_kernel_size;
@ -293,7 +467,10 @@ void FGLRenderer::TonemapScene()
FGLDebug::PushGroup("TonemapScene");
CreateTonemapPalette();
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
@ -302,12 +479,18 @@ void FGLRenderer::TonemapScene()
if (mTonemapShader->IsPaletteMode())
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mTonemapPalette->GetTextureHandle(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0);
mTonemapShader->PaletteLUT.Set(1);
BindTonemapPalette(1);
}
else
{
savedState.SaveTextureBinding1();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
glActiveTexture(GL_TEXTURE0);
@ -321,13 +504,9 @@ void FGLRenderer::TonemapScene()
FGLDebug::PopGroup();
}
void FGLRenderer::BindTonemapPalette(int texunit)
void FGLRenderer::CreateTonemapPalette()
{
if (mTonemapPalette)
{
mTonemapPalette->Bind(texunit, 0, false);
}
else
if (!mTonemapPalette)
{
TArray<unsigned char> lut;
lut.Resize(512 * 512 * 4);
@ -348,14 +527,7 @@ void FGLRenderer::BindTonemapPalette(int texunit)
}
mTonemapPalette = new FHardwareTexture(512, 512, true);
mTonemapPalette->CreateTexture(&lut[0], 512, 512, texunit, false, 0, "mTonemapPalette");
glActiveTexture(GL_TEXTURE0 + texunit);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0);
mTonemapPalette->CreateTexture(&lut[0], 512, 512, 0, false, 0, "mTonemapPalette");
}
}
@ -425,7 +597,7 @@ void FGLRenderer::LensDistortScene()
0.0f
};
float aspect = mSceneViewport.width / mSceneViewport.height;
float aspect = mSceneViewport.width / (float)mSceneViewport.height;
// Scale factor to keep sampling within the input texture
float r2 = aspect * aspect * 0.25 + 0.25f;

View file

@ -45,17 +45,7 @@ FGLPostProcessState::FGLPostProcessState()
{
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[0]);
glBindTexture(GL_TEXTURE_2D, 0);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding[0]);
glBindSampler(0, 0);
glActiveTexture(GL_TEXTURE0 + 1);
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding[1]);
glBindSampler(1, 0);
glActiveTexture(GL_TEXTURE0);
}
SaveTextureBindings(1);
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
@ -75,12 +65,26 @@ FGLPostProcessState::FGLPostProcessState()
glDisable(GL_BLEND);
}
void FGLPostProcessState::SaveTextureBinding1()
void FGLPostProcessState::SaveTextureBindings(unsigned int numUnits)
{
glActiveTexture(GL_TEXTURE1);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[1]);
glBindTexture(GL_TEXTURE_2D, 0);
textureBinding1Saved = true;
while (textureBinding.Size() < numUnits)
{
unsigned int i = textureBinding.Size();
GLint texture;
glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
glBindTexture(GL_TEXTURE_2D, 0);
textureBinding.Push(texture);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
GLint sampler;
glGetIntegerv(GL_SAMPLER_BINDING, &sampler);
glBindSampler(i, 0);
samplerBinding.Push(sampler);
}
}
glActiveTexture(GL_TEXTURE0);
}
@ -117,25 +121,22 @@ FGLPostProcessState::~FGLPostProcessState()
glUseProgram(currentProgram);
if (textureBinding1Saved)
// Fully unbind to avoid incomplete texture warnings from Nvidia's driver when gl_debug_level 4 is active
for (unsigned int i = 0; i < textureBinding.Size(); i++)
{
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
if (gl.flags & RFL_SAMPLER_OBJECTS)
for (unsigned int i = 0; i < samplerBinding.Size(); i++)
{
glBindSampler(0, samplerBinding[0]);
glBindSampler(1, samplerBinding[1]);
glBindSampler(i, samplerBinding[i]);
}
glBindTexture(GL_TEXTURE_2D, textureBinding[0]);
if (textureBinding1Saved)
for (unsigned int i = 0; i < textureBinding.Size(); i++)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureBinding[1]);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textureBinding[i]);
}
glActiveTexture(activeTex);

