mirror of
https://github.com/DrBeef/Raze.git
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847 lines
21 KiB
C++
847 lines
21 KiB
C++
#pragma once
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#include "hwrenderer/data/shaderuniforms.h"
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#include <memory>
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#include <map>
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#include "intrect.h"
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struct PostProcessShader;
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typedef FRenderStyle PPBlendMode;
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typedef IntRect PPViewport;
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class PPTexture;
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class PPShader;
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enum class PPFilterMode { Nearest, Linear };
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enum class PPWrapMode { Clamp, Repeat };
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enum class PPTextureType { CurrentPipelineTexture, NextPipelineTexture, PPTexture, SceneColor, SceneFog, SceneNormal, SceneDepth, SwapChain, ShadowMap };
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class PPTextureInput
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{
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public:
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PPFilterMode Filter = PPFilterMode::Nearest;
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PPWrapMode Wrap = PPWrapMode::Clamp;
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PPTextureType Type = PPTextureType::CurrentPipelineTexture;
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PPTexture *Texture = nullptr;
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};
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class PPOutput
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{
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public:
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PPTextureType Type = PPTextureType::NextPipelineTexture;
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PPTexture *Texture = nullptr;
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};
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class PPUniforms
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{
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public:
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PPUniforms()
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{
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}
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PPUniforms(const PPUniforms &src)
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{
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Data = src.Data;
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}
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~PPUniforms()
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{
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Clear();
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}
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PPUniforms &operator=(const PPUniforms &src)
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{
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Data = src.Data;
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return *this;
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}
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void Clear()
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{
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Data.Clear();
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}
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template<typename T>
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void Set(const T &v)
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{
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if (Data.Size() != (int)sizeof(T))
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{
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Data.Resize(sizeof(T));
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memcpy(Data.Data(), &v, Data.Size());
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}
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}
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TArray<uint8_t> Data;
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};
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class PPRenderState
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{
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public:
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virtual ~PPRenderState() = default;
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virtual void PushGroup(const FString &name) = 0;
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virtual void PopGroup() = 0;
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virtual void Draw() = 0;
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void Clear()
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{
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Shader = nullptr;
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Textures = TArray<PPTextureInput>();
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Uniforms = PPUniforms();
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Viewport = PPViewport();
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BlendMode = PPBlendMode();
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Output = PPOutput();
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ShadowMapBuffers = false;
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}
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void SetInputTexture(int index, PPTexture *texture, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
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{
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if ((int)Textures.Size() < index + 1)
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Textures.Resize(index + 1);
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auto &tex = Textures[index];
