2016-08-29 11:10:22 +00:00
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/*
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** gl_bloomshader.cpp
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** Shaders used for screen space ambient occlusion
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Magnus Norddahl
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "files.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_ambientshader.h"
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2016-09-03 02:12:00 +00:00
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void FLinearDepthShader::Bind(bool multisample)
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2016-08-29 11:10:22 +00:00
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{
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2016-09-03 02:12:00 +00:00
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auto &shader = mShader[multisample];
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if (!shader)
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2016-08-29 11:10:22 +00:00
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{
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2016-09-03 02:12:00 +00:00
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/lineardepth");
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shader.SetAttribLocation(0, "PositionInProjection");
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DepthTexture[multisample].Init(shader, "DepthTexture");
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SampleCount[multisample].Init(shader, "SampleCount");
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LinearizeDepthA[multisample].Init(shader, "LinearizeDepthA");
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LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
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InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
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InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
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2016-08-29 11:10:22 +00:00
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}
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2016-09-03 02:12:00 +00:00
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shader.Bind();
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2016-08-29 11:10:22 +00:00
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}
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void FSSAOShader::Bind()
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{
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if (!mShader)
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{
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2016-08-29 23:09:21 +00:00
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const char *defines = R"(
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#define USE_RANDOM_TEXTURE
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#define RANDOM_TEXTURE_WIDTH 4.0
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#define NUM_DIRECTIONS 8.0
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#define NUM_STEPS 4.0
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)";
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2016-08-29 11:10:22 +00:00
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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2016-08-29 23:09:21 +00:00
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", defines, 330);
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2016-08-29 11:10:22 +00:00
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/ssao");
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mShader.SetAttribLocation(0, "PositionInProjection");
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DepthTexture.Init(mShader, "DepthTexture");
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2016-08-29 23:09:21 +00:00
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RandomTexture.Init(mShader, "RandomTexture");
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2016-08-29 11:10:22 +00:00
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UVToViewA.Init(mShader, "UVToViewA");
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UVToViewB.Init(mShader, "UVToViewB");
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InvFullResolution.Init(mShader, "InvFullResolution");
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NDotVBias.Init(mShader, "NDotVBias");
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NegInvR2.Init(mShader, "NegInvR2");
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RadiusToScreen.Init(mShader, "RadiusToScreen");
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AOMultiplier.Init(mShader, "AOMultiplier");
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2016-08-29 23:09:21 +00:00
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AOStrength.Init(mShader, "AOStrength");
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2016-08-29 11:10:22 +00:00
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}
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mShader.Bind();
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}
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2016-09-02 03:45:00 +00:00
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void FDepthBlurShader::Bind(bool vertical)
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{
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auto &shader = mShader[vertical];
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if (!shader)
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{
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", vertical ? "#define BLUR_VERTICAL\n" : "#define BLUR_HORIZONTAL\n", 330);
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/depthblur");
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shader.SetAttribLocation(0, "PositionInProjection");
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AODepthTexture[vertical].Init(shader, "AODepthTexture");
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BlurSharpness[vertical].Init(shader, "BlurSharpness");
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InvFullResolution[vertical].Init(shader, "InvFullResolution");
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PowExponent[vertical].Init(shader, "PowExponent");
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}
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shader.Bind();
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}
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void FSSAOCombineShader::Bind()
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/ssaocombine");
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mShader.SetAttribLocation(0, "PositionInProjection");
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AODepthTexture.Init(mShader, "AODepthTexture");
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}
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mShader.Bind();
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}
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