vkdoom_m/src/gl/shaders/gl_ambientshader.cpp

154 lines
5.1 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/
//
//--------------------------------------------------------------------------
//
#include "gl_load/gl_system.h"
#include "v_video.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/shaders/gl_ambientshader.h"
void FLinearDepthShader::Bind()
{
bool multisample = (gl_multisample > 1);
if (mMultisample != multisample)
mShader.reset();
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
if (multisample) prolog += "#define MULTISAMPLE\n";
mShader.reset(new FShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", prolog, 330);
mShader->SetFragDataLocation(0, "FragColor");
mShader->Link("shaders/glsl/lineardepth");
mShader->SetAttribLocation(0, "PositionInProjection");
mShader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
DepthTexture.Init(*mShader, "DepthTexture");
ColorTexture.Init(*mShader, "ColorTexture");
Uniforms.Init();
mMultisample = multisample;
}
mShader->Bind();
}
void FSSAOShader::Bind()
{
bool multisample = (gl_multisample > 1);
if (mCurrentQuality != gl_ssao || mMultisample != multisample)
mShader.reset();
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
prolog += GetDefines(gl_ssao, multisample);
mShader.reset(new FShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", prolog, 330);
mShader->SetFragDataLocation(0, "FragColor");
mShader->Link("shaders/glsl/ssao");
mShader->SetAttribLocation(0, "PositionInProjection");
mShader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
DepthTexture.Init(*mShader, "DepthTexture");
NormalTexture.Init(*mShader, "NormalTexture");
RandomTexture.Init(*mShader, "RandomTexture");
Uniforms.Init();
mMultisample = multisample;
}
mShader->Bind();
}
FString FSSAOShader::GetDefines(int mode, bool multisample)
{
// Must match quality values in FGLRenderBuffers::CreateAmbientOcclusion
int numDirections, numSteps;
switch (gl_ssao)
{
default:
case LowQuality: numDirections = 2; numSteps = 4; break;
case MediumQuality: numDirections = 4; numSteps = 4; break;
case HighQuality: numDirections = 8; numSteps = 4; break;
}
FString defines;
defines.Format(R"(
#define USE_RANDOM_TEXTURE
#define RANDOM_TEXTURE_WIDTH 4.0
#define NUM_DIRECTIONS %d.0
#define NUM_STEPS %d.0
)", numDirections, numSteps);
if (multisample)
defines += "\n#define MULTISAMPLE\n";
return defines;
}
void FDepthBlurShader::Bind(bool vertical)
{
auto &shader = mShader[vertical];
if (!shader)
{
FString prolog = Uniforms[vertical].CreateDeclaration("Uniforms", UniformBlock::Desc());
if (vertical)
prolog += "#define BLUR_VERTICAL\n";
else
prolog += "#define BLUR_HORIZONTAL\n";
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", prolog, 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/depthblur");
shader.SetAttribLocation(0, "PositionInProjection");
shader.SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
AODepthTexture[vertical].Init(shader, "AODepthTexture");
Uniforms[vertical].Init();
}
shader.Bind();
}
void FSSAOCombineShader::Bind()
{
bool multisample = (gl_multisample > 1);
if (mMultisample != multisample)
mShader.reset();
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
if (multisample)
prolog += "#define MULTISAMPLE\n";
mShader.reset(new FShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", prolog, 330);
mShader->SetFragDataLocation(0, "FragColor");
mShader->Link("shaders/glsl/ssaocombine");
mShader->SetAttribLocation(0, "PositionInProjection");
mShader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
AODepthTexture.Init(*mShader, "AODepthTexture");
SceneFogTexture.Init(*mShader, "SceneFogTexture");
Uniforms.Init();
mMultisample = multisample;
}
mShader->Bind();
}