This commit is contained in:
commit
ed07ff1bdd
27 changed files with 1209 additions and 152 deletions
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@ -1128,6 +1128,7 @@ set( FASTMATH_SOURCES
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gl/shaders/gl_shaderprogram.cpp
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gl/shaders/gl_presentshader.cpp
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gl/shaders/gl_bloomshader.cpp
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gl/shaders/gl_ambientshader.cpp
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gl/shaders/gl_blurshader.cpp
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gl/shaders/gl_colormapshader.cpp
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gl/shaders/gl_tonemapshader.cpp
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@ -60,6 +60,11 @@ CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CUSTOM_CVAR(Int, gl_light_math, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 2) self = 0;
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}
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//==========================================================================
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//
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// Sets up the parameters to render one dynamic light onto one plane
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@ -108,10 +113,25 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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i = 1;
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}
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float worldPos[4] = { (float)pos.X, (float)pos.Z, (float)pos.Y, 1.0f };
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float eyePos[4];
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gl_RenderState.mViewMatrix.multMatrixPoint(worldPos, eyePos);
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if (gl_light_math != 0)
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{
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// Move light up because flasks/vials have their light source location at/below the floor.
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//
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// If the point is exactly on the wall plane it might cause some acne as some pixels could
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// be in front and some behind. Move light just a tiny bit to avoid this.
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eyePos[0] += 0.01f;
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eyePos[1] += 5.01f;
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eyePos[2] += 0.01f;
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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data[0] = pos.X;
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data[1] = pos.Z;
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data[2] = pos.Y;
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data[0] = eyePos[0];
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data[1] = eyePos[1];
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data[2] = eyePos[2];
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data[3] = radius;
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data[4] = r;
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data[5] = g;
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@ -55,6 +55,7 @@
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/shaders/gl_ambientshader.h"
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_tonemapshader.h"
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@ -98,6 +99,16 @@ CVAR(Float, gl_lens_k, -0.12f, 0)
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CVAR(Float, gl_lens_kcube, 0.1f, 0)
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CVAR(Float, gl_lens_chromatic, 1.12f, 0)
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CVAR(Bool, gl_ssao, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_ssao_debug, false, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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CVAR(Float, gl_ssao_radius, 100.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur_amount, 4.0f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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@ -109,6 +120,136 @@ void FGLRenderer::RenderScreenQuad()
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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void FGLRenderer::PostProcessScene()
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{
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mBuffers->BlitSceneToTexture();
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UpdateCameraExposure();
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BloomScene();
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TonemapScene();
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ColormapScene();
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LensDistortScene();
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}
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//-----------------------------------------------------------------------------
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//
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// Adds ambient occlusion to the scene
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::AmbientOccludeScene()
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{
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FGLDebug::PushGroup("AmbientOccludeScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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float bias = gl_ssao_bias;
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float aoRadius = gl_ssao_radius;
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const float blurAmount = gl_ssao_blur_amount;
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float aoStrength = gl_ssao_strength;
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bool multisample = gl_multisample > 1;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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float invFocalLenX = tanHalfFovy * (mBuffers->GetSceneWidth() / (float)mBuffers->GetSceneHeight());
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float invFocalLenY = tanHalfFovy;
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float nDotVBias = clamp(bias, 0.0f, 1.0f);
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float r2 = aoRadius * aoRadius;
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float blurSharpness = 1.0f / blurAmount;
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// Calculate linear depth values
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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mBuffers->BindSceneDepthTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->BindSceneColorTexture(1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE0);
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mLinearDepthShader->Bind(multisample);
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mLinearDepthShader->DepthTexture[multisample].Set(0);
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mLinearDepthShader->ColorTexture[multisample].Set(1);
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if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
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mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
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mLinearDepthShader->Scale[multisample].Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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// Apply ambient occlusion
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glActiveTexture(GL_TEXTURE0);
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mSSAOShader->Bind();
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->RandomTexture.Set(1);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, -2.0f * invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, invFocalLenY);
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mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mSSAOShader->NDotVBias.Set(nDotVBias);
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mSSAOShader->NegInvR2.Set(-1.0f / r2);
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mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
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mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
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mSSAOShader->AOStrength.Set(aoStrength);
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RenderScreenQuad();
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// Blur SSAO texture
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mDepthBlurShader->Bind(false);
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mDepthBlurShader->BlurSharpness[false].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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RenderScreenQuad();
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
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mDepthBlurShader->Bind(true);
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mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mDepthBlurShader->PowExponent[true].Set(1.8f);
