raze/source/common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp

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/*
** Postprocessing framework
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#include "v_video.h"
#include "hw_postprocess.h"
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#include "hw_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocessshader.h"
#include <random>
#include "texturemanager.h"
#include "templates.h"
#include "stats.h"
#include "colormaps.h"
Postprocess hw_postprocess;
PPResource *PPResource::First = nullptr;
TArray<PostProcessShader> PostProcessShaders;
bool gpuStatActive = false;
bool keepGpuStatActive = false;
FString gpuStatOutput;
ADD_STAT(gpu)
{
keepGpuStatActive = true;
return gpuStatOutput;
}
/////////////////////////////////////////////////////////////////////////////
void PPBloom::UpdateTextures(int width, int height)
{
if (width == lastWidth && height == lastHeight)
return;
int bloomWidth = (width + 1) / 2;
int bloomHeight = (height + 1) / 2;
for (int i = 0; i < NumBloomLevels; i++)
{
auto &blevel = levels[i];
blevel.Viewport.left = 0;
blevel.Viewport.top = 0;
blevel.Viewport.width = (bloomWidth + 1) / 2;
blevel.Viewport.height = (bloomHeight + 1) / 2;
blevel.VTexture = { blevel.Viewport.width, blevel.Viewport.height, PixelFormat::Rgba16f };
blevel.HTexture = { blevel.Viewport.width, blevel.Viewport.height, PixelFormat::Rgba16f };
bloomWidth = blevel.Viewport.width;
bloomHeight = blevel.Viewport.height;
}
lastWidth = width;
lastHeight = height;
}
void PPBloom::RenderBloom(PPRenderState *renderstate, int sceneWidth, int sceneHeight, int fixedcm)
{
// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || fixedcm != CM_DEFAULT || gl_ssao_debug || sceneWidth <= 0 || sceneHeight <= 0)
{
return;
}
renderstate->PushGroup("bloom");
UpdateTextures(sceneWidth, sceneHeight);
ExtractUniforms extractUniforms;
extractUniforms.Scale = screen->SceneScale();
extractUniforms.Offset = screen->SceneOffset();
auto &level0 = levels[0];
// Extract blooming pixels from scene texture:
renderstate->Clear();
renderstate->Shader = &BloomExtract;
renderstate->Uniforms.Set(extractUniforms);
renderstate->Viewport = level0.Viewport;
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
renderstate->SetInputTexture(1, &hw_postprocess.exposure.CameraTexture);
renderstate->SetOutputTexture(&level0.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
const float blurAmount = gl_bloom_amount;
BlurUniforms blurUniforms;
ComputeBlurSamples(7, blurAmount, blurUniforms.SampleWeights);
// Blur and downscale:
for (int i = 0; i < NumBloomLevels - 1; i++)
{
auto &blevel = levels[i];
auto &next = levels[i + 1];
BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
// Linear downscale:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = next.Viewport;
renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&next.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
}
// Blur and upscale:
for (int i = NumBloomLevels - 1; i > 0; i--)
{
auto &blevel = levels[i];
auto &next = levels[i - 1];
BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
// Linear upscale:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = next.Viewport;
renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&next.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
}
BlurStep(renderstate, blurUniforms, level0.VTexture, level0.HTexture, level0.Viewport, false);
BlurStep(renderstate, blurUniforms, level0.HTexture, level0.VTexture, level0.Viewport, true);
// Add bloom back to scene texture:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = screen->mSceneViewport;
renderstate->SetInputTexture(0, &level0.VTexture, PPFilterMode::Linear);
renderstate->SetOutputCurrent();
renderstate->SetAdditiveBlend();
renderstate->Draw();
renderstate->PopGroup();
}
void PPBloom::RenderBlur(PPRenderState *renderstate, int sceneWidth, int sceneHeight, float gameinfobluramount)
{
// No scene, no blur!