View file

@ -14,15 +14,15 @@ public:
FGLPostProcessState();
~FGLPostProcessState();
void SaveTextureBinding1();
void SaveTextureBindings(unsigned int numUnits);
private:
FGLPostProcessState(const FGLPostProcessState &) = delete;
FGLPostProcessState &operator=(const FGLPostProcessState &) = delete;
GLint activeTex;
GLint textureBinding[2];
GLint samplerBinding[2];
TArray<GLint> textureBinding;
TArray<GLint> samplerBinding;
GLboolean blendEnabled;
GLboolean scissorEnabled;
GLboolean depthEnabled;
@ -34,7 +34,6 @@ private:
GLint blendSrcAlpha;
GLint blendDestRgb;
GLint blendDestAlpha;
bool textureBinding1Saved = false;
};
#endif

View file

@ -40,6 +40,7 @@
#include "w_wad.h"
#include "i_system.h"
#include "doomerrors.h"
#include <random>
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
@ -58,6 +59,11 @@ FGLRenderBuffers::FGLRenderBuffers()
mPipelineFB[i] = 0;
}
for (int i = 0; i < NumAmbientRandomTextures; i++)
{
AmbientRandomTexture[i] = 0;
}
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
}
@ -75,15 +81,27 @@ FGLRenderBuffers::~FGLRenderBuffers()
ClearEyeBuffers();
ClearBloom();
ClearExposureLevels();
ClearAmbientOcclusion();
}
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneDepth);
DeleteRenderBuffer(mSceneStencil);
DeleteFrameBuffer(mSceneDataFB);
if (mSceneUsesTextures)
{
DeleteTexture(mSceneMultisample);
DeleteTexture(mSceneFog);
DeleteTexture(mSceneNormal);
DeleteTexture(mSceneDepthStencil);
}
else
{
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneFog);
DeleteRenderBuffer(mSceneNormal);
DeleteRenderBuffer(mSceneDepthStencil);
}
}
void FGLRenderBuffers::ClearPipeline()
@ -132,6 +150,18 @@ void FGLRenderBuffers::ClearEyeBuffers()
mEyeFBs.Clear();
}
void FGLRenderBuffers::ClearAmbientOcclusion()
{
DeleteFrameBuffer(LinearDepthFB);
DeleteFrameBuffer(AmbientFB0);
DeleteFrameBuffer(AmbientFB1);
DeleteTexture(LinearDepthTexture);
DeleteTexture(AmbientTexture0);
DeleteTexture(AmbientTexture1);
for (int i = 0; i < NumAmbientRandomTextures; i++)
DeleteTexture(AmbientRandomTexture[i]);
}
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
{
if (handle != 0)
@ -177,6 +207,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
int samples = clamp((int)gl_multisample, 0, mMaxSamples);
bool needsSceneTextures = (gl_ssao != 0);
GLint activeTex;
GLint textureBinding;
@ -184,25 +215,23 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (width == mWidth && height == mHeight && mSamples != samples)
{
CreateScene(mWidth, mHeight, samples);
mSamples = samples;
}
else if (width != mWidth || height != mHeight)
{
if (width != mWidth || height != mHeight)
CreatePipeline(width, height);
CreateScene(width, height, samples);
mWidth = width;
mHeight = height;
mSamples = samples;
}
if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures)
CreateScene(width, height, samples, needsSceneTextures);
mWidth = width;
mHeight = height;
mSamples = samples;
mSceneUsesTextures = needsSceneTextures;
// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
{
CreateBloom(sceneWidth, sceneHeight);
CreateExposureLevels(sceneWidth, sceneHeight);
CreateAmbientOcclusion(sceneWidth, sceneHeight);
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
}
@ -235,15 +264,46 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
//
//==========================================================================
void FGLRenderBuffers::CreateScene(int width, int height, int samples)
void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool needsSceneTextures)
{
ClearScene();
if (samples > 1)
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height);
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
{
if (needsSceneTextures)
{
mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
mSceneFog = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
mSceneNormal = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, 0, 0, mSceneDepthStencil, true);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneFog, mSceneNormal, mSceneDepthStencil, true);
}
else
{
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, mSceneDepthStencil, true);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneDepthStencil, true);
}
}
else
{
if (needsSceneTextures)
{
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFog = Create2DTexture("SceneFog", GL_RGBA8, width, height);
mSceneNormal = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], 0, 0, mSceneDepthStencil, false);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFog, mSceneNormal, mSceneDepthStencil, false);
}
else
{
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencil, false);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencil, false);
}
}
}
//==========================================================================
@ -278,13 +338,13 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
if (width <= 0 || height <= 0)
return;
int bloomWidth = MAX(width / 2, 1);
int bloomHeight = MAX(height / 2, 1);
int bloomWidth = (width + 1) / 2;
int bloomHeight = (height + 1) / 2;
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
level.Width = MAX(bloomWidth / 2, 1);
level.Height = MAX(bloomHeight / 2, 1);
level.Width = (bloomWidth + 1) / 2;
level.Height = (bloomHeight + 1) / 2;
level.VTexture = Create2DTexture("Bloom.VTexture", GL_RGBA16F, level.Width, level.Height);
level.HTexture = Create2DTexture("Bloom.HTexture", GL_RGBA16F, level.Width, level.Height);
