gzdoom-gles/src/gl/shaders/gl_ambientshader.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
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#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_ambientshader.h"
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void FLinearDepthShader::Bind(bool multisample)
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{
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auto &shader = mShader[multisample];
if (!shader)
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{
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/lineardepth");
shader.SetAttribLocation(0, "PositionInProjection");
DepthTexture[multisample].Init(shader, "DepthTexture");
ColorTexture[multisample].Init(shader, "ColorTexture");
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SampleCount[multisample].Init(shader, "SampleCount");
LinearizeDepthA[multisample].Init(shader, "LinearizeDepthA");
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
Scale[multisample].Init(shader, "Scale");
Offset[multisample].Init(shader, "Offset");
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}
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shader.Bind();
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}
void FSSAOShader::Bind()
{
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auto &shader = mShader[gl_ssao];
if (!shader)
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{
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao), 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/ssao");
shader.SetAttribLocation(0, "PositionInProjection");
DepthTexture.Init(shader, "DepthTexture");
RandomTexture.Init(shader, "RandomTexture");
UVToViewA.Init(shader, "UVToViewA");
UVToViewB.Init(shader, "UVToViewB");
InvFullResolution.Init(shader, "InvFullResolution");
NDotVBias.Init(shader, "NDotVBias");
NegInvR2.Init(shader, "NegInvR2");
RadiusToScreen.Init(shader, "RadiusToScreen");
AOMultiplier.Init(shader, "AOMultiplier");
AOStrength.Init(shader, "AOStrength");
}
shader.Bind();
}
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FString FSSAOShader::GetDefines(int mode)
{
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;
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}
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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);
return defines;
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}
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void FDepthBlurShader::Bind(bool vertical)
{
auto &shader = mShader[vertical];
if (!shader)
{
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", vertical ? "#define BLUR_VERTICAL\n" : "#define BLUR_HORIZONTAL\n", 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/depthblur");
shader.SetAttribLocation(0, "PositionInProjection");
AODepthTexture[vertical].Init(shader, "AODepthTexture");
BlurSharpness[vertical].Init(shader, "BlurSharpness");
InvFullResolution[vertical].Init(shader, "InvFullResolution");
PowExponent[vertical].Init(shader, "PowExponent");
}
shader.Bind();
}
void FSSAOCombineShader::Bind(bool multisample)
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{
auto &shader = mShader[multisample];
if (!shader)
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{
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/ssaocombine");
shader.SetAttribLocation(0, "PositionInProjection");
AODepthTexture[multisample].Init(shader, "AODepthTexture");
SceneDataTexture[multisample].Init(shader, "SceneDataTexture");
SampleCount[multisample].Init(shader, "SampleCount");
Scale[multisample].Init(shader, "Scale");
Offset[multisample].Init(shader, "Offset");
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}
shader.Bind();
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}