if (sceneWidth <= 0 || sceneHeight <= 0)
return;
UpdateTextures(sceneWidth, sceneHeight);
// 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;
}
renderstate->PushGroup("blur");
int numLevels = 3;
assert(numLevels <= NumBloomLevels);
auto &level0 = levels[0];
// Grab the area we want to bloom:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = level0.Viewport;
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
renderstate->SetOutputTexture(&level0.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
BlurUniforms blurUniforms;
ComputeBlurSamples(7, blurAmount, blurUniforms.SampleWeights);
// Blur and downscale:
for (int i = 0; i < numLevels - 1; i++)
{
auto &blevel = levels[i];
auto &next = levels[i + 1];
BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
// Linear downscale:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = next.Viewport;
renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&next.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
}
// Blur and upscale:
for (int i = numLevels - 1; i > 0; i--)
{
auto &blevel = levels[i];
auto &next = levels[i - 1];
BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
// Linear upscale:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = next.Viewport;
renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&next.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
}
BlurStep(renderstate, blurUniforms, level0.VTexture, level0.HTexture, level0.Viewport, false);
BlurStep(renderstate, blurUniforms, level0.HTexture, level0.VTexture, level0.Viewport, true);
// Copy blur back to scene texture:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetInputTexture(0, &level0.VTexture, PPFilterMode::Linear);
renderstate->SetOutputCurrent();
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->PopGroup();
}
void PPBloom::BlurStep(PPRenderState *renderstate, const BlurUniforms &blurUniforms, PPTexture &input, PPTexture &output, PPViewport viewport, bool vertical)
{
renderstate->Clear();
renderstate->Shader = vertical ? &BlurVertical : &BlurHorizontal;
renderstate->Uniforms.Set(blurUniforms);
renderstate->Viewport = viewport;
renderstate->SetInputTexture(0, &input);
renderstate->SetOutputTexture(&output);
renderstate->SetNoBlend();
renderstate->Draw();
}
float PPBloom::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)));
}
void PPBloom::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;
}
}
/////////////////////////////////////////////////////////////////////////////
void PPLensDistort::Render(PPRenderState *renderstate)
{
if (gl_lens == 0)
{
return;
}
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 * 0.25f + 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;
LensUniforms uniforms;
uniforms.AspectRatio = aspect;
uniforms.Scale = scale;
uniforms.LensDistortionCoefficient = k;
uniforms.CubicDistortionValue = kcube;
renderstate->PushGroup("lens");
renderstate->Clear();
renderstate->Shader = &Lens;
renderstate->Uniforms.Set(uniforms);
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
renderstate->SetOutputNext();
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->PopGroup();
}
/////////////////////////////////////////////////////////////////////////////
void PPFXAA::Render(PPRenderState *renderstate)
{
if (0 == gl_fxaa)
{
return;
}
CreateShaders();
FXAAUniforms uniforms;
uniforms.ReciprocalResolution = { 1.0f / screen->mScreenViewport.width, 1.0f / screen->mScreenViewport.height };
renderstate->PushGroup("fxaa");
renderstate->Clear();
renderstate->Shader = &FXAALuma;
renderstate->Uniforms.Clear();
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetInputCurrent(0, PPFilterMode::Nearest);
renderstate->SetOutputNext();