@ -296,6 +356,55 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
}
}
//==========================================================================
//
// Creates ambient occlusion working buffers
//
//==========================================================================
void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
{
ClearAmbientOcclusion();
if (width <= 0 || height <= 0)
return;
AmbientWidth = (width + 1) / 2;
AmbientHeight = (height + 1) / 2;
LinearDepthTexture = Create2DTexture("LinearDepthTexture", GL_R32F, AmbientWidth, AmbientHeight);
AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG16F, AmbientWidth, AmbientHeight);
AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG16F, AmbientWidth, AmbientHeight);
LinearDepthFB = CreateFrameBuffer("LinearDepthFB", LinearDepthTexture);
AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
// Must match quality enum in FSSAOShader::GetDefines
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++)
{
int16_t randomValues[16 * 4];
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);
}
AmbientRandomTexture[quality] = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
}
}
//==========================================================================
//
// Creates camera exposure level buffers
@ -368,12 +477,31 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data)
{
GLuint type = (format == GL_RGBA16F || format == GL_R32F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format != GL_R32F ? GL_RGBA : GL_RED, type, data);
GLenum dataformat, datatype;
switch (format)
{
case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_R16F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_RG16F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_RGB10_A2: dataformat = GL_RGBA; datatype = GL_UNSIGNED_INT_10_10_10_2; break;
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
}
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@ -381,6 +509,17 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
return handle;
}
GLuint FGLRenderBuffers::Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
{
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, handle);
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
return handle;
}
//==========================================================================
//
// Creates a render buffer
@ -397,7 +536,7 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format,
return handle;
}
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height)
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples)
{
if (samples <= 1)
return CreateRenderBuffer(name, format, width, height);
@ -444,18 +583,30 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer)
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
if (multisample)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0, 0);
if (colorbuffer1 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1, 0);
if (colorbuffer2 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil, 0);
}
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0, 0);
if (colorbuffer1 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1, 0);
if (colorbuffer2 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
}
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
@ -475,22 +626,23 @@ bool FGLRenderBuffers::CheckFrameBufferCompleteness()
FailedCreate = true;
#if 0
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
if (gl_debug_level > 0)
{
default: error.AppendFormat("error code %d", (int)result); break;
case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
{
default: error.AppendFormat("error code %d", (int)result); break;
case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
}
Printf("%s\n", error.GetChars());
}
I_FatalError(error);
#endif
return false;
}
@ -595,9 +747,69 @@ void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
//
//==========================================================================
void FGLRenderBuffers::BindSceneFB()
void FGLRenderBuffers::BindSceneFB(bool sceneData)
{
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
glBindFramebuffer(GL_FRAMEBUFFER, sceneData ? mSceneDataFB : mSceneFB);
}
//==========================================================================
//
// Binds the scene color texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneColorTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneMultisample);
else
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0]);
}
//==========================================================================
//
// Binds the scene fog data texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneFogTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFog);
else
glBindTexture(GL_TEXTURE_2D, mSceneFog);
}
//==========================================================================
//
// Binds the scene normal data texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneNormalTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormal);
else
glBindTexture(GL_TEXTURE_2D, mSceneNormal);
}
//==========================================================================
//
// Binds the depth texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneDepthTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencil);
else
glBindTexture(GL_TEXTURE_2D, mSceneDepthStencil);
}
//==========================================================================

