vkdoom_m/src/gl/renderer/gl_postprocess.cpp
Christoph Oelckers 4937848123 - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.
This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
2018-06-16 22:40:44 +02:00

801 lines
26 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_postprocess.cpp
** Post processing effects in the render pipeline
**
*/
#include "gl_load/gl_system.h"
#include "gi.h"
#include "m_png.h"
#include "r_utility.h"
#include "d_player.h"
#include "gl/system/gl_framebuffer.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/data/gl_vertexbuffer.h"
#include "hwrenderer/postprocessing/hw_ambientshader.h"
#include "hwrenderer/postprocessing/hw_bloomshader.h"
#include "hwrenderer/postprocessing/hw_blurshader.h"
#include "hwrenderer/postprocessing/hw_tonemapshader.h"
#include "hwrenderer/postprocessing/hw_colormapshader.h"
#include "hwrenderer/postprocessing/hw_lensshader.h"
#include "hwrenderer/postprocessing/hw_fxaashader.h"
#include "hwrenderer/postprocessing/hw_presentshader.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/textures/gl_hwtexture.h"
#include "r_videoscale.h"
void FGLRenderer::RenderScreenQuad()
{
mVBO->BindVBO();
gl_RenderState.ResetVertexBuffer();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
}
void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
{
mBuffers->BlitSceneToTexture();
UpdateCameraExposure();
mCustomPostProcessShaders->Run("beforebloom");
BloomScene(fixedcm);
afterBloomDrawEndScene2D();
TonemapScene();
ColormapScene(fixedcm);
LensDistortScene();
ApplyFXAA();
mCustomPostProcessShaders->Run("scene");
}
//-----------------------------------------------------------------------------
//
// 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;
const auto &mSceneViewport = screen->mSceneViewport;
const auto &mScreenViewport = screen->mScreenViewport;
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
mBuffers->LinearDepthFB.Bind();
glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
mBuffers->BindSceneDepthTexture(0);
mBuffers->BindSceneColorTexture(1);
mLinearDepthShader->Bind(NOQUEUE);
if (gl_multisample > 1) mLinearDepthShader->Uniforms->SampleIndex = 0;
mLinearDepthShader->Uniforms->LinearizeDepthA = 1.0f / GetZFar() - 1.0f / GetZNear();
mLinearDepthShader->Uniforms->LinearizeDepthB = MAX(1.0f / GetZNear(), 1.e-8f);
mLinearDepthShader->Uniforms->InverseDepthRangeA = 1.0f;
mLinearDepthShader->Uniforms->InverseDepthRangeB = 0.0f;
mLinearDepthShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
mLinearDepthShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
mLinearDepthShader->Uniforms.Set();
RenderScreenQuad();
// Apply ambient occlusion
mBuffers->AmbientFB1.Bind();
mBuffers->LinearDepthTexture.Bind(0);
mBuffers->AmbientRandomTexture[randomTexture].Bind(2, GL_NEAREST, GL_REPEAT);
mBuffers->BindSceneNormalTexture(1);
mSSAOShader->Bind(NOQUEUE);
if (gl_multisample > 1) mSSAOShader->Uniforms->SampleIndex = 0;
mSSAOShader->Uniforms->UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
mSSAOShader->Uniforms->UVToViewB = { -invFocalLenX, -invFocalLenY };
mSSAOShader->Uniforms->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
mSSAOShader->Uniforms->NDotVBias = nDotVBias;
mSSAOShader->Uniforms->NegInvR2 = -1.0f / r2;
mSSAOShader->Uniforms->RadiusToScreen = aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight;
mSSAOShader->Uniforms->AOMultiplier = 1.0f / (1.0f - nDotVBias);
mSSAOShader->Uniforms->AOStrength = aoStrength;
mSSAOShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
mSSAOShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
mSSAOShader->Uniforms.Set();
RenderScreenQuad();
// Blur SSAO texture
