- add some helper functions

This commit is contained in:
Magnus Norddahl 2018-06-20 00:40:11 +02:00
parent da5ecf1e5b
commit 684a97f300
2 changed files with 111 additions and 81 deletions

View file

@ -2,28 +2,15 @@
#include "v_video.h"
#include "hw_postprocess.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl_load/gl_load.h" // for GL_RGBA16F - should we create our own enum instead?
Postprocess hw_postprocess;
void PPBloom::DeclareShaders()
{
PPShader shader;
shader.VertexShader = "shaders/glsl/screenquad.vp";
shader.FragmentShader = "shaders/glsl/bloomcombine.fp";
hw_postprocess.Shaders["BloomCombine"] = shader;
shader.Uniforms = ExtractUniforms::Desc();
shader.FragmentShader = "shaders/glsl/bloomextract.fp";
hw_postprocess.Shaders["BloomExtract"] = shader;
shader.Uniforms = BlurUniforms::Desc();
shader.FragmentShader = "shaders/glsl/blur.fp";
shader.Defines = "#define BLUR_VERTICAL\n";
hw_postprocess.Shaders["BlurVertical"] = shader;
shader.Defines = "#define BLUR_HORIZONTAL\n";
hw_postprocess.Shaders["BlurHorizontal"] = shader;
hw_postprocess.Shaders["BloomCombine"] = { "shaders/glsl/bloomcombine.fp", "", {} };
hw_postprocess.Shaders["BloomExtract"] = { "shaders/glsl/bloomextract.fp", "", ExtractUniforms::Desc() };
hw_postprocess.Shaders["BlurVertical"] = { "shaders/glsl/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() };
hw_postprocess.Shaders["BlurHorizontal"] = { "shaders/glsl/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
}
void PPBloom::UpdateTextures(int width, int height)
@ -47,11 +34,7 @@ void PPBloom::UpdateTextures(int width, int height)
level.Viewport.width = (bloomWidth + 1) / 2;
level.Viewport.height = (bloomHeight + 1) / 2;
PPTextureDesc texture;
texture.Width = level.Viewport.width;
texture.Height = level.Viewport.height;
texture.Format = GL_RGBA16F;
PPTextureDesc texture = { level.Viewport.width, level.Viewport.height, PixelFormat::Rgba16f };
hw_postprocess.Textures[vtexture] = texture;
hw_postprocess.Textures[htexture] = texture;
@ -72,7 +55,6 @@ void PPBloom::UpdateSteps(int fixedcm)
}
PPStep step;
step.Textures.Resize(1);
ExtractUniforms extractUniforms;
extractUniforms.Scale = screen->SceneScale();
@ -82,15 +64,11 @@ void PPBloom::UpdateSteps(int fixedcm)
// Extract blooming pixels from scene texture:
step.Viewport = level0.Viewport;
step.Textures[0].Type = PPTextureType::CurrentPipelineTexture;
step.Textures[0].Filter = PPFilterMode::Linear;
step.SetInputCurrent(0, PPFilterMode::Linear);
step.ShaderName = "BloomExtract";
step.Uniforms.Set(extractUniforms);
step.Output.Type = PPTextureType::PPTexture;
step.Output.Texture = level0.VTexture;
step.BlendMode.BlendOp = STYLEOP_Add;
step.BlendMode.SrcAlpha = STYLEALPHA_One;
step.BlendMode.DestAlpha = STYLEALPHA_Zero;
step.SetOutputTexture(level0.VTexture);
step.SetDisabledBlend();
steps.Push(step);
const float blurAmount = gl_bloom_amount;
@ -116,10 +94,8 @@ void PPBloom::UpdateSteps(int fixedcm)
steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
// Linear upscale:
step.Textures[0].Type = PPTextureType::PPTexture;
step.Textures[0].Filter = PPFilterMode::Linear;
step.Textures[0].Texture = next.VTexture;
step.Output.Texture = next.HTexture;
step.SetInputTexture(0, next.VTexture, PPFilterMode::Linear);
step.SetOutputTexture(next.HTexture);
step.Viewport = next.Viewport;
step.ShaderName = "BloomCombine";
steps.Push(step);
@ -129,16 +105,11 @@ void PPBloom::UpdateSteps(int fixedcm)
steps.Push(BlurStep(blurUniforms, level0.HTexture, level0.VTexture, level0.Viewport, true));
// Add bloom back to scene texture:
step.Textures[0].Type = PPTextureType::PPTexture;
step.Textures[0].Filter = PPFilterMode::Linear;
step.Textures[0].Texture = level0.VTexture;
step.Output.Type = PPTextureType::CurrentPipelineTexture;
step.SetInputTexture(0, level0.VTexture, PPFilterMode::Linear);
step.SetOutputCurrent();
step.Viewport = screen->mSceneViewport;
step.ShaderName = "BloomCombine";
step.BlendMode.BlendOp = STYLEOP_Add;
step.BlendMode.SrcAlpha = STYLEALPHA_One;
step.BlendMode.DestAlpha = STYLEALPHA_One;
step.BlendMode.Flags = 0;
step.SetAdditiveBlend();
steps.Push(step);
hw_postprocess.Effects["BloomScene"] = steps;
@ -147,19 +118,12 @@ void PPBloom::UpdateSteps(int fixedcm)
PPStep PPBloom::BlurStep(const BlurUniforms &blurUniforms, PPTextureName input, PPTextureName output, PPViewport viewport, bool vertical)
{
PPStep step;
step.Textures.Resize(1);
step.Viewport = viewport;
step.Textures[0].Type = PPTextureType::PPTexture;
step.Textures[0].Filter = PPFilterMode::Nearest;
step.Textures[0].Texture = input;
step.SetInputTexture(0, input);
step.ShaderName = vertical ? "BlurVertical" : "BlurHorizontal";
step.Uniforms.Set(blurUniforms);
step.Output.Type = PPTextureType::PPTexture;
step.Output.Texture = output;
step.BlendMode.BlendOp = STYLEOP_Add;
step.BlendMode.SrcAlpha = STYLEALPHA_One;
step.BlendMode.DestAlpha = STYLEALPHA_Zero;
step.BlendMode.Flags = 0;
step.SetOutputTexture(output);
step.SetDisabledBlend();
return step;
}

