mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
Added bloom shaders
This commit is contained in:
parent
c9f93d9c88
commit
69f52cc898
16 changed files with 696 additions and 14 deletions
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@ -1106,6 +1106,8 @@ set( FASTMATH_SOURCES
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gl/shaders/gl_texshader.cpp
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gl/shaders/gl_shaderprogram.cpp
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gl/shaders/gl_presentshader.cpp
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gl/shaders/gl_bloomshader.cpp
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gl/shaders/gl_blurshader.cpp
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gl/system/gl_interface.cpp
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gl/system/gl_framebuffer.cpp
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gl/system/gl_menu.cpp
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@ -72,12 +72,37 @@ FGLRenderBuffers::FGLRenderBuffers()
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FGLRenderBuffers::~FGLRenderBuffers()
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{
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Clear();
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}
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void FGLRenderBuffers::Clear()
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{
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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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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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mSceneFB = 0;
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mSceneTexture = 0;
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mSceneDepthStencil = 0;
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mWidth = 0;
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mHeight = 0;
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}
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//==========================================================================
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@ -92,12 +117,9 @@ void FGLRenderBuffers::Setup(int width, int height)
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if (width <= mWidth && height <= mHeight)
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return;
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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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Clear();
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glActiveTexture(GL_TEXTURE0);
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glGenFramebuffers(1, &mSceneFB);
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glGenTextures(1, &mSceneTexture);
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@ -109,15 +131,49 @@ void FGLRenderBuffers::Setup(int width, int height)
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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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glBindTexture(GL_TEXTURE_2D, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, mSceneDepthStencil);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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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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int bloomWidth = MAX(width / 2, 1);
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int bloomHeight = MAX(height / 2, 1);
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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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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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bloomWidth = level.Width;
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bloomHeight = level.Height;
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}
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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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mWidth = width;
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@ -154,6 +210,6 @@ void FGLRenderBuffers::BindOutputFB()
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void FGLRenderBuffers::BindSceneTexture(int index)
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{
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glActiveTexture(index);
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glActiveTexture(GL_TEXTURE0 + index);
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glBindTexture(GL_TEXTURE_2D, mSceneTexture);
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}
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@ -3,6 +3,17 @@
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#include "gl/shaders/gl_shader.h"
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class FGLBloomTextureLevel
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{
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public:
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GLuint VTexture = 0;
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GLuint VFramebuffer = 0;
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GLuint HTexture = 0;
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GLuint HFramebuffer = 0;
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GLuint Width = 0;
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GLuint Height = 0;
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};
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class FGLRenderBuffers
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{
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public:
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@ -16,7 +27,12 @@ public:
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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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private:
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void Clear();
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int mWidth = 0;
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int mHeight = 0;
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@ -62,6 +62,8 @@
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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@ -110,6 +112,9 @@ void gl_FlushModels();
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void FGLRenderer::Initialize()
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{
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mBuffers = new FGLRenderBuffers();
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mBloomExtractShader = new FBloomExtractShader();
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mBloomCombineShader = new FBloomCombineShader();
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mBlurShader = new FBlurShader();
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mPresentShader = new FPresentShader();
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// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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@ -160,6 +165,9 @@ FGLRenderer::~FGLRenderer()
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}
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if (mBuffers) delete mBuffers;
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if (mPresentShader) delete mPresentShader;
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if (mBloomExtractShader) delete mBloomExtractShader;
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if (mBloomCombineShader) delete mBloomCombineShader;
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if (mBlurShader) delete mBlurShader;
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}
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//==========================================================================
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@ -19,6 +19,9 @@ class FLightBuffer;
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class FSamplerManager;
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class DPSprite;
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class FGLRenderBuffers;
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class FBloomExtractShader;
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class FBloomCombineShader;
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class FBlurShader;
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class FPresentShader;
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inline float DEG2RAD(float deg)
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@ -82,6 +85,9 @@ public:
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int mOldFBID;
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FGLRenderBuffers *mBuffers;
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FBloomExtractShader *mBloomExtractShader;
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FBloomCombineShader *mBloomCombineShader;
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FBlurShader *mBlurShader;
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FPresentShader *mPresentShader;
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FTexture *gllight;
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@ -147,6 +153,7 @@ public:
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void SetFixedColormap (player_t *player);
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void WriteSavePic (player_t *player, FILE *file, int width, int height);
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void EndDrawScene(sector_t * viewsector);
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void BloomScene();
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void Flush();
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void SetProjection(float fov, float ratio, float fovratio);
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@ -72,6 +72,8 @@