if (gl_ssao_debug < 2)
{
mBuffers->AmbientFB0.Bind();
mBuffers->AmbientTexture1.Bind(0);
mDepthBlurShader->Bind(NOQUEUE, false);
mDepthBlurShader->Uniforms[false]->BlurSharpness = blurSharpness;
mDepthBlurShader->Uniforms[false]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
mDepthBlurShader->Uniforms[false].Set();
RenderScreenQuad();
mBuffers->AmbientFB1.Bind();
mBuffers->AmbientTexture0.Bind(0);
mDepthBlurShader->Bind(NOQUEUE, true);
mDepthBlurShader->Uniforms[true]->BlurSharpness = blurSharpness;
mDepthBlurShader->Uniforms[true]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
mDepthBlurShader->Uniforms[true]->PowExponent = gl_ssao_exponent;
mDepthBlurShader->Uniforms[true].Set();
RenderScreenQuad();
}
// Add SSAO back to scene texture:
mBuffers->BindSceneFB(false);
glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->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);
}
mBuffers->AmbientTexture1.Bind(0, GL_LINEAR);
mBuffers->BindSceneFogTexture(1);
mSSAOCombineShader->Bind(NOQUEUE);
if (gl_multisample > 1) mSSAOCombineShader->Uniforms->SampleCount = gl_multisample;
mSSAOCombineShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
mSSAOCombineShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
mSSAOCombineShader->Uniforms.Set();
RenderScreenQuad();
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Extracts light average from the scene and updates the camera exposure texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::UpdateCameraExposure()
{
if (!gl_bloom && gl_tonemap == 0)
return;
FGLDebug::PushGroup("UpdateCameraExposure");
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
const auto &mSceneViewport = screen->mSceneViewport;
const auto &mScreenViewport = screen->mScreenViewport;
// Extract light level from scene texture:
auto &level0 = mBuffers->ExposureLevels[0];
level0.Framebuffer.Bind();
glViewport(0, 0, level0.Width, level0.Height);
mBuffers->BindCurrentTexture(0, GL_LINEAR);
mExposureExtractShader->Bind(NOQUEUE);
mExposureExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
mExposureExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
mExposureExtractShader->Uniforms.Set();
RenderScreenQuad();
// Find the average value:
for (unsigned int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
{
auto &level = mBuffers->ExposureLevels[i];
auto &next = mBuffers->ExposureLevels[i + 1];
next.Framebuffer.Bind();
glViewport(0, 0, next.Width, next.Height);
level.Texture.Bind(0);
mExposureAverageShader->Bind(NOQUEUE);
RenderScreenQuad();
}
// Combine average value with current camera exposure:
mBuffers->ExposureFB.Bind();
glViewport(0, 0, 1, 1);
if (!mBuffers->FirstExposureFrame)
{
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
mBuffers->FirstExposureFrame = false;
}
mBuffers->ExposureLevels.Last().Texture.Bind(0);
mExposureCombineShader->Bind(NOQUEUE);
mExposureCombineShader->Uniforms->ExposureBase = gl_exposure_base;
mExposureCombineShader->Uniforms->ExposureMin = gl_exposure_min;
mExposureCombineShader->Uniforms->ExposureScale = gl_exposure_scale;
mExposureCombineShader->Uniforms->ExposureSpeed = gl_exposure_speed;
mExposureCombineShader->Uniforms.Set();
RenderScreenQuad();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Adds bloom contribution to scene texture
//
//-----------------------------------------------------------------------------
static float ComputeBlurGaussian(float n, float theta) // theta = Blur Amount
{
return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
}
static void ComputeBlurSamples(int sampleCount, float blurAmount, float *sampleWeights)
{
sampleWeights[0] = ComputeBlurGaussian(0, blurAmount);