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RenderScreenQuad();
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// Add SSAO back to scene texture:
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mBuffers->BindSceneFB(false);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, buffers);
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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if (gl_ssao_debug)
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glBlendFunc(GL_ONE, GL_ZERO);
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else
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mBuffers->BindSceneDataTexture(1);
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mSSAOCombineShader->Bind(multisample);
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mSSAOCombineShader->AODepthTexture[multisample].Set(0);
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mSSAOCombineShader->SceneDataTexture[multisample].Set(1);
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if (multisample) mSSAOCombineShader->SampleCount[multisample].Set(gl_multisample);
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mSSAOCombineShader->Scale[multisample].Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mSSAOCombineShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Extracts light average from the scene and updates the camera exposure texture
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@ -190,7 +331,7 @@ void FGLRenderer::UpdateCameraExposure()
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void FGLRenderer::BloomScene()
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{
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// Only bloom things if enabled and no special fixed light mode is active
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if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT)
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if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT || gl_ssao_debug)
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return;
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FGLDebug::PushGroup("BloomScene");
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@ -40,6 +40,7 @@
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#include "w_wad.h"
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#include "i_system.h"
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#include "doomerrors.h"
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#include <random>
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CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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@ -75,15 +76,16 @@ FGLRenderBuffers::~FGLRenderBuffers()
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ClearEyeBuffers();
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ClearBloom();
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ClearExposureLevels();
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ClearAmbientOcclusion();
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}
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void FGLRenderBuffers::ClearScene()
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{
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DeleteFrameBuffer(mSceneFB);
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DeleteRenderBuffer(mSceneMultisample);
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DeleteRenderBuffer(mSceneDepthStencil);
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DeleteRenderBuffer(mSceneDepth);
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DeleteRenderBuffer(mSceneStencil);
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DeleteFrameBuffer(mSceneDataFB);
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DeleteTexture(mSceneMultisample);
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DeleteTexture(mSceneData);
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DeleteTexture(mSceneDepthStencil);
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}
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void FGLRenderBuffers::ClearPipeline()
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@ -132,6 +134,15 @@ void FGLRenderBuffers::ClearEyeBuffers()
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mEyeFBs.Clear();
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}
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void FGLRenderBuffers::ClearAmbientOcclusion()
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{
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DeleteFrameBuffer(AmbientFB0);
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DeleteFrameBuffer(AmbientFB1);
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DeleteTexture(AmbientTexture0);
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DeleteTexture(AmbientTexture1);
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DeleteTexture(AmbientRandomTexture);
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}
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void FGLRenderBuffers::DeleteTexture(GLuint &handle)
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{
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if (handle != 0)
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@ -203,6 +214,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
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{
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CreateBloom(sceneWidth, sceneHeight);
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CreateExposureLevels(sceneWidth, sceneHeight);
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CreateAmbientOcclusion(sceneWidth, sceneHeight);
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mSceneWidth = sceneWidth;
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mSceneHeight = sceneHeight;
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}
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@ -240,10 +252,19 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
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ClearScene();
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if (samples > 1)
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mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height);
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{
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mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
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mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
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mSceneData = Create2DMultisampleTexture("SceneSSAOData", GL_RGBA8, width, height, samples, false);
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}
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else
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{
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mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
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mSceneData = Create2DTexture("SceneSSAOData", GL_RGBA8, width, height);
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}
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mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
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mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
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mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], 0, mSceneDepthStencil, samples > 1);
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mSceneDataFB = CreateFrameBuffer("SSAOSceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneData, mSceneDepthStencil, samples > 1);
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}
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//==========================================================================
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@ -296,6 +317,47 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
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}
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}
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//==========================================================================
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//
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// Creates ambient occlusion working buffers
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//
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//==========================================================================
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void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
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{
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ClearAmbientOcclusion();
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if (width <= 0 || height <= 0)
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return;
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AmbientWidth = width / 2;
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AmbientHeight = height / 2;
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AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG32F, AmbientWidth, AmbientHeight);