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tex.Filter = filter;
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tex.Wrap = wrap;
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tex.Type = PPTextureType::PPTexture;
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tex.Texture = texture;
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}
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void SetInputCurrent(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
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{
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SetInputSpecialType(index, PPTextureType::CurrentPipelineTexture, filter, wrap);
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}
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void SetInputSceneColor(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
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{
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SetInputSpecialType(index, PPTextureType::SceneColor, filter, wrap);
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}
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void SetInputSceneFog(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
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{
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SetInputSpecialType(index, PPTextureType::SceneFog, filter, wrap);
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}
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void SetInputSceneNormal(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
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{
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SetInputSpecialType(index, PPTextureType::SceneNormal, filter, wrap);
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}
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void SetInputSceneDepth(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
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{
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SetInputSpecialType(index, PPTextureType::SceneDepth, filter, wrap);
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}
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void SetInputSpecialType(int index, PPTextureType type, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
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{
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if ((int)Textures.Size() < index + 1)
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Textures.Resize(index + 1);
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auto &tex = Textures[index];
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tex.Filter = filter;
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tex.Wrap = wrap;
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tex.Type = type;
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tex.Texture = nullptr;
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}
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void SetShadowMapBuffers(bool enable)
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{
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ShadowMapBuffers = enable;
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}
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void SetOutputTexture(PPTexture *texture)
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{
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Output.Type = PPTextureType::PPTexture;
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Output.Texture = texture;
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}
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void SetOutputCurrent()
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{
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Output.Type = PPTextureType::CurrentPipelineTexture;
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Output.Texture = nullptr;
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}
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void SetOutputNext()
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{
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Output.Type = PPTextureType::NextPipelineTexture;
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Output.Texture = nullptr;
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}
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void SetOutputSceneColor()
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{
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Output.Type = PPTextureType::SceneColor;
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Output.Texture = nullptr;
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}
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void SetOutputSwapChain()
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{
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Output.Type = PPTextureType::SwapChain;
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Output.Texture = nullptr;
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}
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void SetOutputShadowMap()
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{
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Output.Type = PPTextureType::ShadowMap;
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Output.Texture = nullptr;
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}
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void SetNoBlend()
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{
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BlendMode.BlendOp = STYLEOP_Add;
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BlendMode.SrcAlpha = STYLEALPHA_One;
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BlendMode.DestAlpha = STYLEALPHA_Zero;
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BlendMode.Flags = 0;
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}
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void SetAdditiveBlend()
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{
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BlendMode.BlendOp = STYLEOP_Add;
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BlendMode.SrcAlpha = STYLEALPHA_One;