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->Shader = &FXAA;
renderstate->Uniforms.Set(uniforms);
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
renderstate->Draw();
renderstate->PopGroup();
}
int PPFXAA::GetMaxVersion()
{
return screen->glslversion >= 4.f ? 400 : 330;
}
void PPFXAA::CreateShaders()
{
if (LastQuality == gl_fxaa)
return;
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FXAALuma = { "shaders/pp/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
FXAA = { "shaders/pp/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
LastQuality = gl_fxaa;
}
FString PPFXAA::GetDefines()
{
int quality;
switch (gl_fxaa)
{
default:
case IFXAAShader::Low: quality = 10; break;
case IFXAAShader::Medium: quality = 12; break;
case IFXAAShader::High: quality = 29; break;
case IFXAAShader::Extreme: quality = 39; break;
}
const int gatherAlpha = GetMaxVersion() >= 400 ? 1 : 0;
// TODO: enable FXAA_GATHER4_ALPHA on OpenGL earlier than 4.0
// when GL_ARB_gpu_shader5/GL_NV_gpu_shader5 extensions are supported
FString result;
result.Format(
"#define FXAA_QUALITY__PRESET %i\n"
"#define FXAA_GATHER4_ALPHA %i\n",
quality, gatherAlpha);
return result;
}
/////////////////////////////////////////////////////////////////////////////
void PPCameraExposure::Render(PPRenderState *renderstate, int sceneWidth, int sceneHeight)
{
if (!gl_bloom)
{
return;
}
renderstate->PushGroup("exposure");
UpdateTextures(sceneWidth, sceneHeight);
ExposureExtractUniforms extractUniforms;
extractUniforms.Scale = screen->SceneScale();
extractUniforms.Offset = screen->SceneOffset();
ExposureCombineUniforms combineUniforms;
combineUniforms.ExposureBase = gl_exposure_base;
combineUniforms.ExposureMin = gl_exposure_min;
combineUniforms.ExposureScale = gl_exposure_scale;
combineUniforms.ExposureSpeed = gl_exposure_speed;
auto &level0 = ExposureLevels[0];
// Extract light blevel from scene texture:
renderstate->Clear();
renderstate->Shader = &ExposureExtract;
renderstate->Uniforms.Set(extractUniforms);
renderstate->Viewport = level0.Viewport;
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
renderstate->SetOutputTexture(&level0.Texture);
renderstate->SetNoBlend();
renderstate->Draw();
// Find the average value:
for (size_t i = 0; i + 1 < ExposureLevels.size(); i++)
{
auto &blevel = ExposureLevels[i];
auto &next = ExposureLevels[i + 1];
renderstate->Shader = &ExposureAverage;
renderstate->Uniforms.Clear();
renderstate->Viewport = next.Viewport;
renderstate->SetInputTexture(0, &blevel.Texture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&next.Texture);
renderstate->SetNoBlend();
renderstate->Draw();
}
// Combine average value with current camera exposure:
renderstate->Shader = &ExposureCombine;
renderstate->Uniforms.Set(combineUniforms);
renderstate->Viewport.left = 0;
renderstate->Viewport.top = 0;
renderstate->Viewport.width = 1;
renderstate->Viewport.height = 1;
renderstate->SetInputTexture(0, &ExposureLevels.back().Texture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&CameraTexture);
if (!FirstExposureFrame)
renderstate->SetAlphaBlend();
else
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->PopGroup();
FirstExposureFrame = false;
}
void PPCameraExposure::UpdateTextures(int width, int height)
{
int firstwidth = MAX(width / 2, 1);
int firstheight = MAX(height / 2, 1);
if (ExposureLevels.size() > 0 && ExposureLevels[0].Viewport.width == firstwidth && ExposureLevels[0].Viewport.height == firstheight)
{
return;
}
ExposureLevels.clear();
int i = 0;
do
{
width = MAX(width / 2, 1);
height = MAX(height / 2, 1);
PPExposureLevel blevel;
blevel.Viewport.left = 0;
blevel.Viewport.top = 0;
blevel.Viewport.width = width;
