- convert the SSAO pass to use hw_postprocess

This commit is contained in:
Magnus Norddahl 2018-06-30 15:24:13 +02:00
parent ecb5d69ae3
commit 35c13763db
11 changed files with 464 additions and 553 deletions

View File

@ -1075,7 +1075,6 @@ set (PCH_SOURCES
hwrenderer/postprocessing/hw_shadowmapshader.cpp
hwrenderer/postprocessing/hw_presentshader.cpp
hwrenderer/postprocessing/hw_present3dRowshader.cpp
hwrenderer/postprocessing/hw_ambientshader.cpp
hwrenderer/textures/hw_material.cpp
hwrenderer/textures/hw_precache.cpp
hwrenderer/utility/hw_clock.cpp

View File

@ -39,7 +39,6 @@
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/data/gl_vertexbuffer.h"
#include "hwrenderer/postprocessing/hw_ambientshader.h"
#include "hwrenderer/postprocessing/hw_presentshader.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
@ -65,8 +64,6 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
mBuffers->BlitSceneToTexture();
mBuffers->CompileEffectShaders();
mBuffers->UpdateEffectTextures();
@ -90,108 +87,18 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
void FGLRenderer::AmbientOccludeScene(float m5)
{
FGLDebug::PushGroup("AmbientOccludeScene");
hw_postprocess.SceneWidth = mBuffers->GetSceneWidth();
hw_postprocess.SceneHeight = mBuffers->GetSceneHeight();
hw_postprocess.m5 = m5;
FGLPostProcessState savedState;
savedState.SaveTextureBindings(3);
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
float bias = gl_ssao_bias;
float aoRadius = gl_ssao_radius;
const float blurAmount = gl_ssao_blur;
float aoStrength = gl_ssao_strength;
mBuffers->CompileEffectShaders();
mBuffers->UpdateEffectTextures();
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
float tanHalfFovy = 1.0f / m5;
float invFocalLenX = tanHalfFovy * (mBuffers->GetSceneWidth() / (float)mBuffers->GetSceneHeight());
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, FGLRenderBuffers::NumAmbientRandomTextures - 1);
// Calculate linear depth values
mBuffers->LinearDepthFB.Bind();
glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
mBuffers->BindSceneDepthTexture(0);
mBuffers->BindSceneColorTexture(1);
mLinearDepthShader->Bind(NOQUEUE);
if (gl_multisample > 1) mLinearDepthShader->Uniforms->SampleIndex = 0;
mLinearDepthShader->Uniforms->LinearizeDepthA = 1.0f / screen->GetZFar() - 1.0f / screen->GetZNear();
mLinearDepthShader->Uniforms->LinearizeDepthB = MAX(1.0f / screen->GetZNear(), 1.e-8f);
mLinearDepthShader->Uniforms->InverseDepthRangeA = 1.0f;
mLinearDepthShader->Uniforms->InverseDepthRangeB = 0.0f;
mLinearDepthShader->Uniforms->Scale = sceneScale;
mLinearDepthShader->Uniforms->Offset = sceneOffset;
mLinearDepthShader->Uniforms.Set();
RenderScreenQuad();
// Apply ambient occlusion
mBuffers->AmbientFB1.Bind();
mBuffers->LinearDepthTexture.Bind(0);
mBuffers->AmbientRandomTexture[randomTexture].Bind(2, GL_NEAREST, GL_REPEAT);
mBuffers->BindSceneNormalTexture(1);
mSSAOShader->Bind(NOQUEUE);
if (gl_multisample > 1) mSSAOShader->Uniforms->SampleIndex = 0;
mSSAOShader->Uniforms->UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
mSSAOShader->Uniforms->UVToViewB = { -invFocalLenX, -invFocalLenY };
mSSAOShader->Uniforms->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
mSSAOShader->Uniforms->NDotVBias = nDotVBias;
mSSAOShader->Uniforms->NegInvR2 = -1.0f / r2;
mSSAOShader->Uniforms->RadiusToScreen = aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight;
mSSAOShader->Uniforms->AOMultiplier = 1.0f / (1.0f - nDotVBias);
mSSAOShader->Uniforms->AOStrength = aoStrength;
mSSAOShader->Uniforms->Scale = sceneScale;
mSSAOShader->Uniforms->Offset = sceneOffset;
mSSAOShader->Uniforms.Set();
RenderScreenQuad();
// Blur SSAO texture
if (gl_ssao_debug < 2)
{
mBuffers->AmbientFB0.Bind();
mBuffers->AmbientTexture1.Bind(0);
mDepthBlurShader->Bind(NOQUEUE, false);
mDepthBlurShader->Uniforms[false]->BlurSharpness = blurSharpness;
mDepthBlurShader->Uniforms[false]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
mDepthBlurShader->Uniforms[false].Set();
RenderScreenQuad();
mBuffers->AmbientFB1.Bind();
mBuffers->AmbientTexture0.Bind(0);
mDepthBlurShader->Bind(NOQUEUE, true);
mDepthBlurShader->Uniforms[true]->BlurSharpness = blurSharpness;
mDepthBlurShader->Uniforms[true]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
mDepthBlurShader->Uniforms[true]->PowExponent = gl_ssao_exponent;
mDepthBlurShader->Uniforms[true].Set();
RenderScreenQuad();
}
// Add SSAO back to scene texture:
mBuffers->BindSceneFB(false);
glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (gl_ssao_debug != 0)
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
mBuffers->AmbientTexture1.Bind(0, GL_LINEAR);
mBuffers->BindSceneFogTexture(1);
mSSAOCombineShader->Bind(NOQUEUE);
if (gl_multisample > 1) mSSAOCombineShader->Uniforms->SampleCount = gl_multisample;
mSSAOCombineShader->Uniforms->Scale = screen->SceneScale();
mSSAOCombineShader->Uniforms->Offset = screen->SceneOffset();
mSSAOCombineShader->Uniforms.Set();
RenderScreenQuad();
FGLDebug::PopGroup();
mBuffers->RenderEffect("AmbientOccludeScene");
}
void FGLRenderer::BlurScene(float gameinfobluramount)

View File

@ -60,7 +60,6 @@ FGLRenderBuffers::~FGLRenderBuffers()
ClearScene();
ClearPipeline();
ClearEyeBuffers();
ClearAmbientOcclusion();
ClearShadowMap();
}
@ -105,18 +104,6 @@ void FGLRenderBuffers::ClearEyeBuffers()
mEyeFBs.Clear();
}
void FGLRenderBuffers::ClearAmbientOcclusion()
{
DeleteFrameBuffer(LinearDepthFB);
DeleteFrameBuffer(AmbientFB0);
DeleteFrameBuffer(AmbientFB1);
DeleteTexture(LinearDepthTexture);
DeleteTexture(AmbientTexture0);
DeleteTexture(AmbientTexture1);
for (int i = 0; i < NumAmbientRandomTextures; i++)
DeleteTexture(AmbientRandomTexture[i]);
}
void FGLRenderBuffers::DeleteTexture(PPTexture &tex)
{
if (tex.handle != 0)
@ -145,7 +132,7 @@ void FGLRenderBuffers::DeleteFrameBuffer(PPFrameBuffer &fb)
//
//==========================================================================
bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
{
if (width <= 0 || height <= 0)
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
@ -169,14 +156,8 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
mHeight = height;
mSamples = samples;
mSceneUsesTextures = needsSceneTextures;
// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
{
CreateAmbientOcclusion(sceneWidth, sceneHeight);
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
}
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
@ -195,8 +176,6 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
mSceneHeight = 0;
I_FatalError("Unable to create render buffers.");
}
return true;
}
//==========================================================================
@ -265,55 +244,6 @@ void FGLRenderBuffers::CreatePipeline(int width, int height)
}
}
//==========================================================================
//
// Creates ambient occlusion working buffers
//
//==========================================================================
void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
{
ClearAmbientOcclusion();
if (width <= 0 || height <= 0)
return;
AmbientWidth = (width + 1) / 2;
AmbientHeight = (height + 1) / 2;
LinearDepthTexture = Create2DTexture("LinearDepthTexture", GL_R32F, AmbientWidth, AmbientHeight);
AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG16F, AmbientWidth, AmbientHeight);
AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG16F, AmbientWidth, AmbientHeight);
LinearDepthFB = CreateFrameBuffer("LinearDepthFB", LinearDepthTexture);
AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
// Must match quality enum in FSSAOShader::GetDefines
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++)
{
int16_t randomValues[16 * 4];
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] = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
}
}
//==========================================================================
//
// Creates eye buffers if needed
@ -563,7 +493,7 @@ void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
//==========================================================================
//
// Resolves the multisample frame buffer by copying it to the scene texture
// Resolves the multisample frame buffer by copying it to the first pipeline texture
//
//==========================================================================
@ -836,6 +766,8 @@ void FGLRenderBuffers::UpdateEffectTextures()
case PixelFormat::Rgba8: glformat = GL_RGBA8; break;
case PixelFormat::Rgba16f: glformat = GL_RGBA16F; break;
case PixelFormat::R32f: glformat = GL_R32F; break;
case PixelFormat::Rg16f: glformat = GL_RG16F; break;
case PixelFormat::Rgba16_snorm: glformat = GL_RGBA16_SNORM; break;
}
if (gltexture && (gltexture.Width != pair->Value.Width || gltexture.Height != pair->Value.Height))
@ -913,12 +845,13 @@ void FGLRenderBuffers::RenderEffect(const FString &name)
{
const PPTextureInput &input = step.Textures[index];
int filter = (input.Filter == PPFilterMode::Nearest) ? GL_NEAREST : GL_LINEAR;
int wrap = (input.Wrap == PPWrapMode::Clamp) ? GL_CLAMP : GL_REPEAT;
switch (input.Type)
{
default:
case PPTextureType::CurrentPipelineTexture:
BindCurrentTexture(index, filter);
BindCurrentTexture(index, filter, wrap);
break;
case PPTextureType::NextPipelineTexture:
@ -926,7 +859,23 @@ void FGLRenderBuffers::RenderEffect(const FString &name)
break;
case PPTextureType::PPTexture:
GLTextures[input.Texture].Bind(index, filter);
GLTextures[input.Texture].Bind(index, filter, wrap);
break;
case PPTextureType::SceneColor:
BindSceneColorTexture(index);
break;
case PPTextureType::SceneFog:
BindSceneFogTexture(index);
break;
case PPTextureType::SceneNormal:
BindSceneNormalTexture(index);
break;
case PPTextureType::SceneDepth:
BindSceneDepthTexture(index);
break;
}
}
@ -935,6 +884,9 @@ void FGLRenderBuffers::RenderEffect(const FString &name)
switch (step.Output.Type)
{
default:
I_FatalError("Unsupported postprocess output type\n");
break;
case PPTextureType::CurrentPipelineTexture:
BindCurrentFB();
break;
@ -946,6 +898,10 @@ void FGLRenderBuffers::RenderEffect(const FString &name)
case PPTextureType::PPTexture:
GLTextureFBs[step.Output.Texture].Bind();
break;
case PPTextureType::SceneNormal:
BindSceneFB(false);
break;
}
// Set blend mode

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@ -62,7 +62,7 @@ public:
FGLRenderBuffers();
~FGLRenderBuffers();
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
void Setup(int width, int height, int sceneWidth, int sceneHeight);
void UpdateEffectTextures();
void CompileEffectShaders();
@ -95,18 +95,6 @@ public:
void BindShadowMapFB();
void BindShadowMapTexture(int index);
// Ambient occlusion buffers
PPTexture LinearDepthTexture;
PPFrameBuffer LinearDepthFB;
PPTexture AmbientTexture0;
PPTexture AmbientTexture1;
PPFrameBuffer AmbientFB0;
PPFrameBuffer AmbientFB1;
int AmbientWidth = 0;
int AmbientHeight = 0;
enum { NumAmbientRandomTextures = 3 };
PPTexture AmbientRandomTexture[NumAmbientRandomTextures];
int GetWidth() const { return mWidth; }
int GetHeight() const { return mHeight; }
@ -117,13 +105,11 @@ private:
void ClearScene();
void ClearPipeline();
void ClearEyeBuffers();
void ClearAmbientOcclusion();
void ClearShadowMap();
void CreateScene(int width, int height, int samples, bool needsSceneTextures);
void CreatePipeline(int width, int height);
void CreateEyeBuffers(int eye);
void CreateShadowMap();
void CreateAmbientOcclusion(int width, int height);
PPTexture Create2DTexture(const char *name, GLuint format, int width, int height, const void *data = nullptr);
PPTexture Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);

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@ -50,7 +50,6 @@
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "hwrenderer/postprocessing/hw_ambientshader.h"
#include "hwrenderer/postprocessing/hw_presentshader.h"
#include "hwrenderer/postprocessing/hw_present3dRowshader.h"
#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
@ -92,10 +91,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mPresent3dCheckerShader = nullptr;
mPresent3dColumnShader = nullptr;
mPresent3dRowShader = nullptr;
mLinearDepthShader = nullptr;
mDepthBlurShader = nullptr;
mSSAOShader = nullptr;
mSSAOCombineShader = nullptr;
mShadowMapShader = nullptr;
mCustomPostProcessShaders = nullptr;
}
@ -105,10 +100,6 @@ void FGLRenderer::Initialize(int width, int height)
mScreenBuffers = new FGLRenderBuffers();
mSaveBuffers = new FGLRenderBuffers();
mBuffers = mScreenBuffers;
mLinearDepthShader = new FLinearDepthShader();
mDepthBlurShader = new FDepthBlurShader();
mSSAOShader = new FSSAOShader();
mSSAOCombineShader = new FSSAOCombineShader();
mPresentShader = new FPresentShader();
mPresent3dCheckerShader = new FPresent3DCheckerShader();
mPresent3dColumnShader = new FPresent3DColumnShader();
@ -156,10 +147,6 @@ FGLRenderer::~FGLRenderer()
if (swdrawer) delete swdrawer;
if (mBuffers) delete mBuffers;
if (mPresentShader) delete mPresentShader;
if (mLinearDepthShader) delete mLinearDepthShader;
if (mDepthBlurShader) delete mDepthBlurShader;
if (mSSAOShader) delete mSSAOShader;
if (mSSAOCombineShader) delete mSSAOCombineShader;
if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
if (mPresent3dColumnShader) delete mPresent3dColumnShader;
if (mPresent3dRowShader) delete mPresent3dRowShader;
@ -355,9 +342,8 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
void FGLRenderer::BeginFrame()
{
buffersActive = mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
if (buffersActive)
buffersActive = mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
}
//===========================================================================
@ -415,10 +401,7 @@ CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
void FGLRenderer::Draw2D(F2DDrawer *drawer)
{
twoD.Clock();
if (buffersActive)
{
mBuffers->BindCurrentFB();
}
mBuffers->BindCurrentFB();
const auto &mScreenViewport = screen->mScreenViewport;
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);

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@ -26,10 +26,6 @@ class FLightBuffer;
class FSamplerManager;
class DPSprite;
class FGLRenderBuffers;
class FLinearDepthShader;
class FDepthBlurShader;
class FSSAOShader;
class FSSAOCombineShader;
class FPresentShader;
class FPresent3DCheckerShader;
class FPresent3DColumnShader;
@ -68,10 +64,6 @@ public:
FGLRenderBuffers *mBuffers;
FGLRenderBuffers *mScreenBuffers;
FGLRenderBuffers *mSaveBuffers;
FLinearDepthShader *mLinearDepthShader;
FSSAOShader *mSSAOShader;
FDepthBlurShader *mDepthBlurShader;
FSSAOCombineShader *mSSAOCombineShader;
FPresentShader *mPresentShader;
FPresent3DCheckerShader *mPresent3dCheckerShader;
FPresent3DColumnShader *mPresent3dColumnShader;
@ -90,8 +82,6 @@ public:
FPortalSceneState mPortalState;
bool buffersActive = false;
float mSceneClearColor[3];
FGLRenderer(OpenGLFrameBuffer *fb);
@ -119,7 +109,7 @@ public:
sector_t *RenderView(player_t *player);
void BeginFrame();
void Set3DViewport(bool mainview);
void Set3DViewport();
sector_t *RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);

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@ -44,6 +44,7 @@
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl_load/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_debug.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
@ -422,17 +423,8 @@ void FDrawInfo::ProcessScene(bool toscreen)
//
//-----------------------------------------------------------------------------
void FGLRenderer::Set3DViewport(bool mainview)
void FGLRenderer::Set3DViewport()
{
if (mainview && buffersActive)
{
bool useSSAO = (gl_ssao != 0);
mBuffers->BindSceneFB(useSSAO);
gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
gl_RenderState.Apply();
}
// Always clear all buffers with scissor test disabled.
// This is faster on newer hardware because it allows the GPU to skip
// reading from slower memory where the full buffers are stored.
@ -470,7 +462,19 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
{
const auto &eye = vrmode->mEyes[eye_ix];
screen->SetViewportRects(bounds);
Set3DViewport(mainview);
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
{
FGLDebug::PushGroup("MainView");
bool useSSAO = (gl_ssao != 0);
mBuffers->BindSceneFB(useSSAO);
gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
gl_RenderState.Apply();
}
Set3DViewport();
FDrawInfo *di = FDrawInfo::StartDrawInfo(mainvp, nullptr);
auto &vp = di->Viewpoint;
@ -484,12 +488,22 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees);
di->SetupView(vp.Pos.X, vp.Pos.Y, vp.Pos.Z, false, false);
di->ProcessScene(toscreen);
if (mainview)
{
if (toscreen) di->EndDrawScene(mainvp.sector); // do not call this for camera textures.
if (gl_RenderState.GetPassType() == GBUFFER_PASS) // Turn off ssao draw buffers
{
gl_RenderState.SetPassType(NORMAL_PASS);
gl_RenderState.EnableDrawBuffers(1);
}
mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
FGLDebug::PopGroup(); // MainView
PostProcessScene(cm, [&]() { di->DrawEndScene2D(mainvp.sector); });
}
di->EndDrawInfo();

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@ -1,138 +0,0 @@
//
//---------------------------------------------------------------------------
//
// 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/
//
//--------------------------------------------------------------------------
//
#include "v_video.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hw_ambientshader.h"
void FLinearDepthShader::Bind(IRenderQueue *q)
{
bool multisample = (gl_multisample > 1);
if (mMultisample != multisample)
mShader.reset();
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
if (multisample) prolog += "#define MULTISAMPLE\n";
mShader.reset(screen->CreateShaderProgram());
mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", prolog, 330);
mShader->Link("shaders/glsl/lineardepth");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
mMultisample = multisample;
}
mShader->Bind(q);
}
void FSSAOShader::Bind(IRenderQueue *q)
{
bool multisample = (gl_multisample > 1);
if (mCurrentQuality != gl_ssao || mMultisample != multisample)
mShader.reset();
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
prolog += GetDefines(gl_ssao, multisample);
mShader.reset(screen->CreateShaderProgram());
mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/ssao.fp", prolog, 330);
mShader->Link("shaders/glsl/ssao");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
mMultisample = multisample;
}
mShader->Bind(q);
}
FString FSSAOShader::GetDefines(int mode, bool multisample)
{
// Must match quality values in FGLRenderBuffers::CreateAmbientOcclusion
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);
if (multisample)
defines += "\n#define MULTISAMPLE\n";
return defines;
}
void FDepthBlurShader::Bind(IRenderQueue *q, bool vertical)
{
auto &shader = mShader[vertical];
if (!shader)
{
FString prolog = Uniforms[vertical].CreateDeclaration("Uniforms", UniformBlock::Desc());
if (vertical)
prolog += "#define BLUR_VERTICAL\n";
else
prolog += "#define BLUR_HORIZONTAL\n";
shader.reset(screen->CreateShaderProgram());
shader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader->Compile(IShaderProgram::Fragment, "shaders/glsl/depthblur.fp", prolog, 330);
shader->Link("shaders/glsl/depthblur");
shader->SetUniformBufferLocation(Uniforms[vertical].BindingPoint(), "Uniforms");
Uniforms[vertical].Init();
}
shader->Bind(q);
}
void FSSAOCombineShader::Bind(IRenderQueue *q)
{
bool multisample = (gl_multisample > 1);
if (mMultisample != multisample)
mShader.reset();
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
if (multisample)
prolog += "#define MULTISAMPLE\n";
mShader.reset(screen->CreateShaderProgram());
mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", prolog, 330);
mShader->Link("shaders/glsl/ssaocombine");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
mMultisample = multisample;
}
mShader->Bind(q);
}

View File

@ -1,168 +0,0 @@
#ifndef __GL_AMBIENTSHADER_H
#define __GL_AMBIENTSHADER_H
#include "hwrenderer/postprocessing/hw_shaderprogram.h"
class FLinearDepthShader
{
public:
void Bind(IRenderQueue *q);
struct UniformBlock
{
int SampleIndex;
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(UniformBlock, SampleIndex) },
{ "LinearizeDepthA", UniformType::Float, offsetof(UniformBlock, LinearizeDepthA) },
{ "LinearizeDepthB", UniformType::Float, offsetof(UniformBlock, LinearizeDepthB) },
{ "InverseDepthRangeA", UniformType::Float, offsetof(UniformBlock, InverseDepthRangeA) },
{ "InverseDepthRangeB", UniformType::Float, offsetof(UniformBlock, InverseDepthRangeB) },
{ "Padding0", UniformType::Float, offsetof(UniformBlock, Padding0) },
{ "Padding1", UniformType::Float, offsetof(UniformBlock, Padding1) },
{ "Padding2", UniformType::Float, offsetof(UniformBlock, Padding2) },
{ "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
{ "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) }
};
}
};
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private:
std::unique_ptr<IShaderProgram> mShader;
bool mMultisample = false;
};
class FSSAOShader
{
public:
void Bind(IRenderQueue *q);
struct UniformBlock
{
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(UniformBlock, UVToViewA) },
{ "UVToViewB", UniformType::Vec2, offsetof(UniformBlock, UVToViewB) },
{ "InvFullResolution", UniformType::Vec2, offsetof(UniformBlock, InvFullResolution) },
{ "NDotVBias", UniformType::Float, offsetof(UniformBlock, NDotVBias) },
{ "NegInvR2", UniformType::Float, offsetof(UniformBlock, NegInvR2) },
{ "RadiusToScreen", UniformType::Float, offsetof(UniformBlock, RadiusToScreen) },
{ "AOMultiplier", UniformType::Float, offsetof(UniformBlock, AOMultiplier) },
{ "AOStrength", UniformType::Float, offsetof(UniformBlock, AOStrength) },
{ "SampleIndex", UniformType::Int, offsetof(UniformBlock, SampleIndex) },
{ "Padding0", UniformType::Float, offsetof(UniformBlock, Padding0) },
{ "Padding1", UniformType::Float, offsetof(UniformBlock, Padding1) },
{ "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
{ "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) },
};
}
};
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private:
enum Quality
{
Off,
LowQuality,
MediumQuality,
HighQuality,
NumQualityModes
};
FString GetDefines(int mode, bool multisample);
std::unique_ptr<IShaderProgram> mShader;
Quality mCurrentQuality = Off;
bool mMultisample = false;
};
class FDepthBlurShader
{
public:
void Bind(IRenderQueue *q, bool vertical);
struct UniformBlock
{
float BlurSharpness;
float PowExponent;
FVector2 InvFullResolution;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "BlurSharpness", UniformType::Float, offsetof(UniformBlock, BlurSharpness) },
{ "PowExponent", UniformType::Float, offsetof(UniformBlock, PowExponent) },
{ "InvFullResolution", UniformType::Vec2, offsetof(UniformBlock, InvFullResolution) }
};
}
};
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms[2];
private:
std::unique_ptr<IShaderProgram> mShader[2];
};
class FSSAOCombineShader
{
public:
void Bind(IRenderQueue *q);
struct UniformBlock
{
int SampleCount;
int Padding0, Padding1, Padding2;
FVector2 Scale;
FVector2 Offset;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "SampleCount", UniformType::Int, offsetof(UniformBlock, SampleCount) },
{ "Padding0", UniformType::Int, offsetof(UniformBlock, Padding0) },
{ "Padding1", UniformType::Int, offsetof(UniformBlock, Padding1) },
{ "Padding2", UniformType::Int, offsetof(UniformBlock, Padding2) },
{ "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
{ "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) }
};
}
};
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private:
std::unique_ptr<IShaderProgram> mShader;
bool mMultisample = false;
};
#endif

View File

@ -3,6 +3,7 @@
#include "hw_postprocess.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include <random>
Postprocess hw_postprocess;
@ -558,8 +559,7 @@ void PPTonemap::UpdateTextures()
{
if (gl_tonemap == Palette)
{
auto &texture = hw_postprocess.Textures["Tonemap.Palette"];
if (!texture.Data)
if (!hw_postprocess.Textures.CheckKey("Tonemap.Palette"))
{
std::shared_ptr<void> data(new uint32_t[512 * 512], [](void *p) { delete[](uint32_t*)p; });
@ -581,7 +581,7 @@ void PPTonemap::UpdateTextures()
}
}
texture = { 512, 512, PixelFormat::Rgba8, data };
hw_postprocess.Textures["Tonemap.Palette"] = { 512, 512, PixelFormat::Rgba8, data };
}
}
}
@ -618,3 +618,218 @@ void PPTonemap::UpdateSteps()
steps.Push(step);
hw_postprocess.Effects["TonemapScene"] = steps;
}
/////////////////////////////////////////////////////////////////////////////
void PPAmbientOcclusion::DeclareShaders()
{
// 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);
hw_postprocess.Shaders["SSAO.LinearDepth"] = { "shaders/glsl/lineardepth.fp", "", LinearDepthUniforms::Desc() };
hw_postprocess.Shaders["SSAO.LinearDepthMS"] = { "shaders/glsl/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
hw_postprocess.Shaders["SSAO.AmbientOcclude"] = { "shaders/glsl/ssao.fp", defines, SSAOUniforms::Desc() };
hw_postprocess.Shaders["SSAO.AmbientOccludeMS"] = { "shaders/glsl/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
hw_postprocess.Shaders["SSAO.BlurVertical"] = { "shaders/glsl/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
hw_postprocess.Shaders["SSAO.BlurHorizontal"] = { "shaders/glsl/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
hw_postprocess.Shaders["SSAO.Combine"] = { "shaders/glsl/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
hw_postprocess.Shaders["SSAO.CombineMS"] = { "shaders/glsl/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
}
void PPAmbientOcclusion::UpdateTextures()
{
int width = hw_postprocess.SceneWidth;
int height = hw_postprocess.SceneHeight;
if (width <= 0 || height <= 0)
return;
AmbientWidth = (width + 1) / 2;
AmbientHeight = (height + 1) / 2;
hw_postprocess.Textures["SSAO.LinearDepth"] = { AmbientWidth, AmbientHeight, PixelFormat::R32f };
hw_postprocess.Textures["SSAO.Ambient0"] = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
hw_postprocess.Textures["SSAO.Ambient1"] = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
// We only need to create the random texture once
if (!hw_postprocess.Textures.CheckKey("SSAO.Random0"))
{
// 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);
}
FString name;
name.Format("SSAO.Random%d", quality);
hw_postprocess.Textures[name] = { 4, 4, PixelFormat::Rgba16_snorm, data };
AmbientRandomTexture[quality] = name;
}
}
}
void PPAmbientOcclusion::UpdateSteps()
{
if (gl_ssao == 0 || hw_postprocess.SceneWidth == 0 || hw_postprocess.SceneHeight == 0)
{
hw_postprocess.Effects["AmbientOccludeScene"] = {};
return;
}
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 / hw_postprocess.m5;
float invFocalLenX = tanHalfFovy * (hw_postprocess.SceneWidth / (float)hw_postprocess.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.InvFullResolution = { 1.0f / AmbientWidth, 1.0f / AmbientHeight };
blurUniforms.PowExponent = gl_ssao_exponent;
AmbientCombineUniforms combineUniforms;
combineUniforms.SampleCount = gl_multisample;
combineUniforms.Scale = screen->SceneScale();
combineUniforms.Offset = screen->SceneOffset();
IntRect ambientViewport;
ambientViewport.left = 0;
ambientViewport.top = 0;
ambientViewport.width = AmbientWidth;
ambientViewport.height = AmbientHeight;
TArray<PPStep> steps;
// Calculate linear depth values
{
PPStep step;
step.ShaderName = gl_multisample ? "SSAO.LinearDepthMS" : "SSAO.LinearDepth";
step.Uniforms.Set(linearUniforms);
step.Viewport = ambientViewport;
step.SetInputSceneDepth(0);
step.SetInputSceneColor(1);
step.SetOutputTexture("SSAO.LinearDepth");
step.SetNoBlend();
steps.Push(step);
}
// Apply ambient occlusion
{
PPStep step;
step.ShaderName = gl_multisample ? "SSAO.AmbientOccludeMS" : "SSAO.AmbientOcclude";
step.Uniforms.Set(ssaoUniforms);
step.Viewport = ambientViewport;
step.SetInputTexture(0, "SSAO.LinearDepth");
step.SetInputSceneNormal(1);
step.SetInputTexture(2, AmbientRandomTexture[randomTexture], PPFilterMode::Nearest, PPWrapMode::Repeat);
step.SetOutputTexture("SSAO.Ambient0");
step.SetNoBlend();
steps.Push(step);
}
// Blur SSAO texture
if (gl_ssao_debug < 2)
{
PPStep step;
step.ShaderName = "SSAO.BlurHorizontal";
step.Uniforms.Set(blurUniforms);
step.Viewport = ambientViewport;
step.SetInputTexture(0, "SSAO.Ambient0");
step.SetOutputTexture("SSAO.Ambient1");
step.SetNoBlend();
steps.Push(step);
step.ShaderName = "SSAO.BlurVertical";
step.SetInputTexture(0, "SSAO.Ambient1");
step.SetOutputTexture("SSAO.Ambient0");
steps.Push(step);
}
// Add SSAO back to scene texture:
{
PPStep step;
step.ShaderName = gl_multisample ? "SSAO.CombineMS" : "SSAO.Combine";
step.Uniforms.Set(combineUniforms);
step.Viewport = screen->mSceneViewport;
step.SetInputTexture(0, "SSAO.Ambient0", PPFilterMode::Linear);
step.SetInputSceneFog(1);
step.SetOutputSceneColor();
if (gl_ssao_debug != 0)
step.SetNoBlend();
else
step.SetAlphaBlend();
steps.Push(step);
}
hw_postprocess.Effects["AmbientOccludeScene"] = steps;
}

View File

@ -10,12 +10,14 @@ typedef FRenderStyle PPBlendMode;
typedef IntRect PPViewport;
enum class PPFilterMode { Nearest, Linear };
enum class PPTextureType { CurrentPipelineTexture, NextPipelineTexture, PPTexture };
enum class PPWrapMode { Clamp, Repeat };
enum class PPTextureType { CurrentPipelineTexture, NextPipelineTexture, PPTexture, SceneColor, SceneFog, SceneNormal, SceneDepth };
class PPTextureInput
{
public:
PPFilterMode Filter;
PPWrapMode Wrap;
PPTextureType Type;
PPTextureName Texture;
};
@ -99,23 +101,50 @@ public:
class PPStep
{
public:
void SetInputTexture(int index, PPTextureName texture, PPFilterMode filter = PPFilterMode::Nearest)
void SetInputTexture(int index, PPTextureName texture, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
if ((int)Textures.Size() < index + 1)
Textures.Resize(index + 1);
auto &tex = Textures[index];
tex.Filter = filter;
tex.Wrap = wrap;
tex.Type = PPTextureType::PPTexture;
tex.Texture = texture;
}
void SetInputCurrent(int index, PPFilterMode filter = PPFilterMode::Nearest)
void SetInputCurrent(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
SetInputSpecialType(index, PPTextureType::CurrentPipelineTexture, filter, wrap);
}
void SetInputSceneColor(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
SetInputSpecialType(index, PPTextureType::SceneColor, filter, wrap);
}
void SetInputSceneFog(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
SetInputSpecialType(index, PPTextureType::SceneFog, filter, wrap);
}
void SetInputSceneNormal(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
SetInputSpecialType(index, PPTextureType::SceneNormal, filter, wrap);
}
void SetInputSceneDepth(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
SetInputSpecialType(index, PPTextureType::SceneDepth, filter, wrap);
}
void SetInputSpecialType(int index, PPTextureType type, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
{
if ((int)Textures.Size() < index + 1)
Textures.Resize(index + 1);
auto &tex = Textures[index];
tex.Filter = filter;
tex.Type = PPTextureType::CurrentPipelineTexture;
tex.Wrap = wrap;
tex.Type = type;
tex.Texture = {};
}
@ -137,6 +166,12 @@ public:
Output.Texture = {};
}
void SetOutputSceneColor()
{
Output.Type = PPTextureType::SceneColor;
Output.Texture = {};
}
void SetNoBlend()
{
BlendMode.BlendOp = STYLEOP_Add;
@ -173,7 +208,9 @@ enum class PixelFormat
{
Rgba8,
Rgba16f,
R32f
R32f,
Rg16f,
Rgba16_snorm
};
class PPTextureDesc
@ -221,8 +258,9 @@ public:
int SceneWidth = 0;
int SceneHeight = 0;
int fixedcm;
float gameinfobluramount;
int fixedcm = 0;
float gameinfobluramount = 0.0f;
float m5 = 0.0f;
TMap<FString, TArray<PPStep>> Effects;
TMap<FString, PPTextureDesc> Textures;
@ -457,3 +495,132 @@ public:
NumTonemapModes
};
};
/////////////////////////////////////////////////////////////////////////////
struct LinearDepthUniforms
{
int SampleIndex;
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;
FVector2 InvFullResolution;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "BlurSharpness", UniformType::Float, offsetof(DepthBlurUniforms, BlurSharpness) },
{ "PowExponent", UniformType::Float, offsetof(DepthBlurUniforms, PowExponent) },
{ "InvFullResolution", UniformType::Vec2, offsetof(DepthBlurUniforms, InvFullResolution) }
};
}
};
struct AmbientCombineUniforms
{
int SampleCount;
int Padding0, Padding1, Padding2;
FVector2 Scale;
FVector2 Offset;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "SampleCount", UniformType::Int, offsetof(AmbientCombineUniforms, SampleCount) },
{ "Padding0", UniformType::Int, offsetof(AmbientCombineUniforms, Padding0) },
{ "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 PPEffectManager
{
public:
void DeclareShaders() override;
void UpdateTextures() override;
void UpdateSteps() override;
private:
enum Quality
{
Off,
LowQuality,
MediumQuality,
HighQuality,
NumQualityModes
};
int AmbientWidth = 0;
int AmbientHeight = 0;
enum { NumAmbientRandomTextures = 3 };
PPTextureName AmbientRandomTexture[NumAmbientRandomTextures];
};