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BlendMode.DestAlpha = STYLEALPHA_One;
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BlendMode.Flags = 0;
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}
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void SetAlphaBlend()
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{
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BlendMode.BlendOp = STYLEOP_Add;
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BlendMode.SrcAlpha = STYLEALPHA_Src;
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BlendMode.DestAlpha = STYLEALPHA_InvSrc;
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BlendMode.Flags = 0;
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}
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PPShader *Shader;
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TArray<PPTextureInput> Textures;
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PPUniforms Uniforms;
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PPViewport Viewport;
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PPBlendMode BlendMode;
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PPOutput Output;
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bool ShadowMapBuffers = false;
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};
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enum class PixelFormat
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{
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Rgba8,
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Rgba16f,
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R32f,
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Rg16f,
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Rgba16_snorm
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};
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class PPResource
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{
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public:
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PPResource()
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{
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Next = First;
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First = this;
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if (Next) Next->Prev = this;
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}
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PPResource(const PPResource &)
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{
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Next = First;
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First = this;
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if (Next) Next->Prev = this;
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}
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virtual ~PPResource()
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{
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if (Next) Next->Prev = Prev;
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if (Prev) Prev->Next = Next;
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else First = Next;
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}
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PPResource &operator=(const PPResource &other)
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{
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return *this;
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}
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static void ResetAll()
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{
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for (PPResource *cur = First; cur; cur = cur->Next)
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cur->ResetBackend();
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}
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virtual void ResetBackend() = 0;
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private:
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static PPResource *First;
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PPResource *Prev = nullptr;
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PPResource *Next = nullptr;
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};
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class PPTextureBackend
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{
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public:
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virtual ~PPTextureBackend() = default;
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};
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class PPTexture : public PPResource
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{
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public:
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PPTexture() = default;
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PPTexture(int width, int height, PixelFormat format, std::shared_ptr<void> data = {}) : Width(width), Height(height), Format(format), Data(data) { }
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void ResetBackend() override { Backend.reset(); }
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int Width;
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int Height;
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PixelFormat Format;
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std::shared_ptr<void> Data;
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std::unique_ptr<PPTextureBackend> Backend;
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};
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class PPShaderBackend
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{
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public:
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virtual ~PPShaderBackend() = default;
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};
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class PPShader : public PPResource
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{
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public:
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PPShader() = default;
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PPShader(const FString &fragment, const FString &defines, const std::vector<UniformFieldDesc> &uniforms, int version = 330) : FragmentShader(fragment), Defines(defines), Uniforms(uniforms), Version(version) { }
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void ResetBackend() override { Backend.reset(); }
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FString VertexShader = "shaders/pp/screenquad.vp";
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FString FragmentShader;
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FString Defines;
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std::vector<UniformFieldDesc> Uniforms;
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int Version = 330;
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std::unique_ptr<PPShaderBackend> Backend;
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};
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/////////////////////////////////////////////////////////////////////////////
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struct ExtractUniforms
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{
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FVector2 Scale;
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FVector2 Offset;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "Scale", UniformType::Vec2, offsetof(ExtractUniforms, Scale) },
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{ "Offset", UniformType::Vec2, offsetof(ExtractUniforms, Offset) }
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};
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}
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};
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struct BlurUniforms
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{
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float SampleWeights[8];
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "SampleWeights0", UniformType::Float, offsetof(BlurUniforms, SampleWeights[0]) },
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{ "SampleWeights1", UniformType::Float, offsetof(BlurUniforms, SampleWeights[1]) },
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{ "SampleWeights2", UniformType::Float, offsetof(BlurUniforms, SampleWeights[2]) },
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{ "SampleWeights3", UniformType::Float, offsetof(BlurUniforms, SampleWeights[3]) },
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{ "SampleWeights4", UniformType::Float, offsetof(BlurUniforms, SampleWeights[4]) },
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{ "SampleWeights5", UniformType::Float, offsetof(BlurUniforms, SampleWeights[5]) },
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{ "SampleWeights6", UniformType::Float, offsetof(BlurUniforms, SampleWeights[6]) },
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{ "SampleWeights7", UniformType::Float, offsetof(BlurUniforms, SampleWeights[7]) },
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};
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}
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};
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enum { NumBloomLevels = 4 };
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class PPBlurLevel
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{
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public:
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PPViewport Viewport;
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PPTexture VTexture;
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PPTexture HTexture;
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};
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class PPBloom
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{
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public:
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void RenderBloom(PPRenderState *renderstate, int sceneWidth, int sceneHeight, int fixedcm);
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void RenderBlur(PPRenderState *renderstate, int sceneWidth, int sceneHeight, float gameinfobluramount);
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private:
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void BlurStep(PPRenderState *renderstate, const BlurUniforms &blurUniforms, PPTexture &input, PPTexture &output, PPViewport viewport, bool vertical);
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void UpdateTextures(int width, int height);
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static float ComputeBlurGaussian(float n, float theta);
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static void ComputeBlurSamples(int sampleCount, float blurAmount, float *sampleWeights);
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PPBlurLevel levels[NumBloomLevels];
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int lastWidth = 0;
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int lastHeight = 0;
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PPShader BloomCombine = { "shaders/pp/bloomcombine.fp", "", {} };
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PPShader BloomExtract = { "shaders/pp/bloomextract.fp", "", ExtractUniforms::Desc() };
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PPShader BlurVertical = { "shaders/pp/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() };
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PPShader BlurHorizontal = { "shaders/pp/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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struct LensUniforms
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{
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float AspectRatio;
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float Scale;
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float Padding0, Padding1;
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FVector4 LensDistortionCoefficient;
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FVector4 CubicDistortionValue;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "Aspect", UniformType::Float, offsetof(LensUniforms, AspectRatio) },