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AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG32F, AmbientWidth, AmbientHeight);
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AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
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AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
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int16_t randomValues[16 * 4];
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std::mt19937 generator(1337);
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std::uniform_real_distribution<double> distribution(-1.0, 1.0);
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for (int i = 0; i < 16; i++)
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{
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double num_directions = 8.0; // Must be same as the define in ssao.fp
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double angle = 2.0 * M_PI * distribution(generator) / num_directions;
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double x = cos(angle);
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double y = sin(angle);
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double z = distribution(generator);
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double w = distribution(generator);
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randomValues[i * 4 + 0] = (int16_t)clamp(x * 32767.0, -32768.0, 32767.0);
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randomValues[i * 4 + 1] = (int16_t)clamp(y * 32767.0, -32768.0, 32767.0);
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randomValues[i * 4 + 2] = (int16_t)clamp(z * 32767.0, -32768.0, 32767.0);
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randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0);
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}
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AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
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}
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//==========================================================================
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//
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// Creates camera exposure level buffers
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@ -368,12 +430,28 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
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GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data)
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{
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GLuint type = (format == GL_RGBA16F || format == GL_R32F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
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GLuint handle = 0;
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glGenTextures(1, &handle);
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glBindTexture(GL_TEXTURE_2D, handle);
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FGLDebug::LabelObject(GL_TEXTURE, handle, name);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format != GL_R32F ? GL_RGBA : GL_RED, type, data);
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GLenum dataformat, datatype;
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switch (format)
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{
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case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
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case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
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case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
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case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
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case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
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case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; 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;
|
||||
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; 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 +459,17 @@ 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
|
||||
|
|
@ -428,34 +517,26 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
|
|||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, 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);
|
||||
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_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
|
||||
if (CheckFrameBufferCompleteness())
|
||||
ClearFrameBuffer(true, true);
|
||||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer)
|
||||
{
|
||||
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);
|
||||
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);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
|
||||
}
|
||||
if (CheckFrameBufferCompleteness())
|
||||
ClearFrameBuffer(true, true);
|
||||
return handle;
|
||||
|
|
@ -475,22 +556,23 @@ 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 +677,54 @@ 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 data texture to the specified texture unit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindSceneDataTexture(int index)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
if (mSamples > 1)
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneData);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, mSceneData);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// 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);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
|||
|
|
@ -31,7 +31,10 @@ public:
|
|||
|
||||
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
|
||||
|
||||
void BindSceneFB();
|
||||
void BindSceneFB(bool sceneData);
|
||||
void BindSceneColorTexture(int index);
|
||||
void BindSceneDataTexture(int index);
|
||||
void BindSceneDepthTexture(int index);
|
||||
void BlitSceneToTexture();
|
||||
|
||||
void BindCurrentTexture(int index);
|
||||
|
|
@ -53,28 +56,42 @@ public:
|
|||
GLuint ExposureFB = 0;
|
||||
bool FirstExposureFrame = true;
|
||||
|
||||
// Ambient occlusion buffers
|
||||
GLuint AmbientTexture0 = 0;
|
||||
GLuint AmbientTexture1 = 0;
|
||||
GLuint AmbientFB0 = 0;
|
||||
GLuint AmbientFB1 = 0;
|
||||
int AmbientWidth = 0;
|
||||
int AmbientHeight = 0;
|
||||
GLuint AmbientRandomTexture = 0;
|
||||
|
||||
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 ClearAmbientOcclusion();
|
||||
void CreateScene(int width, int height, int samples);
|
||||
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 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 depthstencil, bool multisample);
|
||||
bool CheckFrameBufferCompleteness();
|
||||
void ClearFrameBuffer(bool stencil, bool depth);
|
||||
void DeleteTexture(GLuint &handle);
|
||||
|
|
@ -94,9 +111,9 @@ private:
|
|||
// Buffers for the scene
|
||||
GLuint mSceneMultisample = 0;
|
||||
GLuint mSceneDepthStencil = 0;
|
||||
GLuint mSceneDepth = 0;
|
||||
GLuint mSceneStencil = 0;
|
||||
GLuint mSceneData = 0;
|
||||
GLuint mSceneFB = 0;
|
||||
GLuint mSceneDataFB = 0;
|
||||
|
||||
// Effect/HUD buffers
|
||||
GLuint mPipelineTexture[NumPipelineTextures];
|
||||
|
|
|
|||
|
|
@ -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"
|
||||
|
|
@ -113,6 +114,10 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
|
|||
mTonemapPalette = nullptr;
|
||||
mColormapShader = nullptr;
|
||||
mLensShader = nullptr;
|
||||
mLinearDepthShader = nullptr;
|
||||
mDepthBlurShader = nullptr;
|
||||
mSSAOShader = nullptr;
|
||||
mSSAOCombineShader = nullptr;
|
||||
}
|
||||
|
||||
void gl_LoadModels();
|
||||
|
|
@ -121,6 +126,10 @@ 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();
|
||||
|
|
@ -184,6 +193,10 @@ 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 (mBloomExtractShader) delete mBloomExtractShader;
|
||||
if (mBloomCombineShader) delete mBloomCombineShader;
|
||||
if (mExposureExtractShader) delete mExposureExtractShader;
|
||||
|
|
@ -310,7 +323,7 @@ void FGLRenderer::Begin2D()
|
|||
if (mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
|
||||
{
|
||||
if (mDrawingScene2D)
|
||||
mBuffers->BindSceneFB();
|
||||
mBuffers->BindSceneFB(false);
|
||||
else
|
||||
mBuffers->BindCurrentFB();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
@ -93,6 +97,10 @@ public:
|
|||
int mOldFBID;
|
||||
|
||||
FGLRenderBuffers *mBuffers;
|
||||
FLinearDepthShader *mLinearDepthShader;
|
||||
FSSAOShader *mSSAOShader;
|
||||
FDepthBlurShader *mDepthBlurShader;
|
||||
FSSAOCombineShader *mSSAOCombineShader;
|
||||
FBloomExtractShader *mBloomExtractShader;
|
||||
FBloomCombineShader *mBloomCombineShader;
|
||||
FExposureExtractShader *mExposureExtractShader;
|
||||
|
|
@ -171,6 +179,8 @@ public:
|
|||
void SetFixedColormap (player_t *player);
|
||||
void WriteSavePic (player_t *player, FileWriter *file, int width, int height);
|
||||
void EndDrawScene(sector_t * viewsector);
|
||||
void PostProcessScene();
|
||||
void AmbientOccludeScene();
|
||||
void UpdateCameraExposure();
|
||||
void BloomScene();
|
||||
void TonemapScene();
|
||||
|
|
@ -198,6 +208,9 @@ public:
|
|||
DAngle rotation, FDynamicColormap *colormap, int lightlevel);
|
||||
|
||||
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?