View file

@ -31,7 +31,11 @@ public:
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
void BindSceneFB();
void BindSceneFB(bool sceneData);
void BindSceneColorTexture(int index);
void BindSceneFogTexture(int index);
void BindSceneNormalTexture(int index);
void BindSceneDepthTexture(int index);
void BlitSceneToTexture();
void BindCurrentTexture(int index);
@ -53,28 +57,46 @@ public:
GLuint ExposureFB = 0;
bool FirstExposureFrame = true;
// Ambient occlusion buffers
GLuint LinearDepthTexture = 0;
GLuint LinearDepthFB = 0;
GLuint AmbientTexture0 = 0;
GLuint AmbientTexture1 = 0;
GLuint AmbientFB0 = 0;
GLuint AmbientFB1 = 0;
int AmbientWidth = 0;
int AmbientHeight = 0;
enum { NumAmbientRandomTextures = 3 };
GLuint AmbientRandomTexture[NumAmbientRandomTextures];
static bool IsEnabled();
int GetWidth() const { return mWidth; }
int GetHeight() const { return mHeight; }
int GetSceneWidth() const { return mSceneWidth; }
int GetSceneHeight() const { return mSceneHeight; }
private:
void ClearScene();
void ClearPipeline();
void ClearEyeBuffers();
void ClearBloom();
void ClearExposureLevels();
void CreateScene(int width, int height, int samples);
void ClearAmbientOcclusion();
void CreateScene(int width, int height, int samples, bool needsSceneTextures);
void CreatePipeline(int width, int height);
void CreateBloom(int width, int height);
void CreateExposureLevels(int width, int height);
void CreateEyeBuffers(int eye);
void CreateAmbientOcclusion(int width, int height);
GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height);
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample);
bool CheckFrameBufferCompleteness();
void ClearFrameBuffer(bool stencil, bool depth);
void DeleteTexture(GLuint &handle);
@ -94,9 +116,11 @@ private:
// Buffers for the scene
GLuint mSceneMultisample = 0;
GLuint mSceneDepthStencil = 0;
GLuint mSceneDepth = 0;
GLuint mSceneStencil = 0;
GLuint mSceneFog = 0;
GLuint mSceneNormal = 0;
GLuint mSceneFB = 0;
GLuint mSceneDataFB = 0;
bool mSceneUsesTextures = false;
// Effect/HUD buffers
GLuint mPipelineTexture[NumPipelineTextures];

View file

@ -51,6 +51,7 @@
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_ambientshader.h"
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
@ -118,6 +119,10 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mTonemapPalette = nullptr;
mColormapShader = nullptr;
mLensShader = nullptr;
mLinearDepthShader = nullptr;
mDepthBlurShader = nullptr;
mSSAOShader = nullptr;
mSSAOCombineShader = nullptr;
mFXAAShader = nullptr;
mFXAALumaShader = nullptr;
}
@ -128,6 +133,10 @@ void gl_FlushModels();
void FGLRenderer::Initialize(int width, int height)
{
mBuffers = new FGLRenderBuffers();
mLinearDepthShader = new FLinearDepthShader();
mDepthBlurShader = new FDepthBlurShader();
mSSAOShader = new FSSAOShader();
mSSAOCombineShader = new FSSAOCombineShader();
mBloomExtractShader = new FBloomExtractShader();
mBloomCombineShader = new FBloomCombineShader();
mExposureExtractShader = new FExposureExtractShader();
@ -196,6 +205,10 @@ FGLRenderer::~FGLRenderer()
}
if (mBuffers) delete mBuffers;
if (mPresentShader) delete mPresentShader;
if (mLinearDepthShader) delete mLinearDepthShader;
if (mDepthBlurShader) delete mDepthBlurShader;
if (mSSAOShader) delete mSSAOShader;
if (mSSAOCombineShader) delete mSSAOCombineShader;
if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
if (mPresent3dColumnShader) delete mPresent3dColumnShader;
if (mPresent3dRowShader) delete mPresent3dRowShader;
@ -327,7 +340,7 @@ void FGLRenderer::Begin2D()
if (mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
{
if (mDrawingScene2D)
mBuffers->BindSceneFB();
mBuffers->BindSceneFB(false);
else
mBuffers->BindCurrentFB();
}