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{ "Scale", UniformType::Float, offsetof(LensUniforms, Scale) },
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{ "Padding0", UniformType::Float, offsetof(LensUniforms, Padding0) },
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{ "Padding1", UniformType::Float, offsetof(LensUniforms, Padding1) },
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{ "k", UniformType::Vec4, offsetof(LensUniforms, LensDistortionCoefficient) },
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{ "kcube", UniformType::Vec4, offsetof(LensUniforms, CubicDistortionValue) }
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};
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}
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};
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class PPLensDistort
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{
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public:
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void Render(PPRenderState *renderstate);
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private:
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PPShader Lens = { "shaders/pp/lensdistortion.fp", "", LensUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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struct FXAAUniforms
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{
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FVector2 ReciprocalResolution;
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float Padding0, Padding1;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "ReciprocalResolution", UniformType::Vec2, offsetof(FXAAUniforms, ReciprocalResolution) },
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{ "Padding0", UniformType::Float, offsetof(FXAAUniforms, Padding0) },
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{ "Padding1", UniformType::Float, offsetof(FXAAUniforms, Padding1) }
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};
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}
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};
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class PPFXAA
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{
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public:
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void Render(PPRenderState *renderstate);
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private:
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void CreateShaders();
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int GetMaxVersion();
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FString GetDefines();
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PPShader FXAALuma;
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PPShader FXAA;
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int LastQuality = -1;
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};
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/////////////////////////////////////////////////////////////////////////////
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struct ExposureExtractUniforms
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{
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FVector2 Scale;
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FVector2 Offset;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "Scale", UniformType::Vec2, offsetof(ExposureExtractUniforms, Scale) },
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{ "Offset", UniformType::Vec2, offsetof(ExposureExtractUniforms, Offset) }
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};
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}
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};
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struct ExposureCombineUniforms
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{
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float ExposureBase;
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float ExposureMin;
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float ExposureScale;
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float ExposureSpeed;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "ExposureBase", UniformType::Float, offsetof(ExposureCombineUniforms, ExposureBase) },
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{ "ExposureMin", UniformType::Float, offsetof(ExposureCombineUniforms, ExposureMin) },
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{ "ExposureScale", UniformType::Float, offsetof(ExposureCombineUniforms, ExposureScale) },
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{ "ExposureSpeed", UniformType::Float, offsetof(ExposureCombineUniforms, ExposureSpeed) }
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};
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}
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};
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class PPExposureLevel
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{
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public:
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PPViewport Viewport;
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PPTexture Texture;
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};
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class PPCameraExposure
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{
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public:
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void Render(PPRenderState *renderstate, int sceneWidth, int sceneHeight);
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PPTexture CameraTexture = { 1, 1, PixelFormat::R32f };
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private:
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void UpdateTextures(int width, int height);
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std::vector<PPExposureLevel> ExposureLevels;
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bool FirstExposureFrame = true;
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PPShader ExposureExtract = { "shaders/pp/exposureextract.fp", "", ExposureExtractUniforms::Desc() };