blevel.Viewport.height = height;
blevel.Texture = { blevel.Viewport.width, blevel.Viewport.height, PixelFormat::R32f };
ExposureLevels.push_back(std::move(blevel));
i++;
} while (width > 1 || height > 1);
FirstExposureFrame = true;
}
/////////////////////////////////////////////////////////////////////////////
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void PPColormap::Render(PPRenderState *renderstate, int fixedcm, float flash)
{
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ColormapUniforms uniforms;
if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP)
{
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if (flash == 1.f)
return;
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uniforms.MapStart = { 0,0,0, flash };
uniforms.MapRange = { 0,0,0, 1.f };
}
else
{
FSpecialColormap* scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
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uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], flash };
uniforms.MapRange = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
}
renderstate->PushGroup("colormap");
renderstate->Clear();
renderstate->Shader = &Colormap;
renderstate->Uniforms.Set(uniforms);
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetInputCurrent(0);
renderstate->SetOutputNext();
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->PopGroup();
}
/////////////////////////////////////////////////////////////////////////////
void PPTonemap::UpdateTextures()
{
if (gl_tonemap == Palette && !PaletteTexture.Data)
{
std::shared_ptr<void> data(new uint32_t[512 * 512], [](void *p) { delete[](uint32_t*)p; });
uint8_t *lut = (uint8_t *)data.get();
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.r;
lut[index + 1] = color.g;
lut[index + 2] = color.b;
lut[index + 3] = 255;
}
}
}
PaletteTexture = { 512, 512, PixelFormat::Rgba8, data };
}
}
void PPTonemap::Render(PPRenderState *renderstate)
{
if (gl_tonemap == 0)
{
return;
}
UpdateTextures();
PPShader *shader = nullptr;
switch (gl_tonemap)
{
default:
case Linear: shader = &LinearShader; break;
case Reinhard: shader = &ReinhardShader; break;
case HejlDawson: shader = &HejlDawsonShader; break;
case Uncharted2: shader = &Uncharted2Shader; break;
case Palette: shader = &PaletteShader; break;
}
renderstate->PushGroup("tonemap");
renderstate->Clear();
renderstate->Shader = shader;
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetInputCurrent(0);
if (gl_tonemap == Palette)
renderstate->SetInputTexture(1, &PaletteTexture);
renderstate->SetOutputNext();
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->PopGroup();
}
/////////////////////////////////////////////////////////////////////////////
PPAmbientOcclusion::PPAmbientOcclusion()
{
// Must match quality enum in PPAmbientOcclusion::DeclareShaders
double numDirections[NumAmbientRandomTextures] = { 2.0, 4.0, 8.0 };
std::mt19937 generator(1337);
std::uniform_real_distribution<double> distribution(0.0, 1.0);
for (int quality = 0; quality < NumAmbientRandomTextures; quality++)
{
std::shared_ptr<void> data(new int16_t[16 * 4], [](void *p) { delete[](int16_t*)p; });
int16_t *randomValues = (int16_t *)data.get();
for (int i = 0; i < 16; i++)
{
double angle = 2.0 * M_PI * distribution(generator) / numDirections[quality];
double x = cos(angle);
double y = sin(angle);
double z = distribution(generator);
double w = distribution(generator);
randomValues[i * 4 + 0] = (int16_t)clamp(x * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 1] = (int16_t)clamp(y * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 2] = (int16_t)clamp(z * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0);
}
AmbientRandomTexture[quality] = { 4, 4, PixelFormat::Rgba16_snorm, data };