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
}
|
||||
|
||||
|
|
@ -156,6 +157,7 @@ bool FRenderState::ApplyShader()
|
|||
activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
|
||||
activeShader->muAlphaThreshold.Set(mAlphaThreshold);
|
||||
activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
|
||||
activeShader->muLightMath.Set(gl_light_math);
|
||||
activeShader->muClipSplit.Set(mClipSplit);
|
||||
|
||||
if (mGlowEnabled)
|
||||
|
|
@ -342,7 +344,7 @@ void FRenderState::ApplyMatrices()
|
|||
{
|
||||
if (GLRenderer->mShaderManager != NULL)
|
||||
{
|
||||
GLRenderer->mShaderManager->ApplyMatrices(&mProjectionMatrix, &mViewMatrix);
|
||||
GLRenderer->mShaderManager->ApplyMatrices(&mProjectionMatrix, &mViewMatrix, mPassType);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -63,6 +63,13 @@ enum EEffect
|
|||
MAX_EFFECTS
|
||||
};
|
||||
|
||||
enum EPassType
|
||||
{
|
||||
NORMAL_PASS,
|
||||
GBUFFER_PASS,
|
||||
MAX_PASS_TYPES
|
||||
};
|
||||
|
||||
class FRenderState
|
||||
{
|
||||
bool mTextureEnabled;
|
||||
|
|
@ -111,6 +118,8 @@ class FRenderState
|
|||
|
||||
FShader *activeShader;
|
||||
|
||||
EPassType mPassType = NORMAL_PASS;
|
||||
|
||||
bool ApplyShader();
|
||||
|
||||
public:
|
||||
|
|
@ -459,6 +468,16 @@ public:
|
|||
return mInterpolationFactor;
|
||||
}
|
||||
|
||||
void SetPassType(EPassType passType)
|
||||
{
|
||||
mPassType = passType;
|
||||
}
|
||||
|
||||
EPassType GetPassType()
|
||||
{
|
||||
return mPassType;
|
||||
}
|
||||
|
||||
// Backwards compatibility crap follows
|
||||
void ApplyFixedFunction();
|
||||
void DrawColormapOverlay();
|
||||
|
|
|
|||
|
|
@ -423,14 +423,16 @@ void GLPortal::End(bool usestencil)
|
|||
glDepthFunc(GL_LEQUAL);
|
||||
glDepthRange(0, 1);
|
||||
{
|
||||
ScopedColorMask colorMask(0, 0, 0, 0);
|
||||
// glColorMask(0,0,0,0); // no graphics
|
||||
ScopedColorMask colorMask(0, 0, 0, 1); // mark portal in alpha channel but don't touch color
|
||||
gl_RenderState.SetEffect(EFF_STENCIL);
|
||||
gl_RenderState.EnableTexture(false);
|
||||
gl_RenderState.BlendFunc(GL_ONE, GL_ZERO);
|
||||
gl_RenderState.BlendEquation(GL_FUNC_ADD);
|
||||
gl_RenderState.Apply();
|
||||
DrawPortalStencil();
|
||||
gl_RenderState.SetEffect(EFF_NONE);
|
||||
gl_RenderState.EnableTexture(true);
|
||||
} // glColorMask(1, 1, 1, 1);
|
||||
}
|
||||
glDepthFunc(GL_LESS);
|
||||
}
|
||||
PortalAll.Unclock();
|
||||
|
|
|
|||
|
|
@ -158,7 +158,11 @@ void FGLRenderer::Set3DViewport(bool mainview)
|
|||
{
|
||||
if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
|
||||
{
|
||||
mBuffers->BindSceneFB();
|
||||
mBuffers->BindSceneFB(gl_ssao);
|
||||
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
||||
glDrawBuffers(gl_ssao ? 2 : 1, buffers);
|
||||
gl_RenderState.SetPassType(gl_ssao ? GBUFFER_PASS : NORMAL_PASS);
|
||||
gl_RenderState.Apply();
|
||||
}
|
||||
|
||||
// Always clear all buffers with scissor test disabled.
|
||||
|
|
@ -209,7 +213,7 @@ void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
|
|||
{
|
||||
|
||||
float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio));
|
||||
gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, 5.f, 65536.f);
|
||||
gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, GetZNear(), GetZFar());
|
||||
}
|
||||
|
||||
// raw matrix input from stereo 3d modes
|
||||
|
|
@ -489,8 +493,31 @@ void FGLRenderer::DrawScene(int drawmode)
|
|||
}
|
||||
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
|
||||
|
||||
// If SSAO is active, switch to gbuffer shaders and use the gbuffer framebuffer
|
||||
bool applySSAO = gl_ssao && FGLRenderBuffers::IsEnabled() && drawmode == DM_MAINVIEW;
|
||||
if (applySSAO)
|
||||
{
|
||||
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
||||
glDrawBuffers(2, buffers);
|
||||
gl_RenderState.SetPassType(GBUFFER_PASS);
|
||||
gl_RenderState.Apply();
|
||||
gl_RenderState.ApplyMatrices();
|
||||
}
|
||||
|
||||
RenderScene(recursion);
|
||||
|
||||
// Apply ambient occlusion and switch back to shaders without gbuffer output
|
||||
if (applySSAO)
|
||||
{
|
||||
GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, buffers);
|
||||
AmbientOccludeScene();
|
||||
mBuffers->BindSceneFB(true);
|
||||
gl_RenderState.SetPassType(NORMAL_PASS);
|
||||
gl_RenderState.Apply();
|
||||
gl_RenderState.ApplyMatrices();
|
||||
}
|
||||
|
||||
// Handle all portals after rendering the opaque objects but before
|
||||
// doing all translucent stuff
|
||||
recursion++;
|
||||
|
|
@ -826,12 +853,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
|
||||
if (mainview && FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
mBuffers->BlitSceneToTexture();
|
||||
UpdateCameraExposure();
|
||||
BloomScene();
|
||||
TonemapScene();
|
||||
ColormapScene();
|
||||
LensDistortScene();
|
||||
PostProcessScene();
|
||||
|
||||
// This should be done after postprocessing, not before.
