mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 21:51:09 +00:00
Merge branch 'ssao' into qzdoom
This commit is contained in:
commit
94d8e10f96
15 changed files with 432 additions and 258 deletions
|
@ -121,10 +121,15 @@ CUSTOM_CVAR(Int, gl_ssao_portals, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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}
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CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_ssao_debug, false, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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CVAR(Float, gl_ssao_radius, 100.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur_amount, 4.0f, 0)
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CVAR(Int, gl_ssao_debug, 0, 0)
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CVAR(Float, gl_ssao_bias, 0.2f, 0)
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CVAR(Float, gl_ssao_radius, 80.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur, 16.0f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Float, gl_ssao_exponent, 1.8f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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@ -162,13 +167,12 @@ void FGLRenderer::AmbientOccludeScene()
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FGLDebug::PushGroup("AmbientOccludeScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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savedState.SaveTextureBindings(3);
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float bias = gl_ssao_bias;
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float aoRadius = gl_ssao_radius;
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const float blurAmount = gl_ssao_blur_amount;
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const float blurAmount = gl_ssao_blur;
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float aoStrength = gl_ssao_strength;
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bool multisample = gl_multisample > 1;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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@ -179,8 +183,15 @@ void FGLRenderer::AmbientOccludeScene()
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float blurSharpness = 1.0f / blurAmount;
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float sceneScaleX = mSceneViewport.width / (float)mScreenViewport.width;
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float sceneScaleY = mSceneViewport.height / (float)mScreenViewport.height;
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float sceneOffsetX = mSceneViewport.left / (float)mScreenViewport.width;
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float sceneOffsetY = mSceneViewport.top / (float)mScreenViewport.height;
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int randomTexture = clamp(gl_ssao - 1, 0, FGLRenderBuffers::NumAmbientRandomTextures - 1);
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// Calculate linear depth values
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->LinearDepthFB);
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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mBuffers->BindSceneDepthTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -189,44 +200,53 @@ void FGLRenderer::AmbientOccludeScene()
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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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glActiveTexture(GL_TEXTURE0);
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mLinearDepthShader->Bind(multisample);
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mLinearDepthShader->DepthTexture[multisample].Set(0);
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mLinearDepthShader->ColorTexture[multisample].Set(1);
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if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
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mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
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mLinearDepthShader->Scale[multisample].Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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mLinearDepthShader->Bind();
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mLinearDepthShader->DepthTexture.Set(0);
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mLinearDepthShader->ColorTexture.Set(1);
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if (gl_multisample > 1) mLinearDepthShader->SampleIndex.Set(0);
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mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
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mLinearDepthShader->Scale.Set(sceneScaleX, sceneScaleY);
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mLinearDepthShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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RenderScreenQuad();
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// Apply ambient occlusion
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->LinearDepthTexture);
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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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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture[randomTexture]);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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mBuffers->BindSceneNormalTexture(2);
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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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glActiveTexture(GL_TEXTURE0);
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mSSAOShader->Bind();
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->RandomTexture.Set(1);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, -2.0f * invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, invFocalLenY);
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mSSAOShader->NormalTexture.Set(2);
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if (gl_multisample > 1) mSSAOShader->SampleIndex.Set(0);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, 2.0f * invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, -invFocalLenY);
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mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mSSAOShader->NDotVBias.Set(nDotVBias);
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mSSAOShader->NegInvR2.Set(-1.0f / r2);