float totalWeights = sampleWeights[0];
for (int i = 0; i < sampleCount / 2; i++)
{
float weight = ComputeBlurGaussian(i + 1.0f, blurAmount);
sampleWeights[i * 2 + 1] = weight;
sampleWeights[i * 2 + 2] = weight;
totalWeights += weight * 2;
}
for (int i = 0; i < sampleCount; i++)
{
sampleWeights[i] /= totalWeights;
}
}
static void RenderBlur(FGLRenderer *renderer, float blurAmount, PPTexture input, PPFrameBuffer output, int width, int height, bool vertical)
{
ComputeBlurSamples(7, blurAmount, renderer->mBlurShader->Uniforms[vertical]->SampleWeights);
renderer->mBlurShader->Bind(NOQUEUE, vertical);
renderer->mBlurShader->Uniforms[vertical].Set(POSTPROCESS_BINDINGPOINT);
input.Bind(0);
output.Bind();
glViewport(0, 0, width, height);
glDisable(GL_BLEND);
renderer->RenderScreenQuad();
}
void FGLRenderer::BloomScene(int fixedcm)
{
// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || fixedcm != CM_DEFAULT || gl_ssao_debug)
return;
FGLDebug::PushGroup("BloomScene");
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
const float blurAmount = gl_bloom_amount;
auto &level0 = mBuffers->BloomLevels[0];
const auto &mSceneViewport = screen->mSceneViewport;
const auto &mScreenViewport = screen->mScreenViewport;
// Extract blooming pixels from scene texture:
level0.VFramebuffer.Bind();
glViewport(0, 0, level0.Width, level0.Height);
mBuffers->BindCurrentTexture(0, GL_LINEAR);
mBuffers->ExposureTexture.Bind(1);
mBloomExtractShader->Bind(NOQUEUE);
mBloomExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
mBloomExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
mBloomExtractShader->Uniforms.Set();
RenderScreenQuad();
// Blur and downscale:
for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
{
auto &level = mBuffers->BloomLevels[i];
auto &next = mBuffers->BloomLevels[i + 1];
RenderBlur(this, blurAmount, level.VTexture, level.HFramebuffer, level.Width, level.Height, false);
RenderBlur(this, blurAmount, level.HTexture, next.VFramebuffer, next.Width, next.Height, true);
}
// Blur and upscale:
for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
{
auto &level = mBuffers->BloomLevels[i];
auto &next = mBuffers->BloomLevels[i - 1];
RenderBlur(this, blurAmount, level.VTexture, level.HFramebuffer, level.Width, level.Height, false);
RenderBlur(this, blurAmount, level.HTexture, level.VFramebuffer, level.Width, level.Height, true);
// Linear upscale:
next.VFramebuffer.Bind();
glViewport(0, 0, next.Width, next.Height);
level.VTexture.Bind(0, GL_LINEAR);
mBloomCombineShader->Bind(NOQUEUE);
RenderScreenQuad();
}
RenderBlur(this, blurAmount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height, false);
RenderBlur(this, blurAmount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height, true);
// Add bloom back to scene texture:
mBuffers->BindCurrentFB();
glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
level0.VTexture.Bind(0, GL_LINEAR);
mBloomCombineShader->Bind(NOQUEUE);
RenderScreenQuad();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Blur the scene
//
//-----------------------------------------------------------------------------
void FGLRenderer::BlurScene(float gameinfobluramount)
{
// first, respect the CVar
float blurAmount = gl_menu_blur;
// if CVar is negative, use the gameinfo entry
if (gl_menu_blur < 0)
blurAmount = gameinfobluramount;
// if blurAmount == 0 or somehow still returns negative, exit to prevent a crash, clearly we don't want this
if (blurAmount <= 0.0)
return;
FGLDebug::PushGroup("BlurScene");
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
int numLevels = 3; // Must be 4 or less (since FGLRenderBuffers::NumBloomLevels is 4 and we are using its buffers).