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PPShader ExposureAverage = { "shaders/pp/exposureaverage.fp", "", {}, 400 };
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PPShader ExposureCombine = { "shaders/pp/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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struct ColormapUniforms
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{
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FVector4 MapStart;
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FVector4 MapRange;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "uFixedColormapStart", UniformType::Vec4, offsetof(ColormapUniforms, MapStart) },
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{ "uFixedColormapRange", UniformType::Vec4, offsetof(ColormapUniforms, MapRange) },
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};
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}
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};
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class PPColormap
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{
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public:
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void Render(PPRenderState *renderstate, int fixedcm, float flash);
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private:
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PPShader Colormap = { "shaders/pp/colormap.fp", "", ColormapUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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class PPTonemap
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{
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public:
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void Render(PPRenderState *renderstate);
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void ClearTonemapPalette() { PaletteTexture = {}; }
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private:
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void UpdateTextures();
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PPTexture PaletteTexture;
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PPShader LinearShader = { "shaders/pp/tonemap.fp", "#define LINEAR\n", {} };
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PPShader ReinhardShader = { "shaders/pp/tonemap.fp", "#define REINHARD\n", {} };
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PPShader HejlDawsonShader = { "shaders/pp/tonemap.fp", "#define HEJLDAWSON\n", {} };
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PPShader Uncharted2Shader = { "shaders/pp/tonemap.fp", "#define UNCHARTED2\n", {} };
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PPShader PaletteShader = { "shaders/pp/tonemap.fp", "#define PALETTE\n", {} };
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enum TonemapMode
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{
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None,
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Uncharted2,
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HejlDawson,
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Reinhard,
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Linear,
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Palette,
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NumTonemapModes
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};
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};
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/////////////////////////////////////////////////////////////////////////////
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struct LinearDepthUniforms
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{
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int SampleIndex;
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float LinearizeDepthA;
|
|
float LinearizeDepthB;
|
|
float InverseDepthRangeA;
|
|
float InverseDepthRangeB;
|
|
float Padding0, Padding1, Padding2;
|
|
FVector2 Scale;
|
|
FVector2 Offset;
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
{
|
|
return
|
|
{
|
|
{ "SampleIndex", UniformType::Int, offsetof(LinearDepthUniforms, SampleIndex) },
|
|
{ "LinearizeDepthA", UniformType::Float, offsetof(LinearDepthUniforms, LinearizeDepthA) },
|
|
{ "LinearizeDepthB", UniformType::Float, offsetof(LinearDepthUniforms, LinearizeDepthB) },
|
|
{ "InverseDepthRangeA", UniformType::Float, offsetof(LinearDepthUniforms, InverseDepthRangeA) },
|
|
{ "InverseDepthRangeB", UniformType::Float, offsetof(LinearDepthUniforms, InverseDepthRangeB) },
|
|
{ "Padding0", UniformType::Float, offsetof(LinearDepthUniforms, Padding0) },
|
|
{ "Padding1", UniformType::Float, offsetof(LinearDepthUniforms, Padding1) },
|
|
{ "Padding2", UniformType::Float, offsetof(LinearDepthUniforms, Padding2) },
|
|
{ "Scale", UniformType::Vec2, offsetof(LinearDepthUniforms, Scale) },
|
|
{ "Offset", UniformType::Vec2, offsetof(LinearDepthUniforms, Offset) }
|
|
};
|
|
}
|
|
};
|
|
|
|
struct SSAOUniforms
|
|
{
|
|
FVector2 UVToViewA;
|
|
FVector2 UVToViewB;
|
|
FVector2 InvFullResolution;
|
|
float NDotVBias;
|
|
float NegInvR2;
|
|
float RadiusToScreen;
|
|
float AOMultiplier;
|
|
float AOStrength;
|
|
int SampleIndex;
|
|
float Padding0, Padding1;
|
|
FVector2 Scale;
|
|
FVector2 Offset;
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
{
|
|
return
|
|
{
|
|
{ "UVToViewA", UniformType::Vec2, offsetof(SSAOUniforms, UVToViewA) },
|
|
{ "UVToViewB", UniformType::Vec2, offsetof(SSAOUniforms, UVToViewB) },
|
|
{ "InvFullResolution", UniformType::Vec2, offsetof(SSAOUniforms, InvFullResolution) },
|
|
{ "NDotVBias", UniformType::Float, offsetof(SSAOUniforms, NDotVBias) },
|
|
{ "NegInvR2", UniformType::Float, offsetof(SSAOUniforms, NegInvR2) },
|
|
{ "RadiusToScreen", UniformType::Float, offsetof(SSAOUniforms, RadiusToScreen) },
|
|
{ "AOMultiplier", UniformType::Float, offsetof(SSAOUniforms, AOMultiplier) },
|
|
{ "AOStrength", UniformType::Float, offsetof(SSAOUniforms, AOStrength) },
|
|
{ "SampleIndex", UniformType::Int, offsetof(SSAOUniforms, SampleIndex) },
|
|
{ "Padding0", UniformType::Float, offsetof(SSAOUniforms, Padding0) },
|
|