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mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
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mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
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mSSAOShader->AOStrength.Set(aoStrength);
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mSSAOShader->Scale.Set(sceneScaleX, sceneScaleY);
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mSSAOShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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RenderScreenQuad();
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// Blur SSAO texture
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if (gl_ssao_debug < 2)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -241,31 +261,32 @@ void FGLRenderer::AmbientOccludeScene()
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mDepthBlurShader->Bind(true);
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mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mDepthBlurShader->PowExponent[true].Set(1.8f);
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mDepthBlurShader->PowExponent[true].Set(gl_ssao_exponent);
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RenderScreenQuad();
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}
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// Add SSAO back to scene texture:
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mBuffers->BindSceneFB(false);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, buffers);
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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if (gl_ssao_debug)
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glBlendFunc(GL_ONE, GL_ZERO);
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else
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (gl_ssao_debug != 0)
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{
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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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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mBuffers->BindSceneDataTexture(1);
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mSSAOCombineShader->Bind(multisample);
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mSSAOCombineShader->AODepthTexture[multisample].Set(0);
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mSSAOCombineShader->SceneDataTexture[multisample].Set(1);
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if (multisample) mSSAOCombineShader->SampleCount[multisample].Set(gl_multisample);
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mSSAOCombineShader->Scale[multisample].Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mSSAOCombineShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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mBuffers->BindSceneFogTexture(1);
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mSSAOCombineShader->Bind();
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mSSAOCombineShader->AODepthTexture.Set(0);
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mSSAOCombineShader->SceneFogTexture.Set(1);
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if (gl_multisample > 1) mSSAOCombineShader->SampleCount.Set(gl_multisample);
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mSSAOCombineShader->Scale.Set(sceneScaleX, sceneScaleY);
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mSSAOCombineShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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RenderScreenQuad();
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FGLDebug::PopGroup();
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@ -285,7 +306,7 @@ void FGLRenderer::UpdateCameraExposure()
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FGLDebug::PushGroup("UpdateCameraExposure");
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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savedState.SaveTextureBindings(2);
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// Extract light level from scene texture:
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const auto &level0 = mBuffers->ExposureLevels[0];
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@ -358,7 +379,7 @@ void FGLRenderer::BloomScene()
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FGLDebug::PushGroup("BloomScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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savedState.SaveTextureBindings(2);
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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@ -461,7 +482,7 @@ void FGLRenderer::TonemapScene()
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}
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else
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{
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savedState.SaveTextureBinding1();
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savedState.SaveTextureBindings(2);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
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glActiveTexture(GL_TEXTURE0);
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@ -45,17 +45,7 @@ FGLPostProcessState::FGLPostProcessState()
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{
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[0]);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding[0]);
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glBindSampler(0, 0);
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glActiveTexture(GL_TEXTURE0 + 1);
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glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding[1]);
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glBindSampler(1, 0);
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glActiveTexture(GL_TEXTURE0);
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}
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SaveTextureBindings(1);
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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@ -75,12 +65,26 @@ FGLPostProcessState::FGLPostProcessState()
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glDisable(GL_BLEND);
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}
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void FGLPostProcessState::SaveTextureBinding1()
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void FGLPostProcessState::SaveTextureBindings(unsigned int numUnits)
