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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
Resolve multisampling depth in shader
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parent
a246b58673
commit
09bec67821
4 changed files with 54 additions and 29 deletions
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@ -127,8 +127,7 @@ void FGLRenderer::RenderScreenQuad()
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void FGLRenderer::PostProcessScene()
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void FGLRenderer::PostProcessScene()
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{
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{
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if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
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mBuffers->BlitSceneToTexture();
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AmbientOccludeScene();
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UpdateCameraExposure();
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UpdateCameraExposure();
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BloomScene();
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BloomScene();
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TonemapScene();
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TonemapScene();
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@ -156,6 +155,7 @@ void FGLRenderer::AmbientOccludeScene()
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const float blurAmount = gl_ssao_blur_amount;
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const float blurAmount = gl_ssao_blur_amount;
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int blurSampleCount = gl_ssao_blur_samples;
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int blurSampleCount = gl_ssao_blur_samples;
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float aoStrength = gl_ssao_strength;
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float aoStrength = gl_ssao_strength;
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bool multisample = gl_multisample > 1;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / 1.33333302f; // 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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float tanHalfFovy = 1.0f / 1.33333302f; // 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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@ -168,12 +168,15 @@ void FGLRenderer::AmbientOccludeScene()
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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mBuffers->BindSceneDepthTexture(0);
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mBuffers->BindSceneDepthTexture(0);
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mLinearDepthShader->Bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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mLinearDepthShader->DepthTexture.Set(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->Bind(multisample);
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mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->DepthTexture[multisample].Set(0);
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mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
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if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
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mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
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mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
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RenderScreenQuad();
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RenderScreenQuad();
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// Apply ambient occlusion
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// Apply ambient occlusion
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@ -218,7 +221,7 @@ void FGLRenderer::AmbientOccludeScene()
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RenderScreenQuad();
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RenderScreenQuad();
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// Add SSAO back to scene texture:
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// Add SSAO back to scene texture:
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mBuffers->BindCurrentFB();
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mBuffers->BindSceneFB();
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendEquation(GL_FUNC_ADD);
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@ -49,22 +49,24 @@
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#include "gl/system/gl_cvars.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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#include "gl/shaders/gl_ambientshader.h"
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void FLinearDepthShader::Bind()
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void FLinearDepthShader::Bind(bool multisample)
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{
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{
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if (!mShader)
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auto &shader = mShader[multisample];
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if (!shader)
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{
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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shader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/lineardepth");
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shader.Link("shaders/glsl/lineardepth");
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mShader.SetAttribLocation(0, "PositionInProjection");
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shader.SetAttribLocation(0, "PositionInProjection");
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DepthTexture.Init(mShader, "DepthTexture");
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DepthTexture[multisample].Init(shader, "DepthTexture");
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LinearizeDepthA.Init(mShader, "LinearizeDepthA");
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SampleCount[multisample].Init(shader, "SampleCount");
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LinearizeDepthB.Init(mShader, "LinearizeDepthB");
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LinearizeDepthA[multisample].Init(shader, "LinearizeDepthA");
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InverseDepthRangeA.Init(mShader, "InverseDepthRangeA");
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LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
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InverseDepthRangeB.Init(mShader, "InverseDepthRangeB");
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InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
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InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
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}
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}
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mShader.Bind();
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shader.Bind();
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}
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}
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void FSSAOShader::Bind()
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void FSSAOShader::Bind()
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@ -6,16 +6,17 @@
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class FLinearDepthShader
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class FLinearDepthShader
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{
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{
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public:
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public:
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void Bind();
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void Bind(bool multisample);
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FBufferedUniformSampler DepthTexture;
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FBufferedUniformSampler DepthTexture[2];
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FBufferedUniform1f LinearizeDepthA;
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FBufferedUniform1i SampleCount[2];
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FBufferedUniform1f LinearizeDepthB;
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FBufferedUniform1f LinearizeDepthA[2];
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FBufferedUniform1f InverseDepthRangeA;
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FBufferedUniform1f LinearizeDepthB[2];
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FBufferedUniform1f InverseDepthRangeB;
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FBufferedUniform1f InverseDepthRangeA[2];
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FBufferedUniform1f InverseDepthRangeB[2];
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private:
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private:
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FShaderProgram mShader;
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FShaderProgram mShader[2];
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};
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};
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class FSSAOShader
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class FSSAOShader
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@ -2,7 +2,12 @@
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in vec2 TexCoord;
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in vec2 TexCoord;
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out vec4 FragColor;
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out vec4 FragColor;
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#if defined(MULTISAMPLE)
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uniform sampler2DMS DepthTexture;
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uniform int SampleCount;
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#else
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uniform sampler2D DepthTexture;
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uniform sampler2D DepthTexture;
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#endif
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uniform float LinearizeDepthA;
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uniform float LinearizeDepthA;
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uniform float LinearizeDepthB;
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uniform float LinearizeDepthB;
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uniform float InverseDepthRangeA;
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uniform float InverseDepthRangeA;
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@ -10,7 +15,21 @@ uniform float InverseDepthRangeB;
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void main()
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void main()
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{
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{
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#if defined(MULTISAMPLE)
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ivec2 texSize = textureSize(DepthTexture);
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ivec2 ipos = ivec2(TexCoord * vec2(texSize));
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float depth = 0.0;
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for (int i = 0; i < SampleCount; i++)
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depth += texelFetch(DepthTexture, ipos, i).x;
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depth /= float(SampleCount);
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#else
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/*ivec2 texSize = textureSize(DepthTexture, 0);
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ivec2 ipos = ivec2(TexCoord * vec2(texSize));
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if (ipos.x < 0) ipos.x += texSize.x;
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if (ipos.y < 0) ipos.y += texSize.y;
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float depth = texelFetch(DepthTexture, ipos, 0).x;*/
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float depth = texture(DepthTexture, TexCoord).x;
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float depth = texture(DepthTexture, TexCoord).x;
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#endif
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float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
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float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
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FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
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FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
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}
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}
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