{ "Padding1", UniformType::Float, offsetof(SSAOUniforms, Padding1) },
|
|
{ "Scale", UniformType::Vec2, offsetof(SSAOUniforms, Scale) },
|
|
{ "Offset", UniformType::Vec2, offsetof(SSAOUniforms, Offset) },
|
|
};
|
|
}
|
|
};
|
|
|
|
struct DepthBlurUniforms
|
|
{
|
|
float BlurSharpness;
|
|
float PowExponent;
|
|
float Padding0, Padding1;
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
{
|
|
return
|
|
{
|
|
{ "BlurSharpness", UniformType::Float, offsetof(DepthBlurUniforms, BlurSharpness) },
|
|
{ "PowExponent", UniformType::Float, offsetof(DepthBlurUniforms, PowExponent) },
|
|
{ "Padding0", UniformType::Float, offsetof(DepthBlurUniforms, Padding0) },
|
|
{ "Padding1", UniformType::Float, offsetof(DepthBlurUniforms, Padding1) }
|
|
};
|
|
}
|
|
};
|
|
|
|
struct AmbientCombineUniforms
|
|
{
|
|
int SampleCount;
|
|
int DebugMode, Padding1, Padding2;
|
|
FVector2 Scale;
|
|
FVector2 Offset;
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
{
|
|
return
|
|
{
|
|
{ "SampleCount", UniformType::Int, offsetof(AmbientCombineUniforms, SampleCount) },
|
|
{ "DebugMode", UniformType::Int, offsetof(AmbientCombineUniforms, DebugMode) },
|
|
{ "Padding1", UniformType::Int, offsetof(AmbientCombineUniforms, Padding1) },
|
|
{ "Padding2", UniformType::Int, offsetof(AmbientCombineUniforms, Padding2) },
|
|
{ "Scale", UniformType::Vec2, offsetof(AmbientCombineUniforms, Scale) },
|
|
{ "Offset", UniformType::Vec2, offsetof(AmbientCombineUniforms, Offset) }
|
|
};
|
|
}
|
|
};
|
|
|
|
class PPAmbientOcclusion
|
|
{
|
|
public:
|
|
PPAmbientOcclusion();
|
|
void Render(PPRenderState *renderstate, float m5, int sceneWidth, int sceneHeight);
|
|
|
|
private:
|
|
void CreateShaders();
|
|
void UpdateTextures(int width, int height);
|
|
|
|
enum Quality
|
|
{
|
|
Off,
|
|
LowQuality,
|
|
MediumQuality,
|
|
HighQuality,
|
|
NumQualityModes
|
|
};
|
|
|
|
int AmbientWidth = 0;
|
|
int AmbientHeight = 0;
|
|
|
|
int LastQuality = -1;
|
|
int LastWidth = 0;
|
|
int LastHeight = 0;
|
|
|
|
PPShader LinearDepth;
|
|
PPShader LinearDepthMS;
|
|
PPShader AmbientOcclude;
|
|
PPShader AmbientOccludeMS;
|
|
PPShader BlurVertical;
|
|
PPShader BlurHorizontal;
|
|
PPShader Combine;
|
|
PPShader CombineMS;
|
|
|
|
PPTexture LinearDepthTexture;
|
|
PPTexture Ambient0;
|
|
PPTexture Ambient1;
|
|
|
|
enum { NumAmbientRandomTextures = 3 };
|
|
PPTexture AmbientRandomTexture[NumAmbientRandomTextures];
|
|
};
|
|
|
|
struct PresentUniforms
|
|
{
|
|
float InvGamma;
|
|
float Contrast;
|
|
float Brightness;
|
|
float Saturation;
|
|
int GrayFormula;
|
|
int WindowPositionParity; // top-of-window might not be top-of-screen
|
|
FVector2 Scale;
|
|
FVector2 Offset;
|
|
float ColorScale;
|
|
int HdrMode;
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
{
|
|
return
|
|
{
|
|
{ "InvGamma", UniformType::Float, offsetof(PresentUniforms, InvGamma) },
|
|
{ "Contrast", UniformType::Float, offsetof(PresentUniforms, Contrast) },
|
|
{ "Brightness", UniformType::Float, offsetof(PresentUniforms, Brightness) },
|
|
{ "Saturation", UniformType::Float, offsetof(PresentUniforms, Saturation) },
|
|
{ "GrayFormula", UniformType::Int, offsetof(PresentUniforms, GrayFormula) },
|
|
{ "WindowPositionParity", UniformType::Int, offsetof(PresentUniforms, WindowPositionParity) },
|
|
{ "UVScale", UniformType::Vec2, offsetof(PresentUniforms, Scale) },
|
|
{ "UVOffset", UniformType::Vec2, offsetof(PresentUniforms, Offset) },
|
|
{ "ColorScale", UniformType::Float, offsetof(PresentUniforms, ColorScale) },
|
|
{ "HdrMode", UniformType::Int, offsetof(PresentUniforms, HdrMode) }
|
|
};
|
|
}
|
|
};
|
|
|
|
class PPPresent
|
|
{
|
|
public:
|
|
PPPresent();
|
|
|
|
PPTexture Dither;
|
|
|
|
PPShader Present = { "shaders/pp/present.fp", "", PresentUniforms::Desc() };
|
|
PPShader Checker3D = { "shaders/pp/present_checker3d.fp", "", PresentUniforms::Desc() };
|
|
PPShader Column3D = { "shaders/pp/present_column3d.fp", "", PresentUniforms::Desc() };
|
|
PPShader Row3D = { "shaders/pp/present_row3d.fp", "", PresentUniforms::Desc() };
|
|
};
|
|
|
|
struct ShadowMapUniforms
|
|
{
|
|
float ShadowmapQuality;
|
|
int NodesCount;
|
|
float Padding0, Padding1;
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
{
|
|
return
|
|
{
|
|
{ "ShadowmapQuality", UniformType::Float, offsetof(ShadowMapUniforms, ShadowmapQuality) },
|
|
{ "NodesCount", UniformType::Int, offsetof(ShadowMapUniforms, NodesCount) },
|
|
{ "Padding0", UniformType::Float, offsetof(ShadowMapUniforms, Padding0) },
|
|
{ "Padding1", UniformType::Float, offsetof(ShadowMapUniforms, Padding1) },
|
|
};
|
|
}
|
|
};
|
|
|
|
class PPCustomShaderInstance
|
|
{
|
|
public:
|
|
PPCustomShaderInstance(PostProcessShader *desc);
|
|
|
|
void Run(PPRenderState *renderstate);
|
|
|
|
PostProcessShader *Desc = nullptr;
|
|
|
|
private:
|
|
void AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize, size_t alignment = 0);
|
|
void SetTextures(PPRenderState *renderstate);
|
|
void SetUniforms(PPRenderState *renderstate);
|
|
|
|
PPShader Shader;
|
|
int UniformStructSize = 0;
|
|
std::vector<UniformFieldDesc> Fields;
|
|
std::vector<std::unique_ptr<FString>> FieldNames;
|
|
std::map<FTexture*, std::unique_ptr<PPTexture>> Textures;
|
|
std::map<FString, size_t> FieldOffset;
|
|
};
|
|
|
|
class PPCustomShaders
|
|
{
|
|
public:
|
|
void Run(PPRenderState *renderstate, FString target);
|
|
|
|
private:
|
|
void CreateShaders();
|
|
|
|
std::vector<std::unique_ptr<PPCustomShaderInstance>> mShaders;
|
|
};
|
|
|
|
class PPShadowMap
|
|
{
|
|
public:
|
|
void Update(PPRenderState* renderstate);
|
|
|
|
private:
|
|
PPShader ShadowMap = { "shaders/pp/shadowmap.fp", "", ShadowMapUniforms::Desc() };
|
|
};
|
|
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
class Postprocess
|
|
{
|
|
public:
|
|
PPBloom bloom;
|
|
PPLensDistort lens;
|
|
PPFXAA fxaa;
|
|
PPCameraExposure exposure;
|
|
PPColormap colormap;
|
|
PPTonemap tonemap;
|
|
PPAmbientOcclusion ssao;
|
|
PPPresent present;
|
|
PPShadowMap shadowmap;
|
|
PPCustomShaders customShaders;
|
|
|
|
|
|
void Pass1(PPRenderState *state, int fixedcm, int sceneWidth, int sceneHeight);
|
|
void Pass2(PPRenderState* state, int fixedcm, float flash, int sceneWidth, int sceneHeight);
|
|
};
|
|
|
|
extern Postprocess hw_postprocess;
|