}
}
void PPAmbientOcclusion::CreateShaders()
{
if (gl_ssao == LastQuality)
return;
// Must match quality values in PPAmbientOcclusion::UpdateTextures
int numDirections, numSteps;
switch (gl_ssao)
{
default:
case LowQuality: numDirections = 2; numSteps = 4; break;
case MediumQuality: numDirections = 4; numSteps = 4; break;
case HighQuality: numDirections = 8; numSteps = 4; break;
}
FString defines;
defines.Format(R"(
#define USE_RANDOM_TEXTURE
#define RANDOM_TEXTURE_WIDTH 4.0
#define NUM_DIRECTIONS %d.0
#define NUM_STEPS %d.0
)", numDirections, numSteps);
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LinearDepth = { "shaders/pp/lineardepth.fp", "", LinearDepthUniforms::Desc() };
LinearDepthMS = { "shaders/pp/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
AmbientOcclude = { "shaders/pp/ssao.fp", defines, SSAOUniforms::Desc() };
AmbientOccludeMS = { "shaders/pp/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
BlurVertical = { "shaders/pp/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
BlurHorizontal = { "shaders/pp/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
Combine = { "shaders/pp/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
CombineMS = { "shaders/pp/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
LastQuality = gl_ssao;
}
void PPAmbientOcclusion::UpdateTextures(int width, int height)
{
if ((width <= 0 || height <= 0) || (width == LastWidth && height == LastHeight))
return;
AmbientWidth = (width + 1) / 2;
AmbientHeight = (height + 1) / 2;
LinearDepthTexture = { AmbientWidth, AmbientHeight, PixelFormat::R32f };
Ambient0 = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
Ambient1 = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
LastWidth = width;
LastHeight = height;
}
void PPAmbientOcclusion::Render(PPRenderState *renderstate, float m5, int sceneWidth, int sceneHeight)
{
if (gl_ssao == 0 || sceneWidth == 0 || sceneHeight == 0)
{
return;
}
CreateShaders();
UpdateTextures(sceneWidth, sceneHeight);
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 / m5;
float invFocalLenX = tanHalfFovy * (sceneWidth / (float)sceneHeight);
float invFocalLenY = tanHalfFovy;
float nDotVBias = clamp(bias, 0.0f, 1.0f);
float r2 = aoRadius * aoRadius;
float blurSharpness = 1.0f / blurAmount;
auto sceneScale = screen->SceneScale();
auto sceneOffset = screen->SceneOffset();
int randomTexture = clamp(gl_ssao - 1, 0, NumAmbientRandomTextures - 1);
LinearDepthUniforms linearUniforms;
linearUniforms.SampleIndex = 0;
linearUniforms.LinearizeDepthA = 1.0f / screen->GetZFar() - 1.0f / screen->GetZNear();
linearUniforms.LinearizeDepthB = MAX(1.0f / screen->GetZNear(), 1.e-8f);
linearUniforms.InverseDepthRangeA = 1.0f;
linearUniforms.InverseDepthRangeB = 0.0f;
linearUniforms.Scale = sceneScale;
linearUniforms.Offset = sceneOffset;
SSAOUniforms ssaoUniforms;
ssaoUniforms.SampleIndex = 0;
ssaoUniforms.UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
ssaoUniforms.UVToViewB = { -invFocalLenX, -invFocalLenY };
ssaoUniforms.InvFullResolution = { 1.0f / AmbientWidth, 1.0f / AmbientHeight };
ssaoUniforms.NDotVBias = nDotVBias;
ssaoUniforms.NegInvR2 = -1.0f / r2;
ssaoUniforms.RadiusToScreen = aoRadius * 0.5f / tanHalfFovy * AmbientHeight;
ssaoUniforms.AOMultiplier = 1.0f / (1.0f - nDotVBias);
ssaoUniforms.AOStrength = aoStrength;
ssaoUniforms.Scale = sceneScale;
ssaoUniforms.Offset = sceneOffset;
DepthBlurUniforms blurUniforms;
blurUniforms.BlurSharpness = blurSharpness;
blurUniforms.PowExponent = gl_ssao_exponent;
AmbientCombineUniforms combineUniforms;
combineUniforms.SampleCount = gl_multisample;
combineUniforms.Scale = screen->SceneScale();