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/stereo3d/scoped_view_shifter.h"
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@ -204,6 +206,130 @@ void FGLRenderer::Set3DViewport()
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glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
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}
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//-----------------------------------------------------------------------------
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//
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// Adds bloom contribution to scene texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::BloomScene()
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{
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if (!FGLRenderBuffers::IsSupported())
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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 = 2.0f;
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auto vbo = GLRenderer->mVBO;
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// TODO: Need a better way to share state with other parts of the pipeline
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GLboolean blendEnabled, scissorEnabled;
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GLint currentProgram, blendEquationRgb, blendEquationAlpha, blendSrcRgb, blendSrcAlpha, blendDestRgb, blendDestAlpha;
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
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glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
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glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
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glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
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glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
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glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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const auto &level0 = mBuffers->BloomLevels[0];
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// Extract blooming pixels from scene texture:
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glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindSceneTexture(0);
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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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mBloomExtractShader->Bind();
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mBloomExtractShader->SceneTexture.Set(0);
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mBloomExtractShader->Exposure.Set(exposure);
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{
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FFlatVertex *ptr = vbo->GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
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ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
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ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
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vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Blur and downscale:
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for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
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{
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const auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i + 1];
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mBlurShader->BlurHorizontal(vbo, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(vbo, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
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}
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// Blur and upscale:
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for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
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{
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const auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i - 1];
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mBlurShader->BlurHorizontal(vbo, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(vbo, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
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// Linear upscale:
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glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
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glViewport(0, 0, next.Width, next.Height);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, level.VTexture);
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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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mBloomCombineShader->Bind();
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mBloomCombineShader->BloomTexture.Set(0);
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{
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FFlatVertex *ptr = vbo->GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
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ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
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ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
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vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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}
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mBlurShader->BlurHorizontal(vbo, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
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mBlurShader->BlurVertical(vbo, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
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// Add bloom back to scene texture:
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mBuffers->BindSceneFB();
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glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, level0.VTexture);
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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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mBloomCombineShader->Bind();
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mBloomCombineShader->BloomTexture.Set(0);
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{
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FFlatVertex *ptr = vbo->GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
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ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
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ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
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vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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if (blendEnabled)
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glEnable(GL_BLEND);
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if (scissorEnabled)
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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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}
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//-----------------------------------------------------------------------------
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//
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// Run post processing steps and copy to frame buffer
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@ -810,6 +936,8 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
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gl_RenderState.ResetColor();
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gl_RenderState.EnableTexture(true);
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glDisable(GL_SCISSOR_TEST);
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BloomScene();
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}
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79
src/gl/shaders/gl_bloomshader.cpp
Normal file
79
src/gl/shaders/gl_bloomshader.cpp
Normal file
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@ -0,0 +1,79 @@
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/*
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** gl_bloomshader.cpp
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** Shaders used to do bloom
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Magnus Norddahl
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "files.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_bloomshader.h"
|
||||
|
||||
void FBloomExtractShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomextract.vp");
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp");
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/bloomextract");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
SceneTexture.Init(mShader, "SceneTexture");
|
||||
Exposure.Init(mShader, "ExposureAdjustment");
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
||||
|
||||
void FBloomCombineShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomcombine.vp");
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp");
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/bloomcombine");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
BloomTexture.Init(mShader, "Bloom");
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
29
src/gl/shaders/gl_bloomshader.h
Normal file
29
src/gl/shaders/gl_bloomshader.h
Normal file
|
@ -0,0 +1,29 @@
|
|||
#ifndef __GL_BLOOMSHADER_H
|
||||
#define __GL_BLOOMSHADER_H
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
|
||||
class FBloomExtractShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniform1i SceneTexture;
|
||||
FBufferedUniform1f Exposure;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
class FBloomCombineShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniform1i BloomTexture;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
#endif
|
265
src/gl/shaders/gl_blurshader.cpp
Normal file
265
src/gl/shaders/gl_blurshader.cpp
Normal file
|
@ -0,0 +1,265 @@
|
|||
/*
|
||||
** gl_blurshader.cpp
|
||||
** Gaussian blur shader
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2016 Magnus Norddahl
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
||||
** covered by the terms of the GNU Lesser General Public License as published
|
||||
** by the Free Software Foundation; either version 2.1 of the License, or (at
|
||||
** your option) any later version.
|
||||
** 5. Full disclosure of the entire project's source code, except for third
|
||||
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "files.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_blurshader.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Performs a vertical gaussian blur pass
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FBlurShader::BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
|
||||
{
|
||||
Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, true);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Performs a horizontal gaussian blur pass
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FBlurShader::BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
|
||||
{
|
||||
Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, false);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Helper for BlurVertical and BlurHorizontal. Executes the actual pass
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FBlurShader::Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical)
|
||||
{
|
||||
int error = glGetError();
|
||||
BlurSetup *setup = GetSetup(blurAmount, sampleCount);
|
||||
error = glGetError();
|
||||
if (vertical)
|
||||
setup->VerticalShader->Bind();
|
||||
else
|
||||
setup->HorizontalShader->Bind();
|
||||
error = glGetError();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, inputTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
error = glGetError();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer);
|
||||
glViewport(0, 0, width, height);
|
||||
glDisable(GL_BLEND);
|
||||
error = glGetError();
|
||||
FFlatVertex *ptr = vbo->GetBuffer();
|
||||
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
|
||||
vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
error = glGetError();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Compiles the blur shaders needed for the specified blur amount and
|
||||
// kernel size
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FBlurShader::BlurSetup *FBlurShader::GetSetup(float blurAmount, int sampleCount)
|
||||
{
|
||||
for (size_t mBlurSetupIndex = 0; mBlurSetupIndex < mBlurSetups.Size(); mBlurSetupIndex++)
|
||||
{
|
||||
if (mBlurSetups[mBlurSetupIndex].blurAmount == blurAmount && mBlurSetups[mBlurSetupIndex].sampleCount == sampleCount)
|
||||
{
|
||||
return &mBlurSetups[mBlurSetupIndex];
|
||||
}
|
||||
}
|
||||
|
||||
BlurSetup blurSetup(blurAmount, sampleCount);
|
||||
|
||||
FString vertexCode = VertexShaderCode();
|
||||
FString horizontalCode = FragmentShaderCode(blurAmount, sampleCount, false);
|
||||
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->SetFragDataLocation(0, "FragColor");
|
||||
blurSetup.VerticalShader->SetAttribLocation(0, "PositionInProjection");
|
||||
blurSetup.VerticalShader->Link("vertical blur");
|
||||
blurSetup.VerticalShader->Bind();
|
||||
int error = glGetError();
|
||||
glUniform1i(glGetUniformLocation(*blurSetup.VerticalShader.get(), "SourceTexture"), 0);
|
||||
error = glGetError();
|
||||
|
||||
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->SetFragDataLocation(0, "FragColor");
|
||||
blurSetup.HorizontalShader->SetAttribLocation(0, "PositionInProjection");
|
||||
blurSetup.HorizontalShader->Link("horizontal blur");
|
||||
blurSetup.HorizontalShader->Bind();
|
||||
glUniform1i(glGetUniformLocation(*blurSetup.HorizontalShader.get(), "SourceTexture"), 0);
|
||||
|
||||
mBlurSetups.Push(blurSetup);
|
||||
|
||||
return &mBlurSetups[mBlurSetups.Size() - 1];
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// The vertex shader GLSL code
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FBlurShader::VertexShaderCode()
|
||||
{
|
||||
return R"(
|
||||
#version 330
|
||||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = (gl_Position.xy + 1.0) * 0.5;
|
||||
}
|
||||
)";
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Generates the fragment shader GLSL code for a specific blur setup
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FBlurShader::FragmentShaderCode(float blurAmount, int sampleCount, bool vertical)
|
||||
{
|
||||
TArray<float> sampleWeights;
|
||||
TArray<int> sampleOffsets;
|
||||
ComputeBlurSamples(sampleCount, blurAmount, sampleWeights, sampleOffsets);
|
||||
|
||||
const char *fragmentShader =
|
||||
R"(
|
||||
#version 330
|
||||
in vec2 TexCoord;
|
||||
uniform sampler2D SourceTexture;
|
||||
out vec4 FragColor;
|
||||
void main()
|
||||
{
|
||||
FragColor = %s;
|
||||
}
|
||||
)";
|
||||
|
||||
FString loopCode;
|
||||
for (int i = 0; i < sampleCount; i++)
|
||||
{
|
||||
if (i > 0)
|
||||
loopCode += " + ";
|
||||
|
||||
if (vertical)
|
||||
loopCode.AppendFormat("\r\n\t\t\ttextureOffset(SourceTexture, TexCoord, ivec2(0, %d)) * %f", sampleOffsets[i], (double)sampleWeights[i]);
|
||||
else
|
||||
loopCode.AppendFormat("\r\n\t\t\ttextureOffset(SourceTexture, TexCoord, ivec2(%d, 0)) * %f", sampleOffsets[i], (double)sampleWeights[i]);
|
||||
}
|
||||
|
||||
FString code;
|
||||
code.Format(fragmentShader, loopCode.GetChars());
|
||||
return code;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Calculates the sample weight for a specific offset in the kernel
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
float FBlurShader::ComputeGaussian(float n, float theta) // theta = Blur Amount
|
||||
{
|
||||
return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Calculates the sample weights and offsets
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FBlurShader::ComputeBlurSamples(int sampleCount, float blurAmount, TArray<float> &sampleWeights, TArray<int> &sampleOffsets)
|
||||
{
|
||||
sampleWeights.Resize(sampleCount);
|
||||
sampleOffsets.Resize(sampleCount);
|
||||
|
||||
sampleWeights[0] = ComputeGaussian(0, blurAmount);
|
||||
sampleOffsets[0] = 0;
|
||||
|
||||
float totalWeights = sampleWeights[0];
|
||||
|
||||
for (int i = 0; i < sampleCount / 2; i++)
|
||||
{
|
||||
float weight = ComputeGaussian(i + 1.0f, blurAmount);
|
||||
|
||||
sampleWeights[i * 2 + 1] = weight;
|
||||
sampleWeights[i * 2 + 2] = weight;
|
||||
sampleOffsets[i * 2 + 1] = i + 1;
|
||||
sampleOffsets[i * 2 + 2] = -i - 1;
|
||||
|
||||
totalWeights += weight * 2;
|
||||
}
|
||||
|
||||
for (int i = 0; i < sampleCount; i++)
|
||||
{
|
||||
sampleWeights[i] /= totalWeights;
|
||||
}
|
||||
}
|
39
src/gl/shaders/gl_blurshader.h
Normal file
39
src/gl/shaders/gl_blurshader.h
Normal file
|
@ -0,0 +1,39 @@
|
|||
#ifndef __GL_BLURSHADER_H
|
||||
#define __GL_BLURSHADER_H
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
#include <memory>
|
||||
|
||||
class FFlatVertexBuffer;
|
||||
|
||||
class FBlurShader
|
||||
{
|
||||
public:
|
||||
void BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
|
||||
void BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
|
||||
|
||||
private:
|
||||
void Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical);
|
||||
|
||||
struct BlurSetup
|
||||
{
|
||||
BlurSetup(float blurAmount, int sampleCount) : blurAmount(blurAmount), sampleCount(sampleCount) { }
|
||||
|
||||
float blurAmount;
|
||||
int sampleCount;
|
||||
std::shared_ptr<FShaderProgram> VerticalShader;
|
||||
std::shared_ptr<FShaderProgram> HorizontalShader;
|
||||
};
|
||||
|
||||
BlurSetup *GetSetup(float blurAmount, int sampleCount);
|
||||
|
||||
FString VertexShaderCode();
|
||||
FString FragmentShaderCode(float blurAmount, int sampleCount, bool vertical);
|
||||
|
||||
float ComputeGaussian(float n, float theta);
|
||||
void ComputeBlurSamples(int sampleCount, float blurAmount, TArray<float> &sample_weights, TArray<int> &sample_offsets);
|
||||
|
||||
TArray<BlurSetup> mBlurSetups;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -95,13 +95,17 @@ void FShaderProgram::CreateShader(ShaderType type)
|
|||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *lumpName)
|
||||
{
|
||||
CreateShader(type);
|
||||
|
||||
const auto &handle = mShaders[type];
|
||||
|
||||
int lump = Wads.CheckNumForFullName(lumpName);
|
||||
if (lump == -1) I_Error("Unable to load '%s'", lumpName);
|
||||
FString code = Wads.ReadLump(lump).GetString().GetChars();
|
||||
Compile(type, lumpName, code);
|
||||
}
|
||||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code)
|
||||
{
|
||||
CreateShader(type);
|
||||
|
||||
const auto &handle = mShaders[type];
|
||||
|
||||
int lengths[1] = { (int)code.Len() };
|
||||
const char *sources[1] = { code.GetChars() };
|
||||
|
@ -113,7 +117,7 @@ void FShaderProgram::Compile(ShaderType type, const char *lumpName)
|
|||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
I_Error("Compile Shader '%s':\n%s\n", lumpName, GetShaderInfoLog(handle).GetChars());
|
||||
I_Error("Compile Shader '%s':\n%s\n", name, GetShaderInfoLog(handle).GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -16,6 +16,7 @@ public:
|
|||
};
|
||||
|
||||
void Compile(ShaderType type, const char *lumpName);
|
||||
void Compile(ShaderType type, const char *name, const FString &code);
|
||||
void SetFragDataLocation(int index, const char *name);
|
||||
void Link(const char *name);
|
||||
void SetAttribLocation(int index, const char *name);
|
||||
|
|
12
wadsrc/static/shaders/glsl/bloomcombine.fp
Normal file
12
wadsrc/static/shaders/glsl/bloomcombine.fp
Normal file
|
@ -0,0 +1,12 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D Bloom;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(texture(Bloom, TexCoord).rgb, 0.0);
|
||||
}
|
11
wadsrc/static/shaders/glsl/bloomcombine.vp
Normal file
11
wadsrc/static/shaders/glsl/bloomcombine.vp
Normal file
|
@ -0,0 +1,11 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||
}
|
14
wadsrc/static/shaders/glsl/bloomextract.fp
Normal file
14
wadsrc/static/shaders/glsl/bloomextract.fp
Normal file
|
@ -0,0 +1,14 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D SceneTexture;
|
||||
uniform float ExposureAdjustment;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture(SceneTexture, TexCoord);
|
||||
FragColor = max(vec4(color.rgb * ExposureAdjustment - 1, 1), vec4(0));
|
||||
}
|
11
wadsrc/static/shaders/glsl/bloomextract.vp
Normal file
11
wadsrc/static/shaders/glsl/bloomextract.vp
Normal file
|
@ -0,0 +1,11 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||
}
|
Loading…
Reference in a new issue