|
||||
mBuffers->BindCurrentFB();
|
||||
|
|
|
|||
140
src/gl/shaders/gl_ambientshader.cpp
Normal file
140
src/gl/shaders/gl_ambientshader.cpp
Normal file
|
|
@ -0,0 +1,140 @@
|
|||
/*
|
||||
** gl_bloomshader.cpp
|
||||
** Shaders used for screen space ambient occlusion
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2016 Magnus Norddahl
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
||||
** covered by the terms of the GNU Lesser General Public License as published
|
||||
** by the Free Software Foundation; either version 2.1 of the License, or (at
|
||||
** your option) any later version.
|
||||
** 5. Full disclosure of the entire project's source code, except for third
|
||||
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "files.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_ambientshader.h"
|
||||
|
||||
void FLinearDepthShader::Bind(bool multisample)
|
||||
{
|
||||
auto &shader = mShader[multisample];
|
||||
if (!shader)
|
||||
{
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/lineardepth");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture[multisample].Init(shader, "DepthTexture");
|
||||
ColorTexture[multisample].Init(shader, "ColorTexture");
|
||||
SampleCount[multisample].Init(shader, "SampleCount");
|
||||
LinearizeDepthA[multisample].Init(shader, "LinearizeDepthA");
|
||||
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
|
||||
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
|
||||
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
|
||||
Scale[multisample].Init(shader, "Scale");
|
||||
Offset[multisample].Init(shader, "Offset");
|
||||
}
|
||||
shader.Bind();
|
||||
}
|
||||
|
||||
void FSSAOShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
const char *defines = R"(
|
||||
#define USE_RANDOM_TEXTURE
|
||||
#define RANDOM_TEXTURE_WIDTH 4.0
|
||||
#define NUM_DIRECTIONS 8.0
|
||||
#define NUM_STEPS 4.0
|
||||
)";
|
||||
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", defines, 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/ssao");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture.Init(mShader, "DepthTexture");
|
||||
RandomTexture.Init(mShader, "RandomTexture");
|
||||
UVToViewA.Init(mShader, "UVToViewA");
|
||||
UVToViewB.Init(mShader, "UVToViewB");
|
||||
InvFullResolution.Init(mShader, "InvFullResolution");
|
||||
NDotVBias.Init(mShader, "NDotVBias");
|
||||
NegInvR2.Init(mShader, "NegInvR2");
|
||||
RadiusToScreen.Init(mShader, "RadiusToScreen");
|
||||
AOMultiplier.Init(mShader, "AOMultiplier");
|
||||
AOStrength.Init(mShader, "AOStrength");
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
||||
|
||||
void FDepthBlurShader::Bind(bool vertical)
|
||||
{
|
||||
auto &shader = mShader[vertical];
|
||||
if (!shader)
|
||||
{
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", vertical ? "#define BLUR_VERTICAL\n" : "#define BLUR_HORIZONTAL\n", 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/depthblur");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
AODepthTexture[vertical].Init(shader, "AODepthTexture");
|
||||
BlurSharpness[vertical].Init(shader, "BlurSharpness");
|
||||
InvFullResolution[vertical].Init(shader, "InvFullResolution");
|
||||
PowExponent[vertical].Init(shader, "PowExponent");
|
||||
}
|
||||
shader.Bind();
|
||||
}
|
||||
|
||||
void FSSAOCombineShader::Bind(bool multisample)
|
||||
{
|
||||
auto &shader = mShader[multisample];
|
||||
if (!shader)
|
||||
{
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/ssaocombine");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
AODepthTexture[multisample].Init(shader, "AODepthTexture");
|
||||
SceneDataTexture[multisample].Init(shader, "SceneDataTexture");
|
||||
SampleCount[multisample].Init(shader, "SampleCount");
|
||||
Scale[multisample].Init(shader, "Scale");
|
||||
Offset[multisample].Init(shader, "Offset");
|
||||
}
|
||||
shader.Bind();
|
||||
}
|
||||
74
src/gl/shaders/gl_ambientshader.h
Normal file
74
src/gl/shaders/gl_ambientshader.h
Normal file
|
|
@ -0,0 +1,74 @@
|
|||
#ifndef __GL_AMBIENTSHADER_H
|
||||
#define __GL_AMBIENTSHADER_H
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
|
||||
class FLinearDepthShader
|
||||
{
|
||||
public:
|
||||
void Bind(bool multisample);
|
||||
|
||||
FBufferedUniformSampler DepthTexture[2];
|
||||
FBufferedUniformSampler ColorTexture[2];
|
||||
FBufferedUniform1i SampleCount[2];
|
||||
FBufferedUniform1f LinearizeDepthA[2];
|
||||
FBufferedUniform1f LinearizeDepthB[2];
|
||||
FBufferedUniform1f InverseDepthRangeA[2];
|
||||
FBufferedUniform1f InverseDepthRangeB[2];