combineUniforms.Offset = screen->SceneOffset();
combineUniforms.DebugMode = gl_ssao_debug;
IntRect ambientViewport;
ambientViewport.left = 0;
ambientViewport.top = 0;
ambientViewport.width = AmbientWidth;
ambientViewport.height = AmbientHeight;
renderstate->PushGroup("ssao");
// Calculate linear depth values
renderstate->Clear();
renderstate->Shader = gl_multisample > 1 ? &LinearDepthMS : &LinearDepth;
renderstate->Uniforms.Set(linearUniforms);
renderstate->Viewport = ambientViewport;
renderstate->SetInputSceneDepth(0);
renderstate->SetInputSceneColor(1);
renderstate->SetOutputTexture(&LinearDepthTexture);
renderstate->SetNoBlend();
renderstate->Draw();
// Apply ambient occlusion
renderstate->Clear();
renderstate->Shader = gl_multisample > 1 ? &AmbientOccludeMS : &AmbientOcclude;
renderstate->Uniforms.Set(ssaoUniforms);
renderstate->Viewport = ambientViewport;
renderstate->SetInputTexture(0, &LinearDepthTexture);
renderstate->SetInputSceneNormal(1);
renderstate->SetInputTexture(2, &AmbientRandomTexture[randomTexture], PPFilterMode::Nearest, PPWrapMode::Repeat);
renderstate->SetOutputTexture(&Ambient0);
renderstate->SetNoBlend();
renderstate->Draw();
// Blur SSAO texture
if (gl_ssao_debug < 2)
{
renderstate->Clear();
renderstate->Shader = &BlurHorizontal;
renderstate->Uniforms.Set(blurUniforms);
renderstate->Viewport = ambientViewport;
renderstate->SetInputTexture(0, &Ambient0);
renderstate->SetOutputTexture(&Ambient1);
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->Clear();
renderstate->Shader = &BlurVertical;
renderstate->Uniforms.Set(blurUniforms);
renderstate->Viewport = ambientViewport;
renderstate->SetInputTexture(0, &Ambient1);
renderstate->SetOutputTexture(&Ambient0);
renderstate->SetNoBlend();
renderstate->Draw();
}
// Add SSAO back to scene texture:
renderstate->Clear();
renderstate->Shader = gl_multisample > 1 ? &CombineMS : &Combine;
renderstate->Uniforms.Set(combineUniforms);
renderstate->Viewport = screen->mSceneViewport;
if (gl_ssao_debug < 4)
renderstate->SetInputTexture(0, &Ambient0, PPFilterMode::Linear);
else
renderstate->SetInputSceneNormal(0, PPFilterMode::Linear);
renderstate->SetInputSceneFog(1);
renderstate->SetOutputSceneColor();
if (gl_ssao_debug != 0)
renderstate->SetNoBlend();
else
renderstate->SetAlphaBlend();
renderstate->Draw();
renderstate->PopGroup();
}
/////////////////////////////////////////////////////////////////////////////
PPPresent::PPPresent()
{
static const float data[64] =
{
.0078125, .2578125, .1328125, .3828125, .0234375, .2734375, .1484375, .3984375,
.7578125, .5078125, .8828125, .6328125, .7734375, .5234375, .8984375, .6484375,
.0703125, .3203125, .1953125, .4453125, .0859375, .3359375, .2109375, .4609375,
.8203125, .5703125, .9453125, .6953125, .8359375, .5859375, .9609375, .7109375,
.0390625, .2890625, .1640625, .4140625, .0546875, .3046875, .1796875, .4296875,
.7890625, .5390625, .9140625, .6640625, .8046875, .5546875, .9296875, .6796875,
.1015625, .3515625, .2265625, .4765625, .1171875, .3671875, .2421875, .4921875,
.8515625, .6015625, .9765625, .7265625, .8671875, .6171875, .9921875, .7421875,
};
std::shared_ptr<void> pixels(new float[64], [](void *p) { delete[](float*)p; });
memcpy(pixels.get(), data, 64 * sizeof(float));
Dither = { 8, 8, PixelFormat::R32f, pixels };
}
/////////////////////////////////////////////////////////////////////////////
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void PPShadowMap::Update(PPRenderState* renderstate)
{
ShadowMapUniforms uniforms;
uniforms.ShadowmapQuality = (float)gl_shadowmap_quality;
uniforms.NodesCount = screen->mShadowMap.NodesCount();
renderstate->PushGroup("shadowmap");
renderstate->Clear();
renderstate->Shader = &ShadowMap;
renderstate->Uniforms.Set(uniforms);
renderstate->Viewport = { 0, 0, gl_shadowmap_quality, 1024 };
renderstate->SetShadowMapBuffers(true);
renderstate->SetOutputShadowMap();
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->PopGroup();
}
/////////////////////////////////////////////////////////////////////////////
CVAR(Bool, gl_custompost, true, 0)
void PPCustomShaders::Run(PPRenderState *renderstate, FString target)
{
if (!gl_custompost)
return;
CreateShaders();
for (auto &shader : mShaders)
{
if (shader->Desc->Target == target && shader->Desc->Enabled)
{
shader->Run(renderstate);
}
}
}
void PPCustomShaders::CreateShaders()
{
if (mShaders.size() == PostProcessShaders.Size())
return;
mShaders.clear();
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
{
mShaders.push_back(std::make_unique<PPCustomShaderInstance>(&PostProcessShaders[i]));
}
}
/////////////////////////////////////////////////////////////////////////////
PPCustomShaderInstance::PPCustomShaderInstance(PostProcessShader *desc) : Desc(desc)
{
// Build an uniform block to be used as input
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
TMap<FString, PostProcessUniformValue>::Pair *pair;
size_t offset = 0;
while (it.NextPair(pair))
{
FString type;
FString name = pair->Key;
switch (pair->Value.Type)
{
case PostProcessUniformType::Float: AddUniformField(offset, name, UniformType::Float, sizeof(float)); break;
case PostProcessUniformType::Int: AddUniformField(offset, name, UniformType::Int, sizeof(int)); break;
case PostProcessUniformType::Vec2: AddUniformField(offset, name, UniformType::Vec2, sizeof(float) * 2); break;
case PostProcessUniformType::Vec3: AddUniformField(offset, name, UniformType::Vec3, sizeof(float) * 3, sizeof(float) * 4); break;
default: break;
}
}
UniformStructSize = ((int)offset + 15) / 16 * 16;
// Build the input textures
FString uniformTextures;
uniformTextures += "layout(binding=0) uniform sampler2D InputTexture;\n";
TMap<FString, FString>::Iterator itTextures(Desc->Textures);
TMap<FString, FString>::Pair *pairTextures;
int binding = 1;
while (itTextures.NextPair(pairTextures))
{
uniformTextures.AppendFormat("layout(binding=%d) uniform sampler2D %s;\n", binding++, pairTextures->Key.GetChars());
}
// Setup pipeline
FString pipelineInOut;
if (screen->IsVulkan())
{
pipelineInOut += "layout(location=0) in vec2 TexCoord;\n";
pipelineInOut += "layout(location=0) out vec4 FragColor;\n";
}
else
{
pipelineInOut += "in vec2 TexCoord;\n";
pipelineInOut += "out vec4 FragColor;\n";
}
FString prolog;
prolog += uniformTextures;
prolog += pipelineInOut;
Shader = PPShader(Desc->ShaderLumpName, prolog, Fields);
}
void PPCustomShaderInstance::Run(PPRenderState *renderstate)
{
renderstate->PushGroup(Desc->Name);
renderstate->Clear();
renderstate->Shader = &Shader;
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetNoBlend();
renderstate->SetOutputNext();
//renderstate->SetDebugName(Desc->ShaderLumpName.GetChars());
SetTextures(renderstate);
SetUniforms(renderstate);
renderstate->Draw();
renderstate->PopGroup();
}
void PPCustomShaderInstance::SetTextures(PPRenderState *renderstate)
{
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
int textureIndex = 1;
TMap<FString, FString>::Iterator it(Desc->Textures);
TMap<FString, FString>::Pair *pair;
while (it.NextPair(pair))
{
FString name = pair->Value;
auto gtex = TexMan.GetGameTexture(TexMan.CheckForTexture(name, ETextureType::Any), true);
if (gtex && gtex->isValid())
{
// Why does this completely circumvent the normal way of handling textures?
// This absolutely needs fixing because it will also circumvent any potential caching system that may get implemented.
//
// To do: fix the above problem by adding PPRenderState::SetInput(FTexture *tex)
auto tex = gtex->GetTexture();
auto &pptex = Textures[tex];
if (!pptex)
{
auto buffer = tex->CreateTexBuffer(0);
std::shared_ptr<void> data(new uint32_t[buffer.mWidth * buffer.mHeight], [](void *p) { delete[](uint32_t*)p; });
int count = buffer.mWidth * buffer.mHeight;
uint8_t *pixels = (uint8_t *)data.get();
for (int i = 0; i < count; i++)
{
int pos = i << 2;
pixels[pos] = buffer.mBuffer[pos + 2];
pixels[pos + 1] = buffer.mBuffer[pos + 1];
pixels[pos + 2] = buffer.mBuffer[pos];
pixels[pos + 3] = buffer.mBuffer[pos + 3];
}
pptex = std::make_unique<PPTexture>(buffer.mWidth, buffer.mHeight, PixelFormat::Rgba8, data);
}
renderstate->SetInputTexture(textureIndex, pptex.get(), PPFilterMode::Linear, PPWrapMode::Repeat);
textureIndex++;
}
}
}
void PPCustomShaderInstance::SetUniforms(PPRenderState *renderstate)
{
TArray<uint8_t> uniforms;
uniforms.Resize(UniformStructSize);
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
TMap<FString, PostProcessUniformValue>::Pair *pair;
while (it.NextPair(pair))
{
auto it2 = FieldOffset.find(pair->Key);
if (it2 != FieldOffset.end())
{
uint8_t *dst = &uniforms[it2->second];
float fValues[4];
int iValues[4];
switch (pair->Value.Type)
{
case PostProcessUniformType::Float:
fValues[0] = (float)pair->Value.Values[0];
memcpy(dst, fValues, sizeof(float));
break;
case PostProcessUniformType::Int:
iValues[0] = (int)pair->Value.Values[0];
memcpy(dst, iValues, sizeof(int));
break;
case PostProcessUniformType::Vec2:
fValues[0] = (float)pair->Value.Values[0];
fValues[1] = (float)pair->Value.Values[1];
memcpy(dst, fValues, sizeof(float) * 2);
break;
case PostProcessUniformType::Vec3:
fValues[0] = (float)pair->Value.Values[0];
fValues[1] = (float)pair->Value.Values[1];
fValues[2] = (float)pair->Value.Values[2];
memcpy(dst, fValues, sizeof(float) * 3);
break;
default:
break;
}
}
}
renderstate->Uniforms.Data = uniforms;
}
void PPCustomShaderInstance::AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize, size_t alignment)
{
if (alignment == 0) alignment = fieldsize;
offset = (offset + alignment - 1) / alignment * alignment;
FieldOffset[name] = offset;
auto name2 = std::make_unique<FString>(name);
auto chars = name2->GetChars();
FieldNames.push_back(std::move(name2));
Fields.push_back({ chars, type, offset });
offset += fieldsize;
if (fieldsize != alignment) // Workaround for buggy OpenGL drivers that does not do std140 layout correctly for vec3
{
name2 = std::make_unique<FString>(name + "_F39350FF12DE_padding");
chars = name2->GetChars();
FieldNames.push_back(std::move(name2));
Fields.push_back({ chars, UniformType::Float, offset });
offset += alignment - fieldsize;
}
}
void Postprocess::Pass1(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight)
{
exposure.Render(state, sceneWidth, sceneHeight);
customShaders.Run(state, "beforebloom");
bloom.RenderBloom(state, sceneWidth, sceneHeight, fixedcm);
}
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void Postprocess::Pass2(PPRenderState* state, int fixedcm, float flash, int sceneWidth, int sceneHeight)
{
tonemap.Render(state);
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colormap.Render(state, fixedcm, flash);
lens.Render(state);
fxaa.Render(state);
customShaders.Run(state, "scene");
}