assert(numLevels <= FGLRenderBuffers::NumBloomLevels);
const auto &viewport = screen->mScreenViewport; // The area we want to blur. Could also be mSceneViewport if only the scene area is to be blured
const auto &level0 = mBuffers->BloomLevels[0];
// Grab the area we want to bloom:
mBuffers->BlitLinear(mBuffers->GetCurrentFB(), level0.VFramebuffer, viewport.left, viewport.top, viewport.width, viewport.height, 0, 0, level0.Width, level0.Height);
// Blur and downscale:
for (int i = 0; i < numLevels - 1; i++)
{
auto &level = mBuffers->BloomLevels[i];
auto &next = mBuffers->BloomLevels[i + 1];
RenderBlur(this, blurAmount, level.VTexture, level.HFramebuffer, level.Width, level.Height, false);
RenderBlur(this, blurAmount, level.HTexture, next.VFramebuffer, next.Width, next.Height, true);
}
// Blur and upscale:
for (int i = numLevels - 1; i > 0; i--)
{
auto &level = mBuffers->BloomLevels[i];
auto &next = mBuffers->BloomLevels[i - 1];
RenderBlur(this, blurAmount, level.VTexture, level.HFramebuffer, level.Width, level.Height, false);
RenderBlur(this, blurAmount, level.HTexture, level.VFramebuffer, level.Width, level.Height, true);
// Linear upscale:
next.VFramebuffer.Bind();
glViewport(0, 0, next.Width, next.Height);
level.VTexture.Bind(0, GL_LINEAR);
mBloomCombineShader->Bind(NOQUEUE);
RenderScreenQuad();
}
RenderBlur(this, blurAmount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height, false);
RenderBlur(this, blurAmount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height, true);
// Copy blur back to scene texture:
mBuffers->BlitLinear(level0.VFramebuffer, mBuffers->GetCurrentFB(), 0, 0, level0.Width, level0.Height, viewport.left, viewport.top, viewport.width, viewport.height);
glViewport(viewport.left, viewport.top, viewport.width, viewport.height);
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Tonemap scene texture and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::TonemapScene()
{
if (gl_tonemap == 0)
return;
FGLDebug::PushGroup("TonemapScene");
CreateTonemapPalette();
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
mTonemapShader->Bind(NOQUEUE);
if (mTonemapShader->IsPaletteMode())
{
glActiveTexture(GL_TEXTURE2);
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);
}
else
{
mBuffers->ExposureTexture.Bind(1);
}
RenderScreenQuad();
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
void FGLRenderer::CreateTonemapPalette()
{
if (!mTonemapPalette)
{
TArray<unsigned char> lut;
lut.Resize(512 * 512 * 4);
for (int r = 0; r < 64; r++)
{
for (int g = 0; g < 64; g++)
{
for (int b = 0; b < 64; b++)
{
PalEntry color = GPalette.BaseColors[(uint8_t)PTM_BestColor((uint32_t *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4),
gl_paltonemap_reverselookup, gl_paltonemap_powtable, 0, 256)];
int index = ((r * 64 + g) * 64 + b) * 4;
lut[index] = color.b;
lut[index + 1] = color.g;
lut[index + 2] = color.r;
lut[index + 3] = 255;
}
}
}
mTonemapPalette = new FHardwareTexture(true);
mTonemapPalette->CreateTexture(&lut[0], 512, 512, 0, false, 0, "mTonemapPalette");
}
}
void FGLRenderer::ClearTonemapPalette()
{
if (mTonemapPalette)
{
delete mTonemapPalette;
mTonemapPalette = nullptr;
}
}
//-----------------------------------------------------------------------------
//
// Colormap scene texture and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::ColormapScene(int fixedcm)
{
if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP)
return;
FGLDebug::PushGroup("ColormapScene");
FGLPostProcessState savedState;
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
mColormapShader->Bind(NOQUEUE);
FSpecialColormap *scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
mColormapShader->Uniforms->MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
mColormapShader->Uniforms->MapRange = m;
mColormapShader->Uniforms.Set();
RenderScreenQuad();
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Apply lens distortion and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::LensDistortScene()
{
if (gl_lens == 0)
return;
FGLDebug::PushGroup("LensDistortScene");
float k[4] =
{
gl_lens_k,
gl_lens_k * gl_lens_chromatic,
gl_lens_k * gl_lens_chromatic * gl_lens_chromatic,
0.0f
};
float kcube[4] =
{
gl_lens_kcube,
gl_lens_kcube * gl_lens_chromatic,
gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic,
0.0f
};
float aspect = screen->mSceneViewport.width / (float)screen->mSceneViewport.height;
// Scale factor to keep sampling within the input texture
float r2 = aspect * aspect * 0.25 + 0.25f;
float sqrt_r2 = sqrt(r2);
float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f);
float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f);
float f = MAX(f0, f2);
float scale = 1.0f / f;
FGLPostProcessState savedState;
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0, GL_LINEAR);
mLensShader->Bind(NOQUEUE);
mLensShader->Uniforms->AspectRatio = aspect;
mLensShader->Uniforms->Scale = scale;
mLensShader->Uniforms->LensDistortionCoefficient = k;
mLensShader->Uniforms->CubicDistortionValue = kcube;
mLensShader->Uniforms.Set();
RenderScreenQuad();
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Apply FXAA and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::ApplyFXAA()
{
if (0 == gl_fxaa)
{
return;
}
FGLDebug::PushGroup("ApplyFXAA");
FGLPostProcessState savedState;
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
mFXAALumaShader->Bind(NOQUEUE);
RenderScreenQuad();
mBuffers->NextTexture();
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0, GL_LINEAR);
mFXAAShader->Bind(NOQUEUE);
mFXAAShader->Uniforms->ReciprocalResolution = { 1.0f / mBuffers->GetWidth(), 1.0f / mBuffers->GetHeight() };
mFXAAShader->Uniforms.Set();
RenderScreenQuad();
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Copies the rendered screen to its final destination
//
//-----------------------------------------------------------------------------
void FGLRenderer::Flush()
{
const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
const auto &mSceneViewport = screen->mSceneViewport;
const auto &mScreenViewport = screen->mScreenViewport;
if (stereo3dMode.IsMono())
{
CopyToBackbuffer(nullptr, true);
}
else
{
// Render 2D to eye textures
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
{
FGLDebug::PushGroup("Eye2D");
mBuffers->BindEyeFB(eye_ix);
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
screen->Draw2D();
FGLDebug::PopGroup();
}
screen->Clear2D();
FGLPostProcessState savedState;
FGLDebug::PushGroup("PresentEyes");
stereo3dMode.Present();
FGLDebug::PopGroup();
}
}
//-----------------------------------------------------------------------------
//
// Gamma correct while copying to frame buffer
//
//-----------------------------------------------------------------------------
void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
{
screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
screen->Clear2D();
mCustomPostProcessShaders->Run("screen");
FGLDebug::PushGroup("CopyToBackbuffer");
FGLPostProcessState savedState;
mBuffers->BindOutputFB();
IntRect box;
if (bounds)
{
box = *bounds;
}
else
{
ClearBorders();
box = screen->mOutputLetterbox;
}
mBuffers->BindCurrentTexture(0);
DrawPresentTexture(box, applyGamma);
FGLDebug::PopGroup();
}
void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
{
glViewport(box.left, box.top, box.width, box.height);
glActiveTexture(GL_TEXTURE0);
if (ViewportLinearScale())
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
mPresentShader->Bind(NOQUEUE);
if (!applyGamma || framebuffer->IsHWGammaActive())
{
mPresentShader->Uniforms->InvGamma = 1.0f;
mPresentShader->Uniforms->Contrast = 1.0f;
mPresentShader->Uniforms->Brightness = 0.0f;
mPresentShader->Uniforms->Saturation = 1.0f;
}
else
{
mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
mPresentShader->Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
mPresentShader->Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
}
mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
mPresentShader->Uniforms.Set();
RenderScreenQuad();
}
//-----------------------------------------------------------------------------
//
// Fills the black bars around the screen letterbox
//
//-----------------------------------------------------------------------------
void FGLRenderer::ClearBorders()
{
const auto &box = screen->mOutputLetterbox;
int clientWidth = framebuffer->GetClientWidth();
int clientHeight = framebuffer->GetClientHeight();
if (clientWidth == 0 || clientHeight == 0)
return;
glViewport(0, 0, clientWidth, clientHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_SCISSOR_TEST);
if (box.top > 0)
{
glScissor(0, 0, clientWidth, box.top);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientHeight - box.top - box.height > 0)
{
glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (box.left > 0)
{
glScissor(0, box.top, box.left, box.height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientWidth - box.left - box.width > 0)
{
glScissor(box.left + box.width, box.top, clientWidth - box.left - box.width, box.height);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
}