|
||||
FBufferedUniform2f Scale[2];
|
||||
FBufferedUniform2f Offset[2];
|
||||
|
||||
private:
|
||||
FShaderProgram mShader[2];
|
||||
};
|
||||
|
||||
class FSSAOShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniformSampler DepthTexture;
|
||||
FBufferedUniformSampler RandomTexture;
|
||||
FBufferedUniform2f UVToViewA;
|
||||
FBufferedUniform2f UVToViewB;
|
||||
FBufferedUniform2f InvFullResolution;
|
||||
FBufferedUniform1f NDotVBias;
|
||||
FBufferedUniform1f NegInvR2;
|
||||
FBufferedUniform1f RadiusToScreen;
|
||||
FBufferedUniform1f AOMultiplier;
|
||||
FBufferedUniform1f AOStrength;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
class FDepthBlurShader
|
||||
{
|
||||
public:
|
||||
void Bind(bool vertical);
|
||||
|
||||
FBufferedUniformSampler AODepthTexture[2];
|
||||
FBufferedUniform1f BlurSharpness[2];
|
||||
FBufferedUniform2f InvFullResolution[2];
|
||||
FBufferedUniform1f PowExponent[2];
|
||||
|
||||
private:
|
||||
FShaderProgram mShader[2];
|
||||
};
|
||||
|
||||
class FSSAOCombineShader
|
||||
{
|
||||
public:
|
||||
void Bind(bool multisample);
|
||||
|
||||
FBufferedUniformSampler AODepthTexture[2];
|
||||
FBufferedUniformSampler SceneDataTexture[2];
|
||||
FBufferedUniform1i SampleCount[2];
|
||||
FBufferedUniform2f Scale[2];
|
||||
FBufferedUniform2f Offset[2];
|
||||
|
||||
private:
|
||||
FShaderProgram mShader[2];
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -180,6 +180,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
glBindAttribLocation(hShader, VATTR_COLOR, "aColor");
|
||||
glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
|
||||
|
||||
glBindFragDataLocation(hShader, 0, "FragColor");
|
||||
glBindFragDataLocation(hShader, 1, "FragData");
|
||||
|
||||
glLinkProgram(hShader);
|
||||
|
||||
glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
|
||||
|
|
@ -216,6 +219,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
muColormapStart.Init(hShader, "uFixedColormapStart");
|
||||
muColormapRange.Init(hShader, "uFixedColormapRange");
|
||||
muLightIndex.Init(hShader, "uLightIndex");
|
||||
muLightMath.Init(hShader, "uLightMath");
|
||||
muFogColor.Init(hShader, "uFogColor");
|
||||
muDynLightColor.Init(hShader, "uDynLightColor");
|
||||
muObjectColor.Init(hShader, "uObjectColor");
|
||||
|
|
@ -297,12 +301,13 @@ bool FShader::Bind()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
FShader *FShaderManager::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard)
|
||||
FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard, EPassType passType)
|
||||
{
|
||||
FString defines;
|
||||
// this can't be in the shader code due to ATI strangeness.
|
||||
if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n";
|
||||
if (!usediscard) defines += "#define NO_ALPHATEST\n";
|
||||
if (passType == GBUFFER_PASS) defines += "#define GBUFFER_PASS\n";
|
||||
|
||||
FShader *shader = NULL;
|
||||
try
|
||||
|
|
@ -385,27 +390,75 @@ static const FEffectShader effectshaders[]=
|
|||
{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n#define NO_ALPHATEST\n" },
|
||||
};
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FShaderManager::FShaderManager()
|
||||
{
|
||||
if (!gl.legacyMode) CompileShaders();
|
||||
if (!gl.legacyMode)
|
||||
{
|
||||
for (int passType = 0; passType < MAX_PASS_TYPES; passType++)
|
||||
mPassShaders.Push(new FShaderCollection((EPassType)passType));
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FShaderManager::~FShaderManager()
|
||||
{
|
||||
if (!gl.legacyMode) Clean();
|
||||
if (!gl.legacyMode)
|
||||
{
|
||||
glUseProgram(0);
|
||||
mActiveShader = NULL;
|
||||
|
||||
for (auto collection : mPassShaders)
|
||||
delete collection;
|
||||
}
|
||||
}
|
||||
|
||||
void FShaderManager::SetActiveShader(FShader *sh)
|
||||
{
|
||||
if (mActiveShader != sh)
|
||||
{
|
||||
glUseProgram(sh!= NULL? sh->GetHandle() : 0);
|
||||
mActiveShader = sh;
|
||||
}
|
||||
}
|
||||
|
||||
FShader *FShaderManager::BindEffect(int effect, EPassType passType)
|
||||
{
|
||||
if (passType < mPassShaders.Size())
|
||||
return mPassShaders[passType]->BindEffect(effect);
|
||||
else
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
FShader *FShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
|
||||
{
|
||||
if (passType < mPassShaders.Size())
|
||||
return mPassShaders[passType]->Get(eff, alphateston);
|
||||
else
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void FShaderManager::ApplyMatrices(VSMatrix *proj, VSMatrix *view, EPassType passType)
|
||||
{
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(proj->get());