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{
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glActiveTexture(GL_TEXTURE1);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[1]);
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while (textureBinding.Size() < numUnits)
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{
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unsigned int i = textureBinding.Size();
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GLint texture;
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
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glBindTexture(GL_TEXTURE_2D, 0);
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textureBinding1Saved = true;
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textureBinding.Push(texture);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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{
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GLint sampler;
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glGetIntegerv(GL_SAMPLER_BINDING, &sampler);
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glBindSampler(i, 0);
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samplerBinding.Push(sampler);
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}
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}
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glActiveTexture(GL_TEXTURE0);
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}
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@ -117,25 +121,22 @@ FGLPostProcessState::~FGLPostProcessState()
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glUseProgram(currentProgram);
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if (textureBinding1Saved)
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// Fully unbind to avoid incomplete texture warnings from Nvidia's driver when gl_debug_level 4 is active
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for (unsigned int i = 0; i < textureBinding.Size(); i++)
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{
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (gl.flags & RFL_SAMPLER_OBJECTS)
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for (unsigned int i = 0; i < samplerBinding.Size(); i++)
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{
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glBindSampler(0, samplerBinding[0]);
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glBindSampler(1, samplerBinding[1]);
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glBindSampler(i, samplerBinding[i]);
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}
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glBindTexture(GL_TEXTURE_2D, textureBinding[0]);
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if (textureBinding1Saved)
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for (unsigned int i = 0; i < textureBinding.Size(); i++)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, textureBinding[1]);
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, textureBinding[i]);
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}
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glActiveTexture(activeTex);
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|
|
|
@ -14,15 +14,15 @@ public:
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FGLPostProcessState();
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~FGLPostProcessState();
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void SaveTextureBinding1();
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void SaveTextureBindings(unsigned int numUnits);
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private:
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FGLPostProcessState(const FGLPostProcessState &) = delete;
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FGLPostProcessState &operator=(const FGLPostProcessState &) = delete;
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GLint activeTex;
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GLint textureBinding[2];
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GLint samplerBinding[2];
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TArray<GLint> textureBinding;
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TArray<GLint> samplerBinding;
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GLboolean blendEnabled;
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GLboolean scissorEnabled;
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GLboolean depthEnabled;
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|
@ -34,7 +34,6 @@ private:
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GLint blendSrcAlpha;
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GLint blendDestRgb;
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GLint blendDestAlpha;
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bool textureBinding1Saved = false;
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};
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#endif
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|
|
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@ -59,6 +59,11 @@ FGLRenderBuffers::FGLRenderBuffers()
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mPipelineFB[i] = 0;
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}
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for (int i = 0; i < NumAmbientRandomTextures; i++)
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{
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AmbientRandomTexture[i] = 0;
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}
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||||
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
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glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
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}
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|
@ -83,10 +88,21 @@ void FGLRenderBuffers::ClearScene()
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{
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DeleteFrameBuffer(mSceneFB);
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DeleteFrameBuffer(mSceneDataFB);
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if (mSceneUsesTextures)
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{
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DeleteTexture(mSceneMultisample);
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DeleteTexture(mSceneData);