View file

@ -19,6 +19,10 @@ class FLightBuffer;
class FSamplerManager;
class DPSprite;
class FGLRenderBuffers;
class FLinearDepthShader;
class FDepthBlurShader;
class FSSAOShader;
class FSSAOCombineShader;
class FBloomExtractShader;
class FBloomCombineShader;
class FExposureExtractShader;
@ -98,6 +102,10 @@ public:
int mOldFBID;
FGLRenderBuffers *mBuffers;
FLinearDepthShader *mLinearDepthShader;
FSSAOShader *mSSAOShader;
FDepthBlurShader *mDepthBlurShader;
FSSAOCombineShader *mSSAOCombineShader;
FBloomExtractShader *mBloomExtractShader;
FBloomCombineShader *mBloomCombineShader;
FExposureExtractShader *mExposureExtractShader;
@ -182,10 +190,12 @@ public:
void WriteSavePic (player_t *player, FileWriter *file, int width, int height);
void EndDrawScene(sector_t * viewsector);
void UpdateCameraExposure();
void PostProcessScene();
void AmbientOccludeScene();
void BloomScene();
void TonemapScene();
void ColormapScene();
void BindTonemapPalette(int texunit);
void CreateTonemapPalette();
void ClearTonemapPalette();
void LensDistortScene();
void ApplyFXAA();
@ -209,6 +219,9 @@ public:
DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip);
int PTM_BestColor (const uint32 *pal_in, int r, int g, int b, int first, int num);
static float GetZNear() { return 5.f; }
static float GetZFar() { return 65536.f; }
};
// Global functions. Make them members of GLRenderer later?

View file

@ -105,6 +105,7 @@ void FRenderState::Reset()
mViewMatrix.loadIdentity();
mModelMatrix.loadIdentity();
mTextureMatrix.loadIdentity();
mPassType = NORMAL_PASS;
}
//==========================================================================
@ -118,11 +119,11 @@ bool FRenderState::ApplyShader()
static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
if (mSpecialEffect > EFF_NONE)
{
activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect);
activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect, mPassType);
}
else
{
activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4, mAlphaThreshold >= 0.f);
activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4, mAlphaThreshold >= 0.f, mPassType);
activeShader->Bind();
}
@ -347,7 +348,7 @@ void FRenderState::ApplyMatrices()
{
if (GLRenderer->mShaderManager != NULL)
{
GLRenderer->mShaderManager->ApplyMatrices(&mProjectionMatrix, &mViewMatrix);
GLRenderer->mShaderManager->ApplyMatrices(&mProjectionMatrix, &mViewMatrix, mPassType);
}
}

View file

@ -63,6 +63,13 @@ enum EEffect
MAX_EFFECTS
};
enum EPassType
{
NORMAL_PASS,
GBUFFER_PASS,
MAX_PASS_TYPES
};
class FRenderState
{
bool mTextureEnabled;
@ -112,6 +119,9 @@ class FRenderState
FShader *activeShader;
EPassType mPassType = NORMAL_PASS;
int mNumDrawBuffers = 1;
bool ApplyShader();
public:
@ -472,6 +482,32 @@ public:
return mInterpolationFactor;
}
void SetPassType(EPassType passType)
{
mPassType = passType;
}
EPassType GetPassType()
{
return mPassType;
}
void EnableDrawBuffers(int count)
{
count = MIN(count, 3);
if (mNumDrawBuffers != count)
{
static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(count, buffers);
mNumDrawBuffers = count;
}
}
int GetPassDrawBufferCount()
{
return mPassType == GBUFFER_PASS ? 3 : 1;
}
// Backwards compatibility crap follows
void ApplyFixedFunction();
void DrawColormapOverlay();