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadMatrixf(view->get());
|
||||
}
|
||||
else
|
||||
{
|
||||
if (passType < mPassShaders.Size())
|
||||
mPassShaders[passType]->ApplyMatrices(proj, view);
|
||||
|
||||
if (mActiveShader)
|
||||
mActiveShader->Bind();
|
||||
}
|
||||
}
|
||||
|
||||
void FShaderManager::ResetFixedColormap()
|
||||
{
|
||||
for (auto &collection : mPassShaders)
|
||||
collection->ResetFixedColormap();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
@ -414,10 +467,30 @@ FShaderManager::~FShaderManager()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderManager::CompileShaders()
|
||||
FShaderCollection::FShaderCollection(EPassType passType)
|
||||
{
|
||||
mActiveShader = NULL;
|
||||
CompileShaders(passType);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FShaderCollection::~FShaderCollection()
|
||||
{
|
||||
Clean();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderCollection::CompileShaders(EPassType passType)
|
||||
{
|
||||
mTextureEffects.Clear();
|
||||
mTextureEffectsNAT.Clear();
|
||||
for (int i = 0; i < MAX_EFFECTS; i++)
|
||||
|
|
@ -427,11 +500,11 @@ void FShaderManager::CompileShaders()
|
|||
|
||||
for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
|
||||
{
|
||||
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true);
|
||||
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true, passType);
|
||||
mTextureEffects.Push(shc);
|
||||
if (i <= 3)
|
||||
{
|
||||
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false);
|
||||
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false, passType);
|
||||
mTextureEffectsNAT.Push(shc);
|
||||
}
|
||||
}
|
||||
|
|
@ -441,7 +514,7 @@ void FShaderManager::CompileShaders()
|
|||
FString name = ExtractFileBase(usershaders[i]);
|
||||
FName sfn = name;
|
||||
|
||||
FShader *shc = Compile(sfn, usershaders[i], true);
|
||||
FShader *shc = Compile(sfn, usershaders[i], true, passType);
|
||||
mTextureEffects.Push(shc);
|
||||
}
|
||||
|
||||
|
|
@ -463,11 +536,8 @@ void FShaderManager::CompileShaders()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderManager::Clean()
|
||||
void FShaderCollection::Clean()
|
||||
{
|
||||
glUseProgram(0);
|
||||
mActiveShader = NULL;
|
||||
|
||||
for (unsigned int i = 0; i < mTextureEffectsNAT.Size(); i++)
|
||||
{
|
||||
if (mTextureEffectsNAT[i] != NULL) delete mTextureEffectsNAT[i];
|
||||
|
|
@ -491,7 +561,7 @@ void FShaderManager::Clean()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
int FShaderManager::Find(const char * shn)
|
||||
int FShaderCollection::Find(const char * shn)
|
||||
{
|
||||
FName sfn = shn;
|
||||
|
||||
|
|
@ -505,21 +575,6 @@ int FShaderManager::Find(const char * shn)
|
|||
return -1;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderManager::SetActiveShader(FShader *sh)
|
||||
{
|
||||
if (mActiveShader != sh)
|
||||
{
|
||||
glUseProgram(sh!= NULL? sh->GetHandle() : 0);
|
||||
mActiveShader = sh;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
@ -527,7 +582,7 @@ void FShaderManager::SetActiveShader(FShader *sh)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
FShader *FShaderManager::BindEffect(int effect)
|
||||
FShader *FShaderCollection::BindEffect(int effect)
|
||||
{
|
||||
if (effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[effect] != NULL)
|
||||
{
|
||||
|
|
@ -545,36 +600,25 @@ FShader *FShaderManager::BindEffect(int effect)
|
|||
//==========================================================================
|
||||
EXTERN_CVAR(Int, gl_fuzztype)
|
||||
|
||||
void FShaderManager::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
|
||||
void FShaderCollection::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
|
||||
{
|
||||
if (gl.legacyMode)
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(proj->get());
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadMatrixf(view->get());
|
||||
mTextureEffects[i]->ApplyMatrices(proj, view);
|
||||
mTextureEffectsNAT[i]->ApplyMatrices(proj, view);
|
||||
}
|
||||
else
|
||||
mTextureEffects[4]->ApplyMatrices(proj, view);
|
||||
if (gl_fuzztype != 0)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
mTextureEffects[i]->ApplyMatrices(proj, view);
|
||||
mTextureEffectsNAT[i]->ApplyMatrices(proj, view);
|
||||
}
|
||||
mTextureEffects[4]->ApplyMatrices(proj, view);
|
||||
if (gl_fuzztype != 0)
|
||||
{
|
||||
mTextureEffects[4 + gl_fuzztype]->ApplyMatrices(proj, view);
|
||||
}
|
||||
for (unsigned i = 12; i < mTextureEffects.Size(); i++)
|
||||
{
|
||||
mTextureEffects[i]->ApplyMatrices(proj, view);