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DeleteTexture(mSceneFog);
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DeleteTexture(mSceneNormal);
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DeleteTexture(mSceneDepthStencil);
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}
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||||
else
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||||
{
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DeleteRenderBuffer(mSceneMultisample);
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DeleteRenderBuffer(mSceneFog);
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DeleteRenderBuffer(mSceneNormal);
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DeleteRenderBuffer(mSceneDepthStencil);
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}
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}
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||||
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||||
void FGLRenderBuffers::ClearPipeline()
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{
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||||
|
@ -136,11 +152,14 @@ void FGLRenderBuffers::ClearEyeBuffers()
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void FGLRenderBuffers::ClearAmbientOcclusion()
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{
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DeleteFrameBuffer(LinearDepthFB);
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DeleteFrameBuffer(AmbientFB0);
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DeleteFrameBuffer(AmbientFB1);
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DeleteTexture(LinearDepthTexture);
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DeleteTexture(AmbientTexture0);
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DeleteTexture(AmbientTexture1);
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DeleteTexture(AmbientRandomTexture);
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for (int i = 0; i < NumAmbientRandomTextures; i++)
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DeleteTexture(AmbientRandomTexture[i]);
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}
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||||
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void FGLRenderBuffers::DeleteTexture(GLuint &handle)
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|
@ -188,6 +207,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
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|||
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
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||||
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||||
int samples = clamp((int)gl_multisample, 0, mMaxSamples);
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bool needsSceneTextures = (gl_ssao != 0);
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||||
|
||||
GLint activeTex;
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GLint textureBinding;
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|
@ -195,19 +215,16 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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||||
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||||
if (width == mWidth && height == mHeight && mSamples != samples)
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||||
{
|
||||
CreateScene(mWidth, mHeight, samples);
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||||
mSamples = samples;
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||||
}
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||||
else if (width != mWidth || height != mHeight)
|
||||
{
|
||||
if (width != mWidth || height != mHeight)
|
||||
CreatePipeline(width, height);
|
||||
CreateScene(width, height, samples);
|
||||
|
||||
if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures)
|
||||
CreateScene(width, height, samples, needsSceneTextures);
|
||||
|
||||
mWidth = width;
|
||||
mHeight = height;
|
||||
mSamples = samples;
|
||||
}
|
||||
mSceneUsesTextures = needsSceneTextures;
|
||||
|
||||
// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
|
||||
if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
|
||||
|
@ -247,24 +264,46 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::CreateScene(int width, int height, int samples)
|
||||
void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool needsSceneTextures)
|
||||
{
|
||||
ClearScene();
|
||||
|
||||
if (samples > 1)
|
||||
{
|
||||
if (needsSceneTextures)
|
||||
{
|
||||
mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
|
||||
mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
|
||||
mSceneData = Create2DMultisampleTexture("SceneSSAOData", GL_RGBA8, width, height, samples, false);
|
||||
mSceneFog = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
|
||||
mSceneNormal = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, 0, 0, mSceneDepthStencil, true);
|
||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneFog, mSceneNormal, mSceneDepthStencil, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
mSceneData = Create2DTexture("SceneSSAOData", GL_RGBA8, width, height);
|
||||
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
|
||||
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, mSceneDepthStencil, true);
|
||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneDepthStencil, true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (needsSceneTextures)
|
||||
{
|
||||
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
mSceneFog = Create2DTexture("SceneFog", GL_RGBA8, width, height);
|
||||
mSceneNormal = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], 0, 0, mSceneDepthStencil, false);
|
||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFog, mSceneNormal, mSceneDepthStencil, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencil, false);
|
||||
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencil, false);
|
||||
}
|
||||
}
|
||||
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], 0, mSceneDepthStencil, samples > 1);
|
||||
mSceneDataFB = CreateFrameBuffer("SSAOSceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneData, mSceneDepthStencil, samples > 1);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -299,13 +338,13 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
|
|||
if (width <= 0 || height <= 0)
|
||||
return;
|
||||
|
||||
int bloomWidth = MAX(width / 2, 1);
|
||||
int bloomHeight = MAX(height / 2, 1);
|
||||
int bloomWidth = (width + 1) / 2;
|
||||
int bloomHeight = (height + 1) / 2;
|
||||
for (int i = 0; i < NumBloomLevels; i++)
|
||||
{
|
||||
auto &level = BloomLevels[i];
|
||||
level.Width = MAX(bloomWidth / 2, 1);
|
||||
level.Height = MAX(bloomHeight / 2, 1);
|
||||
level.Width = (bloomWidth + 1) / 2;
|
||||
level.Height = (bloomHeight + 1) / 2;
|
||||
|
||||
level.VTexture = Create2DTexture("Bloom.VTexture", GL_RGBA16F, level.Width, level.Height);
|
||||
level.HTexture = Create2DTexture("Bloom.HTexture", GL_RGBA16F, level.Width, level.Height);
|
||||
|
@ -330,20 +369,27 @@ void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
|
|||
if (width <= 0 || height <= 0)
|
||||
return;
|
||||
|
||||
AmbientWidth = width / 2;
|
||||
AmbientHeight = height / 2;
|
||||
AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG32F, AmbientWidth, AmbientHeight);
|
||||
AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG32F, AmbientWidth, AmbientHeight);
|
||||
AmbientWidth = (width + 1) / 2;
|
||||
AmbientHeight = (height + 1) / 2;
|
||||
LinearDepthTexture = Create2DTexture("LinearDepthTexture", GL_R32F, AmbientWidth, AmbientHeight);
|
||||
AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG16F, AmbientWidth, AmbientHeight);
|
||||
AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG16F, AmbientWidth, AmbientHeight);
|
||||
LinearDepthFB = CreateFrameBuffer("LinearDepthFB", LinearDepthTexture);
|
||||
AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
|
||||
AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
|
||||
|
||||
int16_t randomValues[16 * 4];
|
||||
// Must match quality enum in FSSAOShader::GetDefines
|
||||
double numDirections[NumAmbientRandomTextures] = { 2.0, 4.0, 8.0 };
|
||||
|
||||
std::mt19937 generator(1337);
|
||||
std::uniform_real_distribution<double> distribution(-1.0, 1.0);
|
||||
std::uniform_real_distribution<double> distribution(0.0, 1.0);
|
||||
for (int quality = 0; quality < NumAmbientRandomTextures; quality++)
|
||||
{
|
||||
int16_t randomValues[16 * 4];
|
||||
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
double num_directions = 8.0; // Must be same as the define in ssao.fp
|
||||
double angle = 2.0 * M_PI * distribution(generator) / num_directions;
|
||||
double angle = 2.0 * M_PI * distribution(generator) / numDirections[quality];
|
||||
double x = cos(angle);
|
||||
double y = sin(angle);
|
||||
double z = distribution(generator);
|
||||
|
@ -355,7 +401,8 @@ void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
|
|||
randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0);
|
||||
}
|
||||
|
||||
AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
|
||||
AmbientRandomTexture[quality] = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -442,12 +489,15 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
|
|||
case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
|
||||
case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
|
||||
case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
|
||||
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
|
||||
case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
|
||||
case GL_R16F: dataformat = GL_RED; datatype = GL_FLOAT; break;
|
||||
case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
|
||||
case GL_RG16F: dataformat = GL_RG; datatype = GL_FLOAT; break;
|
||||
case GL_RGB10_A2: dataformat = GL_RGBA; datatype = GL_UNSIGNED_INT_10_10_10_2; break;
|
||||
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
|
||||
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
|
||||
case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
|
||||
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
|
||||
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
|
||||
}
|
||||
|
||||
|
@ -486,7 +536,7 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format,
|
|||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height)
|
||||
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples)
|
||||
{
|
||||
if (samples <= 1)
|
||||
return CreateRenderBuffer(name, format, width, height);
|
||||
|
@ -517,7 +567,23 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
|
|||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint depthstencil, bool multisample)
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenFramebuffers(1, &handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
|
||||
if (colorIsARenderBuffer)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
|
||||
else
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
|
||||
if (CheckFrameBufferCompleteness())
|
||||
ClearFrameBuffer(true, true);
|
||||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenFramebuffers(1, &handle);
|
||||
|
@ -528,6 +594,8 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
|
|||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0, 0);
|
||||
if (colorbuffer1 != 0)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1, 0);
|
||||
if (colorbuffer2 != 0)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil, 0);
|
||||
}
|
||||
else
|
||||
|
@ -535,6 +603,8 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
|
|||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0, 0);
|
||||
if (colorbuffer1 != 0)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1, 0);
|
||||
if (colorbuffer2 != 0)
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
|
||||
}
|
||||
if (CheckFrameBufferCompleteness())
|
||||
|
@ -699,17 +769,32 @@ void FGLRenderBuffers::BindSceneColorTexture(int index)
|
|||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds the scene data texture to the specified texture unit
|
||||
// Binds the scene fog data texture to the specified texture unit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindSceneDataTexture(int index)
|
||||
void FGLRenderBuffers::BindSceneFogTexture(int index)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
if (mSamples > 1)
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneData);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFog);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, mSceneData);
|
||||
glBindTexture(GL_TEXTURE_2D, mSceneFog);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds the scene normal data texture to the specified texture unit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindSceneNormalTexture(int index)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
if (mSamples > 1)
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormal);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, mSceneNormal);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -34,7 +34,8 @@ public:
|
|||
|
||||
void BindSceneFB(bool sceneData);
|
||||
void BindSceneColorTexture(int index);
|
||||
void BindSceneDataTexture(int index);
|
||||
void BindSceneFogTexture(int index);
|
||||
void BindSceneNormalTexture(int index);
|
||||
void BindSceneDepthTexture(int index);
|
||||
void BlitSceneToTexture();
|
||||
|
||||
|
@ -58,13 +59,16 @@ public:
|
|||
bool FirstExposureFrame = true;
|
||||
|
||||
// Ambient occlusion buffers
|
||||
GLuint LinearDepthTexture = 0;
|
||||
GLuint LinearDepthFB = 0;
|
||||
GLuint AmbientTexture0 = 0;
|
||||
GLuint AmbientTexture1 = 0;
|
||||
GLuint AmbientFB0 = 0;
|
||||
GLuint AmbientFB1 = 0;
|
||||
int AmbientWidth = 0;
|
||||
int AmbientHeight = 0;
|
||||
GLuint AmbientRandomTexture = 0;
|
||||
enum { NumAmbientRandomTextures = 3 };
|
||||
GLuint AmbientRandomTexture[NumAmbientRandomTextures];
|
||||
|
||||
static bool IsEnabled();
|
||||
|
||||
|
@ -81,7 +85,7 @@ private:
|
|||
void ClearBloom();
|
||||
void ClearExposureLevels();
|
||||
void ClearAmbientOcclusion();
|
||||
void CreateScene(int width, int height, int samples);
|
||||
void CreateScene(int width, int height, int samples, bool needsSceneTextures);
|
||||
void CreatePipeline(int width, int height);
|
||||
void CreateBloom(int width, int height);
|
||||
void CreateExposureLevels(int width, int height);
|
||||
|
@ -90,9 +94,10 @@ private:
|
|||
GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
|
||||
GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
|
||||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
|
||||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height);
|
||||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint depthstencil, bool multisample);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample);
|
||||
bool CheckFrameBufferCompleteness();
|
||||
void ClearFrameBuffer(bool stencil, bool depth);
|
||||
void DeleteTexture(GLuint &handle);
|
||||
|
@ -112,9 +117,11 @@ private:
|
|||
// Buffers for the scene
|
||||
GLuint mSceneMultisample = 0;
|
||||
GLuint mSceneDepthStencil = 0;
|
||||
GLuint mSceneData = 0;
|
||||
GLuint mSceneFog = 0;
|
||||
GLuint mSceneNormal = 0;
|
||||
GLuint mSceneFB = 0;
|
||||
GLuint mSceneDataFB = 0;
|
||||
bool mSceneUsesTextures = false;
|
||||
|
||||
// Effect/HUD buffers
|
||||
GLuint mPipelineTexture[NumPipelineTextures];
|
||||
|
|
|
@ -160,8 +160,8 @@ void FGLRenderer::Set3DViewport(bool mainview)
|
|||
{
|
||||
bool useSSAO = (gl_ssao != 0);
|
||||
mBuffers->BindSceneFB(useSSAO);
|
||||
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
||||
glDrawBuffers(useSSAO ? 2 : 1, buffers);
|
||||
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(useSSAO ? 3 : 1, buffers);
|
||||
gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
|
||||
gl_RenderState.Apply();
|
||||
}
|
||||
|
@ -507,8 +507,8 @@ void FGLRenderer::DrawScene(int drawmode)
|
|||
// If SSAO is active, switch to gbuffer shaders and use the framebuffer with gbuffers
|
||||
if (applySSAO)
|
||||
{
|
||||
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
||||
glDrawBuffers(2, buffers);
|
||||
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, buffers);
|
||||
gl_RenderState.SetPassType(GBUFFER_PASS);
|
||||
gl_RenderState.Apply();
|
||||
gl_RenderState.ApplyMatrices();
|
||||
|
|
|
@ -31,55 +31,70 @@
|
|||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_ambientshader.h"
|
||||
|
||||
void FLinearDepthShader::Bind(bool multisample)
|
||||
void FLinearDepthShader::Bind()
|
||||
{
|
||||
auto &shader = mShader[multisample];
|
||||
if (!shader)
|
||||
bool multisample = (gl_multisample > 1);
|
||||
if (mMultisample != multisample)
|
||||
mShader.reset();
|
||||
|
||||
if (!mShader)
|
||||
{
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/lineardepth");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture[multisample].Init(shader, "DepthTexture");
|
||||
ColorTexture[multisample].Init(shader, "ColorTexture");
|
||||
SampleCount[multisample].Init(shader, "SampleCount");
|
||||
LinearizeDepthA[multisample].Init(shader, "LinearizeDepthA");
|
||||
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
|
||||
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
|
||||
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
|
||||
Scale[multisample].Init(shader, "Scale");
|
||||
Offset[multisample].Init(shader, "Offset");
|
||||
mShader = std::make_unique<FShaderProgram>();
|
||||
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
|
||||
mShader->SetFragDataLocation(0, "FragColor");
|
||||
mShader->Link("shaders/glsl/lineardepth");
|
||||
mShader->SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture.Init(*mShader, "DepthTexture");
|
||||
ColorTexture.Init(*mShader, "ColorTexture");
|
||||
SampleIndex.Init(*mShader, "SampleIndex");
|
||||
LinearizeDepthA.Init(*mShader, "LinearizeDepthA");
|
||||
LinearizeDepthB.Init(*mShader, "LinearizeDepthB");
|
||||
InverseDepthRangeA.Init(*mShader, "InverseDepthRangeA");
|
||||
InverseDepthRangeB.Init(*mShader, "InverseDepthRangeB");
|
||||
Scale.Init(*mShader, "Scale");
|
||||
Offset.Init(*mShader, "Offset");
|
||||
mMultisample = multisample;
|
||||
}
|
||||
shader.Bind();
|
||||
mShader->Bind();
|
||||
}
|
||||
|
||||
void FSSAOShader::Bind()
|
||||
{
|
||||
auto &shader = mShader[gl_ssao];
|
||||
if (!shader)
|
||||
bool multisample = (gl_multisample > 1);
|
||||
if (mCurrentQuality != gl_ssao || mMultisample != multisample)
|
||||
mShader.reset();
|
||||
|
||||
if (!mShader)
|
||||
{
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao), 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/ssao");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture.Init(shader, "DepthTexture");
|
||||
RandomTexture.Init(shader, "RandomTexture");
|
||||
UVToViewA.Init(shader, "UVToViewA");
|
||||
UVToViewB.Init(shader, "UVToViewB");
|
||||
InvFullResolution.Init(shader, "InvFullResolution");
|
||||
NDotVBias.Init(shader, "NDotVBias");
|
||||
NegInvR2.Init(shader, "NegInvR2");
|
||||
RadiusToScreen.Init(shader, "RadiusToScreen");
|
||||
AOMultiplier.Init(shader, "AOMultiplier");
|
||||
AOStrength.Init(shader, "AOStrength");
|
||||
mShader = std::make_unique<FShaderProgram>();
|
||||
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao, multisample), 330);
|
||||
mShader->SetFragDataLocation(0, "FragColor");
|
||||
mShader->Link("shaders/glsl/ssao");
|
||||
mShader->SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture.Init(*mShader, "DepthTexture");
|
||||
NormalTexture.Init(*mShader, "NormalTexture");
|
||||
RandomTexture.Init(*mShader, "RandomTexture");
|
||||
UVToViewA.Init(*mShader, "UVToViewA");
|
||||
UVToViewB.Init(*mShader, "UVToViewB");
|
||||
InvFullResolution.Init(*mShader, "InvFullResolution");
|
||||
NDotVBias.Init(*mShader, "NDotVBias");
|
||||
NegInvR2.Init(*mShader, "NegInvR2");
|
||||
RadiusToScreen.Init(*mShader, "RadiusToScreen");
|
||||
AOMultiplier.Init(*mShader, "AOMultiplier");
|
||||
AOStrength.Init(*mShader, "AOStrength");
|
||||
Scale.Init(*mShader, "Scale");
|
||||
Offset.Init(*mShader, "Offset");
|
||||
SampleIndex.Init(*mShader, "SampleIndex");
|
||||
mMultisample = multisample;
|
||||
}
|
||||
shader.Bind();
|
||||
mShader->Bind();
|
||||
}
|
||||
|
||||
FString FSSAOShader::GetDefines(int mode)
|
||||
FString FSSAOShader::GetDefines(int mode, bool multisample)
|
||||
{
|
||||
// Must match quality values in FGLRenderBuffers::CreateAmbientOcclusion
|
||||
int numDirections, numSteps;
|
||||
switch (gl_ssao)
|
||||
{
|
||||
|
@ -96,6 +111,9 @@ FString FSSAOShader::GetDefines(int mode)
|
|||
#define NUM_DIRECTIONS %d.0
|
||||
#define NUM_STEPS %d.0
|
||||
)", numDirections, numSteps);
|
||||
|
||||
if (multisample)
|
||||
defines += "\n#define MULTISAMPLE\n";
|
||||
return defines;
|
||||
}
|
||||
|
||||
|
@ -117,21 +135,26 @@ void FDepthBlurShader::Bind(bool vertical)
|
|||
shader.Bind();
|
||||
}
|
||||
|
||||
void FSSAOCombineShader::Bind(bool multisample)
|
||||
void FSSAOCombineShader::Bind()
|
||||
{
|
||||
auto &shader = mShader[multisample];
|
||||
if (!shader)
|
||||
bool multisample = (gl_multisample > 1);
|
||||
if (mMultisample != multisample)
|
||||
mShader.reset();
|
||||
|
||||
if (!mShader)
|
||||
{
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/ssaocombine");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
AODepthTexture[multisample].Init(shader, "AODepthTexture");
|
||||
SceneDataTexture[multisample].Init(shader, "SceneDataTexture");
|
||||
SampleCount[multisample].Init(shader, "SampleCount");
|
||||
Scale[multisample].Init(shader, "Scale");
|
||||
Offset[multisample].Init(shader, "Offset");
|
||||
mShader = std::make_unique<FShaderProgram>();
|
||||
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
|
||||
mShader->SetFragDataLocation(0, "FragColor");
|
||||
mShader->Link("shaders/glsl/ssaocombine");
|
||||
mShader->SetAttribLocation(0, "PositionInProjection");
|
||||
AODepthTexture.Init(*mShader, "AODepthTexture");
|
||||
SceneFogTexture.Init(*mShader, "SceneFogTexture");
|
||||
SampleCount.Init(*mShader, "SampleCount");
|
||||
Scale.Init(*mShader, "Scale");
|
||||
Offset.Init(*mShader, "Offset");
|
||||
mMultisample = multisample;
|
||||
}
|
||||
shader.Bind();
|
||||
mShader->Bind();
|
||||
}
|
||||
|
|
|
@ -6,20 +6,21 @@
|
|||
class FLinearDepthShader
|
||||
{
|
||||
public:
|
||||
void Bind(bool multisample);
|
||||
void Bind();
|
||||
|
||||
FBufferedUniformSampler DepthTexture[2];
|
||||
FBufferedUniformSampler ColorTexture[2];
|
||||
FBufferedUniform1i SampleCount[2];
|
||||
FBufferedUniform1f LinearizeDepthA[2];
|
||||
FBufferedUniform1f LinearizeDepthB[2];
|
||||
FBufferedUniform1f InverseDepthRangeA[2];
|
||||
FBufferedUniform1f InverseDepthRangeB[2];
|
||||
FBufferedUniform2f Scale[2];
|
||||
FBufferedUniform2f Offset[2];
|
||||
FBufferedUniformSampler DepthTexture;
|
||||
FBufferedUniformSampler ColorTexture;
|
||||
FBufferedUniform1i SampleIndex;
|
||||
FBufferedUniform1f LinearizeDepthA;
|
||||
FBufferedUniform1f LinearizeDepthB;
|
||||
FBufferedUniform1f InverseDepthRangeA;
|
||||
FBufferedUniform1f InverseDepthRangeB;
|
||||
FBufferedUniform2f Scale;
|
||||
FBufferedUniform2f Offset;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader[2];
|
||||
std::unique_ptr<FShaderProgram> mShader;
|
||||
bool mMultisample = false;
|
||||
};
|
||||
|
||||
class FSSAOShader
|
||||
|
@ -28,6 +29,7 @@ public:
|
|||
void Bind();
|
||||
|
||||
FBufferedUniformSampler DepthTexture;
|
||||
FBufferedUniformSampler NormalTexture;
|
||||
FBufferedUniformSampler RandomTexture;
|
||||
FBufferedUniform2f UVToViewA;
|
||||
FBufferedUniform2f UVToViewB;
|
||||
|
@ -37,6 +39,9 @@ public:
|
|||
FBufferedUniform1f RadiusToScreen;
|
||||
FBufferedUniform1f AOMultiplier;
|
||||
FBufferedUniform1f AOStrength;
|
||||
FBufferedUniform2f Scale;
|
||||
FBufferedUniform2f Offset;
|
||||
FBufferedUniform1i SampleIndex;
|
||||
|
||||
private:
|
||||
enum Quality
|
||||
|
@ -48,9 +53,11 @@ private:
|
|||
NumQualityModes
|
||||
};
|
||||
|
||||
FString GetDefines(int mode);
|
||||
FString GetDefines(int mode, bool multisample);
|
||||
|
||||
FShaderProgram mShader[NumQualityModes];
|
||||
std::unique_ptr<FShaderProgram> mShader;
|
||||
Quality mCurrentQuality = Off;
|
||||
bool mMultisample = false;
|
||||
};
|
||||
|
||||
class FDepthBlurShader
|
||||
|
@ -70,16 +77,17 @@ private:
|
|||
class FSSAOCombineShader
|
||||
{
|
||||
public:
|
||||
void Bind(bool multisample);
|
||||
void Bind();
|
||||
|
||||
FBufferedUniformSampler AODepthTexture[2];
|
||||
FBufferedUniformSampler SceneDataTexture[2];
|
||||
FBufferedUniform1i SampleCount[2];
|
||||
FBufferedUniform2f Scale[2];
|
||||
FBufferedUniform2f Offset[2];
|
||||
FBufferedUniformSampler AODepthTexture;
|
||||
FBufferedUniformSampler SceneFogTexture;
|
||||
FBufferedUniform1i SampleCount;
|
||||
FBufferedUniform2f Scale;
|
||||
FBufferedUniform2f Offset;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader[2];
|
||||
std::unique_ptr<FShaderProgram> mShader;
|
||||
bool mMultisample = false;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -182,7 +182,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
glBindAttribLocation(hShader, VATTR_NORMAL, "aNormal");
|
||||
|
||||
glBindFragDataLocation(hShader, 0, "FragColor");
|
||||
glBindFragDataLocation(hShader, 1, "FragData");
|
||||
glBindFragDataLocation(hShader, 1, "FragFog");
|
||||
glBindFragDataLocation(hShader, 2, "FragNormal");
|
||||
|
||||
glLinkProgram(hShader);
|
||||
|
||||
|
|
|
@ -53,7 +53,7 @@ EXTERN_CVAR(Float, gl_lens_chromatic)
|
|||
EXTERN_CVAR(Int, gl_ssao)
|
||||
EXTERN_CVAR(Int, gl_ssao_portals)
|
||||
EXTERN_CVAR(Float, gl_ssao_strength)
|
||||
EXTERN_CVAR(Bool, gl_ssao_debug)
|
||||
EXTERN_CVAR(Int, gl_ssao_debug)
|
||||
EXTERN_CVAR(Float, gl_ssao_bias)
|
||||
EXTERN_CVAR(Float, gl_ssao_radius)
|
||||
EXTERN_CVAR(Float, gl_ssao_blur_amount)
|
||||
|
|
|
@ -7,7 +7,7 @@ uniform float BlurSharpness;
|
|||
uniform vec2 InvFullResolution;
|
||||
uniform float PowExponent;
|
||||
|
||||
#define KERNEL_RADIUS 7.0
|
||||
#define KERNEL_RADIUS 3.0
|
||||
|
||||
float CrossBilateralWeight(float r, float sampleDepth, float centerDepth)
|
||||
{
|
||||
|
|
|
@ -5,7 +5,7 @@ out vec4 FragColor;
|
|||
#if defined(MULTISAMPLE)
|
||||
uniform sampler2DMS DepthTexture;
|
||||
uniform sampler2DMS ColorTexture;
|
||||
uniform int SampleCount;
|
||||
uniform int SampleIndex;
|
||||
#else
|
||||
uniform sampler2D DepthTexture;
|
||||
uniform sampler2D ColorTexture;
|
||||
|
@ -18,6 +18,12 @@ uniform float InverseDepthRangeB;
|
|||
uniform vec2 Scale;
|
||||
uniform vec2 Offset;
|
||||
|
||||
float normalizeDepth(float depth)
|
||||
{
|
||||
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
||||
return 1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = Offset + TexCoord * Scale;
|
||||
|
@ -28,19 +34,13 @@ void main()
|
|||
ivec2 texSize = textureSize(DepthTexture, 0);
|
||||
#endif
|
||||
|
||||
// Use floor here because as we downscale the sampling error has to remain uniform to prevent
|
||||
// noise in the depth values.
|
||||
ivec2 ipos = ivec2(max(floor(uv * vec2(texSize) - 0.75), vec2(0.0)));
|
||||
ivec2 ipos = ivec2(max(uv * vec2(texSize), vec2(0.0)));
|
||||
|
||||
#if defined(MULTISAMPLE)
|
||||
float depth = 0.0;
|
||||
for (int i = 0; i < SampleCount; i++)
|
||||
depth += texelFetch(ColorTexture, ipos, i).a != 0.0 ? texelFetch(DepthTexture, ipos, i).x : 1.0;
|
||||
depth /= float(SampleCount);
|
||||
float depth = normalizeDepth(texelFetch(ColorTexture, ipos, SampleIndex).a != 0.0 ? texelFetch(DepthTexture, ipos, SampleIndex).x : 1.0);
|
||||
#else
|
||||
float depth = texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0;
|
||||
float depth = normalizeDepth(texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0);
|
||||
#endif
|
||||
|
||||
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
||||
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
|
||||
FragColor = vec4(depth, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
|
|
@ -8,7 +8,8 @@ in vec4 vColor;
|
|||
|
||||
out vec4 FragColor;
|
||||
#ifdef GBUFFER_PASS
|
||||
out vec4 FragData;
|
||||
out vec4 FragFog;
|
||||
out vec4 FragNormal;
|
||||
#endif
|
||||
|
||||
#ifdef SHADER_STORAGE_LIGHTS
|
||||
|
@ -408,7 +409,8 @@ void main()
|
|||
}
|
||||
FragColor = frag;
|
||||
#ifdef GBUFFER_PASS
|
||||
FragData = vec4(AmbientOcclusionColor(), 1.0);
|
||||
FragFog = vec4(AmbientOcclusionColor(), 1.0);
|
||||
FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -13,8 +13,18 @@ uniform float AOMultiplier;
|
|||
|
||||
uniform float AOStrength;
|
||||
|
||||
uniform vec2 Scale;
|
||||
uniform vec2 Offset;
|
||||
|
||||
uniform sampler2D DepthTexture;
|
||||
|
||||
#if defined(MULTISAMPLE)
|
||||
uniform sampler2DMS NormalTexture;
|
||||
uniform int SampleIndex;
|
||||
#else
|
||||
uniform sampler2D NormalTexture;
|
||||
#endif
|
||||
|
||||
#if defined(USE_RANDOM_TEXTURE)
|
||||
uniform sampler2D RandomTexture;
|
||||
#endif
|
||||
|
@ -28,21 +38,36 @@ vec3 FetchViewPos(vec2 uv)
|
|||
return vec3((UVToViewA * uv + UVToViewB) * z, z);
|
||||
}
|
||||
|
||||
vec3 MinDiff(vec3 p, vec3 pr, vec3 pl)
|
||||
#if defined(MULTISAMPLE)
|
||||
vec3 SampleNormal(vec2 uv)
|
||||
{
|
||||
vec3 v1 = pr - p;
|
||||
vec3 v2 = p - pl;
|
||||
return (dot(v1, v1) < dot(v2, v2)) ? v1 : v2;
|
||||
ivec2 texSize = textureSize(NormalTexture);
|
||||
ivec2 ipos = ivec2(uv * vec2(texSize));
|
||||
return texelFetch(NormalTexture, ipos, SampleIndex).xyz * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
// Reconstruct eye space normal from nearest neighbors
|
||||
vec3 ReconstructNormal(vec3 p)
|
||||
#else
|
||||
vec3 SampleNormal(vec2 uv)
|
||||
{
|
||||
vec3 pr = FetchViewPos(TexCoord + vec2(InvFullResolution.x, 0));
|
||||
vec3 pl = FetchViewPos(TexCoord + vec2(-InvFullResolution.x, 0));
|
||||
vec3 pt = FetchViewPos(TexCoord + vec2(0, InvFullResolution.y));
|
||||
vec3 pb = FetchViewPos(TexCoord + vec2(0, -InvFullResolution.y));
|
||||
return normalize(cross(MinDiff(p, pr, pl), MinDiff(p, pt, pb)));
|
||||
ivec2 texSize = textureSize(NormalTexture, 0);
|
||||
ivec2 ipos = ivec2(uv * vec2(texSize));
|
||||
return texelFetch(NormalTexture, ipos, 0).xyz * 2.0 - 1.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Look up the eye space normal for the specified texture coordinate
|
||||
vec3 FetchNormal(vec2 uv)
|
||||
{
|
||||
vec3 normal = SampleNormal(Offset + uv * Scale);
|
||||
if (length(normal) > 0.1)
|
||||
{
|
||||
normal = normalize(normal);
|
||||
normal.z = -normal.z;
|
||||
return normal;
|
||||
}
|
||||
else
|
||||
{
|
||||
return vec3(0.0);
|
||||
}
|
||||
}
|
||||
|
||||
// Compute normalized 2D direction
|
||||
|
@ -106,7 +131,8 @@ float ComputeAO(vec3 viewPosition, vec3 viewNormal)
|
|||
void main()
|
||||
{
|
||||
vec3 viewPosition = FetchViewPos(TexCoord);
|
||||
vec3 viewNormal = ReconstructNormal(viewPosition);
|
||||
float occlusion = ComputeAO(viewPosition, viewNormal) * AOStrength + (1.0 - AOStrength);
|
||||
vec3 viewNormal = FetchNormal(TexCoord);
|
||||
float occlusion = viewNormal != vec3(0.0) ? ComputeAO(viewPosition, viewNormal) * AOStrength + (1.0 - AOStrength) : 1.0;
|
||||
|
||||
FragColor = vec4(occlusion, viewPosition.z, 0.0, 1.0);
|
||||
}
|
||||
|
|
|
@ -5,10 +5,10 @@ out vec4 FragColor;
|
|||
uniform sampler2D AODepthTexture;
|
||||
|
||||
#if defined(MULTISAMPLE)
|
||||
uniform sampler2DMS SceneDataTexture;
|
||||
uniform sampler2DMS SceneFogTexture;
|
||||
uniform int SampleCount;
|
||||
#else
|
||||
uniform sampler2D SceneDataTexture;
|
||||
uniform sampler2D SceneFogTexture;
|
||||
#endif
|
||||
|
||||
uniform vec2 Scale;
|
||||
|
@ -17,20 +17,21 @@ uniform vec2 Offset;
|
|||
void main()
|
||||
{
|
||||
vec2 uv = Offset + TexCoord * Scale;
|
||||
|
||||
#if defined(MULTISAMPLE)
|
||||
ivec2 texSize = textureSize(SceneDataTexture);
|
||||
ivec2 texSize = textureSize(SceneFogTexture);
|
||||
#else
|
||||
ivec2 texSize = textureSize(SceneDataTexture, 0);
|
||||
ivec2 texSize = textureSize(SceneFogTexture, 0);
|
||||
#endif
|
||||
ivec2 ipos = ivec2(max(floor(uv * vec2(texSize) - 0.75), vec2(0.0)));
|
||||
ivec2 ipos = ivec2(uv * vec2(texSize));
|
||||
|
||||
#if defined(MULTISAMPLE)
|
||||
vec3 fogColor = vec3(0.0);
|
||||
for (int i = 0; i < SampleCount; i++)
|
||||
fogColor += texelFetch(SceneDataTexture, ipos, i).rgb;
|
||||
fogColor += texelFetch(SceneFogTexture, ipos, i).rgb;
|
||||
fogColor /= float(SampleCount);
|
||||
#else
|
||||
vec3 fogColor = texelFetch(SceneDataTexture, ipos, 0).rgb;
|
||||
vec3 fogColor = texelFetch(SceneFogTexture, ipos, 0).rgb;
|
||||
#endif
|
||||
|
||||
float attenutation = texture(AODepthTexture, TexCoord).x;
|
||||
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Reference in a new issue