View file

@ -91,6 +91,60 @@ public:
class PPStep
{
public:
void SetInputTexture(int index, PPTextureName texture, PPFilterMode filter = PPFilterMode::Nearest)
{
if ((int)Textures.Size() < index)
Textures.Resize(index + 1);
auto &tex = Textures[index];
tex.Filter = filter;
tex.Type = PPTextureType::PPTexture;
tex.Texture = texture;
}
void SetInputCurrent(int index, PPFilterMode filter = PPFilterMode::Nearest)
{
if ((int)Textures.Size() < index)
Textures.Resize(index + 1);
auto &tex = Textures[index];
tex.Filter = filter;
tex.Type = PPTextureType::CurrentPipelineTexture;
tex.Texture = {};
}
void SetOutputTexture(PPTextureName texture)
{
Output.Type = PPTextureType::PPTexture;
Output.Texture = texture;
}
void SetOutputCurrent()
{
Output.Type = PPTextureType::CurrentPipelineTexture;
Output.Texture = {};
}
void SetOutputNext()
{
Output.Type = PPTextureType::NextPipelineTexture;
Output.Texture = {};
}
void SetDisabledBlend()
{
BlendMode.BlendOp = STYLEOP_Add;
BlendMode.SrcAlpha = STYLEALPHA_One;
BlendMode.DestAlpha = STYLEALPHA_Zero;
BlendMode.Flags = 0;
}
void SetAdditiveBlend()
{
BlendMode.BlendOp = STYLEOP_Add;
BlendMode.SrcAlpha = STYLEALPHA_One;
BlendMode.DestAlpha = STYLEALPHA_One;
BlendMode.Flags = 0;
}
PPShaderName ShaderName;
TArray<PPTextureInput> Textures;
PPUniforms Uniforms;
@ -99,6 +153,47 @@ public:
PPOutput Output;
};
enum class PixelFormat
{
Rgba8,
Rgba16f
};
class PPTextureDesc
{
public:
PPTextureDesc() { }
PPTextureDesc(int width, int height, PixelFormat format) : Width(width), Height(height), Format(format) { }
int Width;
int Height;
PixelFormat Format;
};
class PPShader
{
public:
PPShader() { }
PPShader(const FString &fragment, const FString &defines, const std::vector<UniformFieldDesc> &uniforms) : FragmentShader(fragment), Defines(defines), Uniforms(uniforms) { }
FString VertexShader = "shaders/glsl/screenquad.vp";
FString FragmentShader;
FString Defines;
std::vector<UniformFieldDesc> Uniforms;
};
class Postprocess
{
public:
TMap<FString, TArray<PPStep>> Effects;
TMap<FString, PPTextureDesc> Textures;
TMap<FString, PPShader> Shaders;
};
extern Postprocess hw_postprocess;
/////////////////////////////////////////////////////////////////////////////
struct ExtractUniforms
{
FVector2 Scale;
@ -134,35 +229,6 @@ struct BlurUniforms
}
};
class PPTextureDesc
{
public:
int Width;
int Height;
int Format;
};
class PPShader
{
public:
FString VertexShader;
FString FragmentShader;
FString Defines;
std::vector<UniformFieldDesc> Uniforms;
};
class Postprocess
{
public:
TMap<FString, TArray<PPStep>> Effects;
TMap<FString, PPTextureDesc> Textures;
TMap<FString, PPShader> Shaders;
};
extern Postprocess hw_postprocess;
/////////////////////////////////////////////////////////////////////////////
enum { NumBloomLevels = 4 };
class PPBlurLevel