|
||||
}
|
||||
for (int i = 0; i < MAX_EFFECTS; i++)
|
||||
{
|
||||
mEffectShaders[i]->ApplyMatrices(proj, view);
|
||||
}
|
||||
if (mActiveShader != NULL) mActiveShader->Bind();
|
||||
mTextureEffects[4 + gl_fuzztype]->ApplyMatrices(proj, view);
|
||||
}
|
||||
for (unsigned i = 12; i < mTextureEffects.Size(); i++)
|
||||
{
|
||||
mTextureEffects[i]->ApplyMatrices(proj, view);
|
||||
}
|
||||
for (int i = 0; i < MAX_EFFECTS; i++)
|
||||
{
|
||||
mEffectShaders[i]->ApplyMatrices(proj, view);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -37,6 +37,7 @@ enum
|
|||
VATTR_NORMAL = 4
|
||||
};
|
||||
|
||||
class FShaderCollection;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
@ -248,7 +249,7 @@ public:
|
|||
|
||||
class FShader
|
||||
{
|
||||
friend class FShaderManager;
|
||||
friend class FShaderCollection;
|
||||
friend class FRenderState;
|
||||
|
||||
unsigned int hShader;
|
||||
|
|
@ -265,6 +266,7 @@ class FShader
|
|||
FUniform1i muFixedColormap;
|
||||
FUniform4f muColormapStart;
|
||||
FUniform4f muColormapRange;
|
||||
FBufferedUniform1i muLightMath;
|
||||
FBufferedUniform1i muLightIndex;
|
||||
FBufferedUniformPE muFogColor;
|
||||
FBufferedUniform4f muDynLightColor;
|
||||
|
|
@ -322,7 +324,6 @@ public:
|
|||
|
||||
};
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// The global shader manager
|
||||
|
|
@ -330,26 +331,40 @@ public:
|
|||
//==========================================================================
|
||||
class FShaderManager
|
||||
{
|
||||
TArray<FShader*> mTextureEffects;
|
||||
TArray<FShader*> mTextureEffectsNAT;
|
||||
FShader *mActiveShader;
|
||||
FShader *mEffectShaders[MAX_EFFECTS];
|
||||
|
||||
void Clean();
|
||||
void CompileShaders();
|
||||
|
||||
public:
|
||||
FShaderManager();
|
||||
~FShaderManager();
|
||||
FShader *Compile(const char *ShaderName, const char *ShaderPath, bool usediscard);
|
||||
|
||||
void SetActiveShader(FShader *sh);
|
||||
FShader *GetActiveShader() const { return mActiveShader; }
|
||||
|
||||
FShader *BindEffect(int effect, EPassType passType);
|
||||
FShader *Get(unsigned int eff, bool alphateston, EPassType passType);
|
||||
void ApplyMatrices(VSMatrix *proj, VSMatrix *view, EPassType passType);
|
||||
|
||||
void ResetFixedColormap();
|
||||
|
||||
private:
|
||||
FShader *mActiveShader = nullptr;
|
||||
TArray<FShaderCollection*> mPassShaders;
|
||||
};
|
||||
|
||||
class FShaderCollection
|
||||
{
|
||||
TArray<FShader*> mTextureEffects;
|
||||
TArray<FShader*> mTextureEffectsNAT;
|
||||
FShader *mEffectShaders[MAX_EFFECTS];
|
||||
|
||||
void Clean();
|
||||
void CompileShaders(EPassType passType);
|
||||
|
||||
public:
|
||||
FShaderCollection(EPassType passType);
|
||||
~FShaderCollection();
|
||||
FShader *Compile(const char *ShaderName, const char *ShaderPath, bool usediscard, EPassType passType);
|
||||
int Find(const char *mame);
|
||||
FShader *BindEffect(int effect);
|
||||
void SetActiveShader(FShader *sh);
|
||||
void ApplyMatrices(VSMatrix *proj, VSMatrix *view);
|
||||
FShader *GetActiveShader() const
|
||||
{
|
||||
return mActiveShader;
|
||||
}
|
||||
|
||||
void ResetFixedColormap()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ VSMatrix EyePose::GetProjection(float fov, float aspectRatio, float fovRatio) co
|
|||
|
||||
// Lifted from gl_scene.cpp FGLRenderer::SetProjection()
|
||||
float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
|
||||
result.perspective(fovy, aspectRatio, 5.f, 65536.f);
|
||||
result.perspective(fovy, aspectRatio, FGLRenderer::GetZNear(), FGLRenderer::GetZFar());
|
||||
|
||||
return result;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -26,6 +26,7 @@ EXTERN_CVAR (Bool, gl_attachedlights);
|
|||
EXTERN_CVAR (Bool, gl_lights_checkside);
|
||||
EXTERN_CVAR (Bool, gl_light_sprites);
|
||||
EXTERN_CVAR (Bool, gl_light_particles);
|
||||
EXTERN_CVAR (Int, gl_light_math);
|
||||
|
||||
EXTERN_CVAR(Int, gl_fogmode)
|
||||
EXTERN_CVAR(Int, gl_lightmode)
|
||||
|
|
@ -50,6 +51,12 @@ EXTERN_CVAR(Bool, gl_lens)
|
|||
EXTERN_CVAR(Float, gl_lens_k)
|
||||
EXTERN_CVAR(Float, gl_lens_kcube)
|
||||
EXTERN_CVAR(Float, gl_lens_chromatic)
|
||||
EXTERN_CVAR(Bool, gl_ssao)
|
||||
EXTERN_CVAR(Float, gl_ssao_strength)
|
||||
EXTERN_CVAR(Bool, gl_ssao_debug)
|
||||
EXTERN_CVAR(Float, gl_ssao_bias)
|
||||
EXTERN_CVAR(Float, gl_ssao_radius)
|
||||
EXTERN_CVAR(Float, gl_ssao_blur_amount)
|
||||
|
||||
EXTERN_CVAR(Int, gl_debug_level)
|
||||
EXTERN_CVAR(Bool, gl_debug_breakpoint)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue