mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-01-18 14:41:40 +00:00
Added bloom and tonemap to menus
Added gl_renderbuffers CVAR that disables render buffers Added patch shader support to FShaderProgram Added OpenGL 2 fallback support to render buffers
This commit is contained in:
parent
0efee85bd8
commit
5849c83028
27 changed files with 401 additions and 193 deletions
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@ -53,6 +53,8 @@
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#include "i_system.h"
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#include "doomerrors.h"
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CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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//==========================================================================
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//
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// Initialize render buffers and textures used in rendering passes
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@ -80,37 +82,45 @@ void FGLRenderBuffers::Clear()
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for (int i = 0; i < NumBloomLevels; i++)
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{
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auto &level = BloomLevels[i];
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if (level.HFramebuffer != 0)
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glDeleteFramebuffers(1, &level.HFramebuffer);
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if (level.VFramebuffer != 0)
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glDeleteFramebuffers(1, &level.VFramebuffer);
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if (level.HTexture != 0)
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glDeleteTextures(1, &level.HTexture);
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if (level.VTexture != 0)
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glDeleteTextures(1, &level.VTexture);
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DeleteFrameBuffer(level.HFramebuffer);
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DeleteFrameBuffer(level.VFramebuffer);
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DeleteTexture(level.HTexture);
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DeleteTexture(level.VTexture);
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level = FGLBloomTextureLevel();
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}
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if (mSceneFB != 0)
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glDeleteFramebuffers(1, &mSceneFB);
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if (mSceneTexture != 0)
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glDeleteTextures(1, &mSceneTexture);
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if (mSceneDepthStencil != 0)
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glDeleteRenderbuffers(1, &mSceneDepthStencil);
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if (mHudFB != 0)
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glDeleteFramebuffers(1, &mHudFB);
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if (mHudTexture != 0)
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glDeleteTextures(1, &mHudTexture);
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mSceneFB = 0;
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mSceneTexture = 0;
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mSceneDepthStencil = 0;
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mHudFB = 0;
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mHudTexture = 0;
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DeleteFrameBuffer(mSceneFB);
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DeleteTexture(mSceneTexture);
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DeleteRenderBuffer(mSceneDepthStencil);
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DeleteRenderBuffer(mSceneDepth);
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DeleteRenderBuffer(mSceneStencil);
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DeleteFrameBuffer(mHudFB);
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DeleteTexture(mHudTexture);
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mWidth = 0;
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mHeight = 0;
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}
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void FGLRenderBuffers::DeleteTexture(GLuint &handle)
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{
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if (handle != 0)
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glDeleteTextures(1, &handle);
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handle = 0;
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}
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void FGLRenderBuffers::DeleteRenderBuffer(GLuint &handle)
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{
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if (handle != 0)
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glDeleteRenderbuffers(1, &handle);
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handle = 0;
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}
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void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
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{
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if (handle != 0)
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glDeleteFramebuffers(1, &handle);
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handle = 0;
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}
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//==========================================================================
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//
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// Makes sure all render buffers have sizes suitable for rending at the
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@ -125,37 +135,23 @@ void FGLRenderBuffers::Setup(int width, int height)
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Clear();
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glActiveTexture(GL_TEXTURE0);
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GLuint hdrFormat = ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F;
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glGenFramebuffers(1, &mSceneFB);
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glGenFramebuffers(1, &mHudFB);
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glGenTextures(1, &mSceneTexture);
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glGenTextures(1, &mHudTexture);
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glGenRenderbuffers(1, &mSceneDepthStencil);
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mSceneTexture = Create2DTexture(hdrFormat, width, height);
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if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
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{
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mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, width, height);
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mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, width, height);
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mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepth, mSceneStencil);
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}
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else
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{
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mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, width, height);
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mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepthStencil);
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}
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glBindTexture(GL_TEXTURE_2D, mSceneTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindRenderbuffer(GL_RENDERBUFFER, mSceneDepthStencil);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mSceneTexture, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mSceneDepthStencil);
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glBindTexture(GL_TEXTURE_2D, mHudTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mHudTexture, 0);
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mHudTexture = Create2DTexture(hdrFormat, width, height);
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mHudFB = CreateFrameBuffer(mHudTexture);
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int bloomWidth = MAX(width / 2, 1);
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int bloomHeight = MAX(height / 2, 1);
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@ -165,31 +161,16 @@ void FGLRenderBuffers::Setup(int width, int height)
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level.Width = MAX(bloomWidth / 2, 1);
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level.Height = MAX(bloomHeight / 2, 1);
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glGenTextures(1, &level.VTexture);
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glGenTextures(1, &level.HTexture);
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glGenFramebuffers(1, &level.VFramebuffer);
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glGenFramebuffers(1, &level.HFramebuffer);
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glBindTexture(GL_TEXTURE_2D, level.VTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, level.Width, level.Height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, level.HTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, level.Width, level.Height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindFramebuffer(GL_FRAMEBUFFER, level.VFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, level.VTexture, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, level.HFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, level.HTexture, 0);
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level.VTexture = Create2DTexture(hdrFormat, level.Width, level.Height);
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level.HTexture = Create2DTexture(hdrFormat, level.Width, level.Height);
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level.VFramebuffer = CreateFrameBuffer(level.VTexture);
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level.HFramebuffer = CreateFrameBuffer(level.HTexture);
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bloomWidth = level.Width;
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bloomHeight = level.Height;
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
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@ -198,6 +179,78 @@ void FGLRenderBuffers::Setup(int width, int height)
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mHeight = height;
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}
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//==========================================================================
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//
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// Creates a 2D texture defaulting to linear filtering and clamp to edge
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//
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//==========================================================================
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GLuint FGLRenderBuffers::Create2DTexture(GLuint format, int width, int height)
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{
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GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
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GLuint handle = 0;
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glGenTextures(1, &handle);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, handle);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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return handle;
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}
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//==========================================================================
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//
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// Creates a render buffer
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//
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//==========================================================================
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GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int width, int height)
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{
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GLuint handle = 0;
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glGenRenderbuffers(1, &handle);
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glBindRenderbuffer(GL_RENDERBUFFER, handle);
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glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
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return handle;
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}
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//==========================================================================
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//
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// Creates a frame buffer
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//
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//==========================================================================
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GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer)
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{
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GLuint handle = 0;
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_FRAMEBUFFER, handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
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return handle;
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}
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GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil)
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{
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GLuint handle = 0;
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_FRAMEBUFFER, handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
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return handle;
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}
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GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil)
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{
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GLuint handle = 0;
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_FRAMEBUFFER, handle);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
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return handle;
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}
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//==========================================================================
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//
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// Makes the scene frame buffer active
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void FGLRenderBuffers::BindHudFB()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
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if (gl_tonemap != 0)
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glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
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else
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
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}
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//==========================================================================
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@ -252,5 +308,19 @@ void FGLRenderBuffers::BindSceneTexture(int index)
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void FGLRenderBuffers::BindHudTexture(int index)
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{
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glActiveTexture(GL_TEXTURE0 + index);
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glBindTexture(GL_TEXTURE_2D, mHudTexture);
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if (gl_tonemap != 0)
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glBindTexture(GL_TEXTURE_2D, mHudTexture);
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else
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glBindTexture(GL_TEXTURE_2D, mSceneTexture);
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}
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//==========================================================================
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//
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// Returns true if render buffers are supported and should be used
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//
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//==========================================================================
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bool FGLRenderBuffers::IsEnabled()
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{
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return gl_renderbuffers && gl.glslversion != 0;
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}
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@ -27,19 +27,29 @@ public:
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void BindSceneTexture(int index);
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void BindHudTexture(int index);
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static bool IsSupported() { return gl.version >= 3.3f; }
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enum { NumBloomLevels = 4 };
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FGLBloomTextureLevel BloomLevels[NumBloomLevels];
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static bool IsEnabled();
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private:
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void Clear();
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GLuint Create2DTexture(GLuint format, int width, int height);
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GLuint CreateRenderBuffer(GLuint format, int width, int height);
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GLuint CreateFrameBuffer(GLuint colorbuffer);
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GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil);
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GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil);
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void DeleteTexture(GLuint &handle);
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void DeleteRenderBuffer(GLuint &handle);
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void DeleteFrameBuffer(GLuint &handle);
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int mWidth = 0;
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int mHeight = 0;
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GLuint mSceneTexture = 0;
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GLuint mSceneDepthStencil = 0;
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GLuint mSceneDepth = 0;
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GLuint mSceneStencil = 0;
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GLuint mSceneFB = 0;
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GLuint mHudTexture = 0;
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GLuint mHudFB = 0;
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@ -235,7 +235,7 @@ void FGLRenderer::SetupLevel()
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void FGLRenderer::Begin2D()
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{
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if (FGLRenderBuffers::IsSupported())
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if (FGLRenderBuffers::IsEnabled())
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{
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mBuffers->Setup(framebuffer->GetWidth(), framebuffer->GetHeight());
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if (mDrawingScene2D)
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@ -117,7 +117,7 @@ public:
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angle_t FrustumAngle();
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void SetViewArea();
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void SetOutputViewport(GL_IRECT *bounds);
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void Set3DViewport();
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void Set3DViewport(bool toscreen);
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void Reset3DViewport();
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sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderView(player_t *player);
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@ -96,6 +96,22 @@ CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(Float, gl_bloom_amount, 1.4f, 0)
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CVAR(Float, gl_exposure, 0.0f, 0)
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CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 4)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 7;
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}
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EXTERN_CVAR (Bool, cl_capfps)
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EXTERN_CVAR (Bool, r_deathcamera)
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EXTERN_CVAR(Float, vid_brightness)
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@ -163,7 +179,7 @@ void FGLRenderer::SetViewArea()
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void FGLRenderer::Reset3DViewport()
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{
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if (FGLRenderBuffers::IsSupported())
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if (FGLRenderBuffers::IsEnabled())
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glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
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else
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glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
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@ -175,10 +191,10 @@ void FGLRenderer::Reset3DViewport()
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::Set3DViewport()
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void FGLRenderer::Set3DViewport(bool toscreen)
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{
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const auto &bounds = mOutputViewportLB;
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if (FGLRenderBuffers::IsSupported())
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if (toscreen && FGLRenderBuffers::IsEnabled())
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{
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mBuffers->Setup(mOutputViewport.width, mOutputViewport.height);
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mBuffers->BindSceneFB();
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@ -215,12 +231,12 @@ void FGLRenderer::Set3DViewport()
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void FGLRenderer::BloomScene()
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{
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if (!FGLRenderBuffers::IsSupported())
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// Only bloom things if enabled and no special fixed light mode is active
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if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
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return;
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const float blurAmount = 4.0f;
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int sampleCount = 5; // Note: must be uneven number 3 to 15
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float exposure = mCameraExposure;
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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// TBD: Maybe need a better way to share state with other parts of the pipeline
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GLboolean blendEnabled, scissorEnabled;
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@ -248,7 +264,7 @@ void FGLRenderer::BloomScene()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mBloomExtractShader->Bind();
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mBloomExtractShader->SceneTexture.Set(0);
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mBloomExtractShader->Exposure.Set(exposure);
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mBloomExtractShader->Exposure.Set(mCameraExposure);
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{
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FFlatVertex *ptr = mVBO->GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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@ -327,6 +343,7 @@ void FGLRenderer::BloomScene()
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glEnable(GL_SCISSOR_TEST);
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glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
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glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
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glUseProgram(currentProgram);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -337,6 +354,9 @@ void FGLRenderer::BloomScene()
|
|||
|
||||
void FGLRenderer::TonemapScene()
|
||||
{
|
||||
if (gl_tonemap == 0)
|
||||
return;
|
||||
|
||||
GLboolean blendEnabled, scissorEnabled;
|
||||
glGetBooleanv(GL_BLEND, &blendEnabled);
|
||||
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
|
||||
|
@ -371,7 +391,7 @@ void FGLRenderer::TonemapScene()
|
|||
|
||||
void FGLRenderer::Flush()
|
||||
{
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
glDisable(GL_MULTISAMPLE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
@ -969,9 +989,6 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
|
|||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.EnableTexture(true);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
BloomScene();
|
||||
TonemapScene();
|
||||
}
|
||||
|
||||
|
||||
|
@ -1078,9 +1095,16 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
|
||||
if (toscreen)
|
||||
{
|
||||
float light = viewsector->lightlevel / 255.0f;
|
||||
float exposure = MAX(1.0f + (1.0f - light * light) * 1.5f, 0.5f);
|
||||
mCameraExposure = mCameraExposure * 0.98f + exposure * 0.02f;
|
||||
if (gl_exposure == 0.0f)
|
||||
{
|
||||
float light = viewsector->lightlevel / 255.0f;
|
||||
float exposure = MAX(1.0f + (1.0f - light * light) * 0.9f, 0.5f);
|
||||
mCameraExposure = mCameraExposure * 0.995f + exposure * 0.005f;
|
||||
}
|
||||
else
|
||||
{
|
||||
mCameraExposure = gl_exposure;
|
||||
}
|
||||
}
|
||||
|
||||
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
|
||||
|
@ -1096,7 +1120,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
eye->SetUp();
|
||||
// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
|
||||
SetOutputViewport(bounds);
|
||||
Set3DViewport();
|
||||
Set3DViewport(toscreen);
|
||||
mDrawingScene2D = true;
|
||||
mCurrentFoV = fov;
|
||||
// Stereo mode specific perspective projection
|
||||
|
@ -1115,6 +1139,11 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
|
||||
ProcessScene(toscreen);
|
||||
if (mainview) EndDrawScene(retval); // do not call this for camera textures.
|
||||
if (toscreen)
|
||||
{
|
||||
BloomScene();
|
||||
TonemapScene();
|
||||
}
|
||||
mDrawingScene2D = false;
|
||||
eye->TearDown();
|
||||
}
|
||||
|
|
|
@ -53,8 +53,8 @@ void FBloomExtractShader::Bind()
|
|||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomextract.vp");
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp");
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomextract.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", "", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/bloomextract");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
|
@ -68,8 +68,8 @@ void FBloomCombineShader::Bind()
|
|||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomcombine.vp");
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp");
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomcombine.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/bloomcombine");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
|
|
|
@ -129,8 +129,8 @@ FBlurShader::BlurSetup *FBlurShader::GetSetup(float blurAmount, int sampleCount)
|
|||
FString verticalCode = FragmentShaderCode(blurAmount, sampleCount, true);
|
||||
|
||||
blurSetup.VerticalShader = std::make_shared<FShaderProgram>();
|
||||
blurSetup.VerticalShader->Compile(FShaderProgram::Vertex, "vertical blur vertex shader", vertexCode);
|
||||
blurSetup.VerticalShader->Compile(FShaderProgram::Fragment, "vertical blur fragment shader", verticalCode);
|
||||
blurSetup.VerticalShader->Compile(FShaderProgram::Vertex, "vertical blur vertex shader", vertexCode, "", 330);
|
||||
blurSetup.VerticalShader->Compile(FShaderProgram::Fragment, "vertical blur fragment shader", verticalCode, "", 330);
|
||||
blurSetup.VerticalShader->SetFragDataLocation(0, "FragColor");
|
||||
blurSetup.VerticalShader->SetAttribLocation(0, "PositionInProjection");
|
||||
blurSetup.VerticalShader->Link("vertical blur");
|
||||
|
@ -138,8 +138,8 @@ FBlurShader::BlurSetup *FBlurShader::GetSetup(float blurAmount, int sampleCount)
|
|||
glUniform1i(glGetUniformLocation(*blurSetup.VerticalShader.get(), "SourceTexture"), 0);
|
||||
|
||||
blurSetup.HorizontalShader = std::make_shared<FShaderProgram>();
|
||||
blurSetup.HorizontalShader->Compile(FShaderProgram::Vertex, "horizontal blur vertex shader", vertexCode);
|
||||
blurSetup.HorizontalShader->Compile(FShaderProgram::Fragment, "horizontal blur fragment shader", horizontalCode);
|
||||
blurSetup.HorizontalShader->Compile(FShaderProgram::Vertex, "horizontal blur vertex shader", vertexCode, "", 330);
|
||||
blurSetup.HorizontalShader->Compile(FShaderProgram::Fragment, "horizontal blur fragment shader", horizontalCode, "", 330);
|
||||
blurSetup.HorizontalShader->SetFragDataLocation(0, "FragColor");
|
||||
blurSetup.HorizontalShader->SetAttribLocation(0, "PositionInProjection");
|
||||
blurSetup.HorizontalShader->Link("horizontal blur");
|
||||
|
@ -160,8 +160,6 @@ FBlurShader::BlurSetup *FBlurShader::GetSetup(float blurAmount, int sampleCount)
|
|||
FString FBlurShader::VertexShaderCode()
|
||||
{
|
||||
return R"(
|
||||
#version 330
|
||||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
|
@ -187,7 +185,6 @@ FString FBlurShader::FragmentShaderCode(float blurAmount, int sampleCount, bool
|
|||
|
||||
const char *fragmentShader =
|
||||
R"(
|
||||
#version 330
|
||||
in vec2 TexCoord;
|
||||
uniform sampler2D SourceTexture;
|
||||
out vec4 FragColor;
|
||||
|
|
|
@ -53,8 +53,8 @@ void FPresentShader::Bind()
|
|||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp");
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp");
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/present");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
|
|
|
@ -56,48 +56,10 @@
|
|||
#include "gl/renderer/gl_renderstate.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/shaders/gl_shaderprogram.h"
|
||||
#include "gl/textures/gl_material.h"
|
||||
#include "gl/dynlights/gl_lightbuffer.h"
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// patch the shader source to work with
|
||||
// GLSL 1.2 keywords and identifiers
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void PatchCommon(FString &code)
|
||||
{
|
||||
code.Substitute("precision highp int;", "");
|
||||
code.Substitute("precision highp float;", "");
|
||||
}
|
||||
|
||||
void PatchVertShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("in vec", "attribute vec");
|
||||
code.Substitute("out vec", "varying vec");
|
||||
code.Substitute("gl_ClipDistance", "//");
|
||||
}
|
||||
|
||||
void PatchFragShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("out vec4 FragColor;", "");
|
||||
code.Substitute("FragColor", "gl_FragColor");
|
||||
code.Substitute("in vec", "varying vec");
|
||||
// this patches the switch statement to if's.
|
||||
code.Substitute("break;", "");
|
||||
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
|
||||
code.Substitute("case 0:", "if (i == 0)");
|
||||
code.Substitute("case 1:", "else if (i == 1)");
|
||||
code.Substitute("case 2:", "else if (i == 2)");
|
||||
code.Substitute("case 3:", "else if (i == 3)");
|
||||
code.Substitute("case 4:", "else if (i == 4)");
|
||||
code.Substitute("case 5:", "else if (i == 5)");
|
||||
code.Substitute("texture(", "texture2D(");
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -204,8 +166,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
|
||||
if (gl.glslversion < 1.3)
|
||||
{
|
||||
PatchVertShader(vp_comb);
|
||||
PatchFragShader(fp_comb);
|
||||
FShaderProgram::PatchVertShader(vp_comb);
|
||||
FShaderProgram::PatchFragShader(fp_comb);
|
||||
}
|
||||
|
||||
hVertProg = glCreateShader(GL_VERTEX_SHADER);
|
||||
|
|
|
@ -93,22 +93,23 @@ void FShaderProgram::CreateShader(ShaderType type)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *lumpName)
|
||||
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
int lump = Wads.CheckNumForFullName(lumpName);
|
||||
if (lump == -1) I_Error("Unable to load '%s'", lumpName);
|
||||
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
|
||||
FString code = Wads.ReadLump(lump).GetString().GetChars();
|
||||
Compile(type, lumpName, code);
|
||||
Compile(type, lumpName, code, defines, maxGlslVersion);
|
||||
}
|
||||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code)
|
||||
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
CreateShader(type);
|
||||
|
||||
const auto &handle = mShaders[type];
|
||||
|
||||
int lengths[1] = { (int)code.Len() };
|
||||
const char *sources[1] = { code.GetChars() };
|
||||
FString patchedCode = PatchShader(type, code, defines, maxGlslVersion);
|
||||
int lengths[1] = { (int)patchedCode.Len() };
|
||||
const char *sources[1] = { patchedCode.GetChars() };
|
||||
glShaderSource(handle, 1, sources, lengths);
|
||||
|
||||
glCompileShader(handle);
|
||||
|
@ -117,7 +118,7 @@ void FShaderProgram::Compile(ShaderType type, const char *name, const FString &c
|
|||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
I_Error("Compile Shader '%s':\n%s\n", name, GetShaderInfoLog(handle).GetChars());
|
||||
I_FatalError("Compile Shader '%s':\n%s\n", name, GetShaderInfoLog(handle).GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -152,7 +153,7 @@ void FShaderProgram::Link(const char *name)
|
|||
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
I_Error("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
|
||||
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -207,3 +208,86 @@ FString FShaderProgram::GetProgramInfoLog(GLuint handle)
|
|||
glGetProgramInfoLog(handle, 10000, &length, buffer);
|
||||
return FString(buffer);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Patches a shader to be compatible with the version of OpenGL in use
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
FString patchedCode;
|
||||
|
||||
int shaderVersion = MIN((int)round(gl.glslversion * 10) * 10, maxGlslVersion);
|
||||
patchedCode.AppendFormat("#version %d\n", shaderVersion);
|
||||
|
||||
// TODO: Find some way to add extension requirements to the patching
|
||||
//
|
||||
// #extension GL_ARB_uniform_buffer_object : require
|
||||
// #extension GL_ARB_shader_storage_buffer_object : require
|
||||
|
||||
if (defines)
|
||||
patchedCode << defines;
|
||||
|
||||
if (gl.glslversion >= 1.3)
|
||||
{
|
||||
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
|
||||
patchedCode << "precision highp int;\n";
|
||||
patchedCode << "precision highp float;\n";
|
||||
}
|
||||
|
||||
patchedCode << "#line 1\n";
|
||||
patchedCode << code;
|
||||
|
||||
if (gl.glslversion < 1.3)
|
||||
{
|
||||
if (type == Vertex)
|
||||
PatchVertShader(patchedCode);
|
||||
else if (type == Fragment)
|
||||
PatchFragShader(patchedCode);
|
||||
}
|
||||
|
||||
return patchedCode;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// patch the shader source to work with
|
||||
// GLSL 1.2 keywords and identifiers
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::PatchCommon(FString &code)
|
||||
{
|
||||
code.Substitute("precision highp int;", "");
|
||||
code.Substitute("precision highp float;", "");
|
||||
}
|
||||
|
||||
void FShaderProgram::PatchVertShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("in vec", "attribute vec");
|
||||
code.Substitute("in float", "attribute float");
|
||||
code.Substitute("out vec", "varying vec");
|
||||
code.Substitute("out float", "varying float");
|
||||
code.Substitute("gl_ClipDistance", "//");
|
||||
}
|
||||
|
||||
void FShaderProgram::PatchFragShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("out vec4 FragColor;", "");
|
||||
code.Substitute("FragColor", "gl_FragColor");
|
||||
code.Substitute("in vec", "varying vec");
|
||||
// this patches the switch statement to if's.
|
||||
code.Substitute("break;", "");
|
||||
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
|
||||
code.Substitute("case 0:", "if (i == 0)");
|
||||
code.Substitute("case 1:", "else if (i == 1)");
|
||||
code.Substitute("case 2:", "else if (i == 2)");
|
||||
code.Substitute("case 3:", "else if (i == 3)");
|
||||
code.Substitute("case 4:", "else if (i == 4)");
|
||||
code.Substitute("case 5:", "else if (i == 5)");
|
||||
code.Substitute("texture(", "texture2D(");
|
||||
}
|
||||
|
|
|
@ -15,8 +15,8 @@ public:
|
|||
NumShaderTypes
|
||||
};
|
||||
|
||||
void Compile(ShaderType type, const char *lumpName);
|
||||
void Compile(ShaderType type, const char *name, const FString &code);
|
||||
void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
|
||||
void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
|
||||
void SetFragDataLocation(int index, const char *name);
|
||||
void Link(const char *name);
|
||||
void SetAttribLocation(int index, const char *name);
|
||||
|
@ -25,7 +25,14 @@ public:
|
|||
operator GLuint() const { return mProgram; }
|
||||
explicit operator bool() const { return mProgram != 0; }
|
||||
|
||||
// Needed by FShader
|
||||
static void PatchVertShader(FString &code);
|
||||
static void PatchFragShader(FString &code);
|
||||
|
||||
private:
|
||||
static FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
|
||||
static void PatchCommon(FString &code);
|
||||
|
||||
void CreateShader(ShaderType type);
|
||||
FString GetShaderInfoLog(GLuint handle);
|
||||
FString GetProgramInfoLog(GLuint handle);
|
||||
|
|
|
@ -51,15 +51,28 @@
|
|||
|
||||
void FTonemapShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
auto &shader = mShader[gl_tonemap];
|
||||
if (!shader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/tonemap.vp");
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp");
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/tonemap");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
SceneTexture.Init(mShader, "InputTexture");
|
||||
Exposure.Init(mShader, "ExposureAdjustment");
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/tonemap.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/tonemap");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
SceneTexture.Init(shader, "InputTexture");
|
||||
Exposure.Init(shader, "ExposureAdjustment");
|
||||
}
|
||||
shader.Bind();
|
||||
}
|
||||
|
||||
const char *FTonemapShader::GetDefines(int mode)
|
||||
{
|
||||
switch (mode)
|
||||
{
|
||||
default:
|
||||
case Linear: return "#define LINEAR\n";
|
||||
case Reinhard: return "#define REINHARD\n";
|
||||
case HejlDawson: return "#define HEJLDAWSON\n";
|
||||
case Uncharted2: return "#define UNCHARTED2\n";
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
||||
|
|
|
@ -12,7 +12,19 @@ public:
|
|||
FBufferedUniform1f Exposure;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
enum TonemapMode
|
||||
{
|
||||
None,
|
||||
Uncharted2,
|
||||
HejlDawson,
|
||||
Reinhard,
|
||||
Linear,
|
||||
NumTonemapModes
|
||||
};
|
||||
|
||||
static const char *GetDefines(int mode);
|
||||
|
||||
FShaderProgram mShader[NumTonemapModes];
|
||||
};
|
||||
|
||||
#endif
|
|
@ -41,4 +41,12 @@ EXTERN_CVAR(Bool, gl_seamless)
|
|||
EXTERN_CVAR(Float, gl_mask_threshold)
|
||||
EXTERN_CVAR(Float, gl_mask_sprite_threshold)
|
||||
|
||||
EXTERN_CVAR(Bool, gl_renderbuffers);
|
||||
|
||||
EXTERN_CVAR(Bool, gl_bloom);
|
||||
EXTERN_CVAR(Float, gl_bloom_amount)
|
||||
EXTERN_CVAR(Int, gl_bloom_kernel_size)
|
||||
EXTERN_CVAR(Int, gl_tonemap)
|
||||
EXTERN_CVAR(Float, gl_exposure)
|
||||
|
||||
#endif // _GL_INTERN_H
|
||||
|
|
|
@ -192,6 +192,9 @@ void gl_LoadExtensions()
|
|||
{
|
||||
if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
|
||||
else gl.glslversion = 0;
|
||||
|
||||
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
|
||||
if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
|
||||
}
|
||||
else if (gl.version < 4.f)
|
||||
{
|
||||
|
|
|
@ -20,6 +20,9 @@ enum RenderFlags
|
|||
RFL_SHADER_STORAGE_BUFFER = 4,
|
||||
RFL_BUFFER_STORAGE = 8,
|
||||
RFL_SAMPLER_OBJECTS = 16,
|
||||
|
||||
RFL_NO_RGBA16F = 32,
|
||||
RFL_NO_DEPTHSTENCIL = 64
|
||||
};
|
||||
|
||||
enum TexMode
|
||||
|
|
|
@ -156,7 +156,7 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
|
|||
glFinish();
|
||||
wipestartscreen->Bind(0, false, false);
|
||||
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
GLRenderer->mBuffers->BindHudFB();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
|
@ -192,7 +192,7 @@ void OpenGLFrameBuffer::WipeEndScreen()
|
|||
glFinish();
|
||||
wipeendscreen->Bind(0, false, false);
|
||||
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
GLRenderer->mBuffers->BindHudFB();
|
||||
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
|
@ -230,7 +230,7 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
|
|||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false);
|
||||
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
GLRenderer->mBuffers->BindHudFB();
|
||||
glViewport(0, 0, GLRenderer->mOutputViewport.width, GLRenderer->mOutputViewport.height);
|
||||
|
|
|
@ -2618,6 +2618,8 @@ GLPREFMNU_AMBLIGHT = "Ambient light level";
|
|||
GLPREFMNU_RENDERQUALITY = "Rendering quality";
|
||||
GLPREFMNU_VRMODE = "Stereo 3D VR";
|
||||
GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo";
|
||||
GLPREFMNU_TONEMAP = "Tonemap Mode";
|
||||
GLPREFMNU_BLOOM = "Bloom effect";
|
||||
|
||||
// Option Values
|
||||
OPTVAL_SMART = "Smart";
|
||||
|
@ -2686,3 +2688,6 @@ OPTVAL_AMBERBLUE = "Amber/Blue";
|
|||
OPTVAL_LEFTEYE = "Left Eye";
|
||||
OPTVAL_RIGHTEYE = "Right Eye";
|
||||
OPTVAL_QUADBUFFERED = "Quad-buffered";
|
||||
OPTVAL_UNCHARTED2 = "Uncharted 2";
|
||||
OPTVAL_HEJLDAWSON = "Hejl Dawson";
|
||||
OPTVAL_REINHARD = "Reinhard";
|
|
@ -32,6 +32,15 @@ OptionValue "HWGammaModes"
|
|||
2, "$OPTVAL_FULLSCREENONLY"
|
||||
}
|
||||
|
||||
OptionValue "TonemapModes"
|
||||
{
|
||||
0, "$OPTVAL_OFF"
|
||||
1, "$OPTVAL_UNCHARTED2"
|
||||
2, "$OPTVAL_HEJLDAWSON"
|
||||
3, "$OPTVAL_REINHARD"
|
||||
4, "$OPTVAL_LINEAR"
|
||||
}
|
||||
|
||||
OptionValue "TextureFormats"
|
||||
{
|
||||
0, "$OPTVAL_RGBA8"
|
||||
|
@ -198,4 +207,6 @@ OptionMenu "GLPrefOptions"
|
|||
Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
|
||||
Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
|
||||
Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
|
||||
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
|
||||
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
|
||||
}
|
||||
|
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
|
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
|
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
|
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
|
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
|
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
|
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
|
@ -19,23 +17,31 @@ vec3 sRGB(vec3 c)
|
|||
return sqrt(c); // cheaper, but assuming gamma of 2.0 instead of 2.2
|
||||
}
|
||||
|
||||
vec3 TonemapLinear(vec3 color)
|
||||
#if defined(LINEAR)
|
||||
|
||||
vec3 Tonemap(vec3 color)
|
||||
{
|
||||
return sRGB(color);
|
||||
}
|
||||
|
||||
vec3 TonemapReinhard(vec3 color)
|
||||
#elif defined(REINHARD)
|
||||
|
||||
vec3 Tonemap(vec3 color)
|
||||
{
|
||||
color = color / (1 + color);
|
||||
return sRGB(color);
|
||||
}
|
||||
|
||||
vec3 TonemapHejlDawson(vec3 color)
|
||||
#elif defined(HEJLDAWSON)
|
||||
|
||||
vec3 Tonemap(vec3 color)
|
||||
{
|
||||
vec3 x = max(vec3(0), color - 0.004);
|
||||
return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); // no sRGB needed
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
vec3 Uncharted2Tonemap(vec3 x)
|
||||
{
|
||||
float A = 0.15;
|
||||
|
@ -47,7 +53,7 @@ vec3 Uncharted2Tonemap(vec3 x)
|
|||
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
|
||||
}
|
||||
|
||||
vec3 TonemapUncharted2(vec3 color)
|
||||
vec3 Tonemap(vec3 color)
|
||||
{
|
||||
float W = 11.2;
|
||||
float ExposureBias = 2.0;
|
||||
|
@ -56,10 +62,12 @@ vec3 TonemapUncharted2(vec3 color)
|
|||
return sRGB(curr * whiteScale);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(InputTexture, TexCoord).rgb;
|
||||
color = color * ExposureAdjustment;
|
||||
color = Linear(color); // needed because gzdoom's scene texture is not linear at the moment
|
||||
FragColor = vec4(TonemapUncharted2(color), 1.0);
|
||||
FragColor = vec4(Tonemap(color), 1.0);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
|
|
Loading…
Reference in a new issue