From 9bfce5b6eafa5ddadc027d6567f43fb1dcf9ef2c Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Sat, 30 Jul 2016 00:02:26 +0200 Subject: [PATCH] Moved post processing effects to its own file --- src/CMakeLists.txt | 1 + src/gl/renderer/gl_postprocess.cpp | 346 +++++++++++++++++++++++++++++ src/gl/scene/gl_scene.cpp | 273 ----------------------- 3 files changed, 347 insertions(+), 273 deletions(-) create mode 100644 src/gl/renderer/gl_postprocess.cpp diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 6009a2c37..d3d339e0f 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -1062,6 +1062,7 @@ set( FASTMATH_SOURCES gl/renderer/gl_renderstate.cpp gl/renderer/gl_renderbuffers.cpp gl/renderer/gl_lightdata.cpp + gl/renderer/gl_postprocess.cpp gl/hqnx/init.cpp gl/hqnx/hq2x.cpp gl/hqnx/hq3x.cpp diff --git a/src/gl/renderer/gl_postprocess.cpp b/src/gl/renderer/gl_postprocess.cpp new file mode 100644 index 000000000..c68cd6531 --- /dev/null +++ b/src/gl/renderer/gl_postprocess.cpp @@ -0,0 +1,346 @@ +/* +** gl_postprocess.cpp +** Post processing effects in the render pipeline +** +**--------------------------------------------------------------------------- +** 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 "gi.h" +#include "m_png.h" +#include "m_random.h" +#include "st_stuff.h" +#include "dobject.h" +#include "doomstat.h" +#include "g_level.h" +#include "r_data/r_interpolate.h" +#include "r_utility.h" +#include "d_player.h" +#include "p_effect.h" +#include "sbar.h" +#include "po_man.h" +#include "r_utility.h" +#include "a_hexenglobal.h" +#include "p_local.h" +#include "gl/gl_functions.h" +#include "gl/system/gl_interface.h" +#include "gl/system/gl_framebuffer.h" +#include "gl/system/gl_cvars.h" +#include "gl/renderer/gl_lightdata.h" +#include "gl/renderer/gl_renderstate.h" +#include "gl/renderer/gl_renderbuffers.h" +#include "gl/renderer/gl_renderer.h" +#include "gl/data/gl_data.h" +#include "gl/data/gl_vertexbuffer.h" +#include "gl/shaders/gl_bloomshader.h" +#include "gl/shaders/gl_blurshader.h" +#include "gl/shaders/gl_tonemapshader.h" +#include "gl/shaders/gl_presentshader.h" + +//========================================================================== +// +// CVARs +// +//========================================================================== +CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); +CVAR(Float, gl_bloom_amount, 1.4f, 0) +CVAR(Float, gl_exposure, 0.0f, 0) + +CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) +{ + if (self < 0 || self > 4) + self = 0; +} + +CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0) +{ + if (self < 3 || self > 15 || self % 2 == 0) + self = 7; +} + +EXTERN_CVAR(Float, vid_brightness) +EXTERN_CVAR(Float, vid_contrast) + +//----------------------------------------------------------------------------- +// +// Adds bloom contribution to scene texture +// +//----------------------------------------------------------------------------- + +void FGLRenderer::BloomScene() +{ + // Only bloom things if enabled and no special fixed light mode is active + if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT) + return; + + const float blurAmount = gl_bloom_amount; + int sampleCount = gl_bloom_kernel_size; + + // TBD: Maybe need a better way to share state with other parts of the pipeline + GLboolean blendEnabled, scissorEnabled; + GLint currentProgram, blendEquationRgb, blendEquationAlpha, blendSrcRgb, blendSrcAlpha, blendDestRgb, blendDestAlpha; + glGetBooleanv(GL_BLEND, &blendEnabled); + glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled); + glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram); + glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb); + glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha); + glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb); + glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha); + glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb); + glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha); + + glDisable(GL_BLEND); + glDisable(GL_SCISSOR_TEST); + + const auto &level0 = mBuffers->BloomLevels[0]; + + // Extract blooming pixels from scene texture: + glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer); + glViewport(0, 0, level0.Width, level0.Height); + mBuffers->BindSceneTexture(0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + mBloomExtractShader->Bind(); + mBloomExtractShader->SceneTexture.Set(0); + mBloomExtractShader->Exposure.Set(mCameraExposure); + { + FFlatVertex *ptr = mVBO->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++; + mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); + } + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + // Blur and downscale: + for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++) + { + const auto &level = mBuffers->BloomLevels[i]; + const auto &next = mBuffers->BloomLevels[i + 1]; + mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height); + mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height); + } + + // Blur and upscale: + for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--) + { + const auto &level = mBuffers->BloomLevels[i]; + const auto &next = mBuffers->BloomLevels[i - 1]; + + mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height); + mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height); + + // Linear upscale: + glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer); + glViewport(0, 0, next.Width, next.Height); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, level.VTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + mBloomCombineShader->Bind(); + mBloomCombineShader->BloomTexture.Set(0); + { + FFlatVertex *ptr = mVBO->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++; + mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); + } + } + + mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height); + mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height); + + // Add bloom back to scene texture: + mBuffers->BindSceneFB(); + glViewport(0, 0, mOutputViewport.width, mOutputViewport.height); + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_ONE, GL_ONE); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, level0.VTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + mBloomCombineShader->Bind(); + mBloomCombineShader->BloomTexture.Set(0); + { + FFlatVertex *ptr = mVBO->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++; + mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); + } + + if (blendEnabled) + glEnable(GL_BLEND); + if (scissorEnabled) + glEnable(GL_SCISSOR_TEST); + glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha); + glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha); + glUseProgram(currentProgram); +} + +//----------------------------------------------------------------------------- +// +// Tonemap scene texture and place the result in the HUD/2D texture +// +//----------------------------------------------------------------------------- + +void FGLRenderer::TonemapScene() +{ + if (gl_tonemap == 0) + return; + + GLboolean blendEnabled, scissorEnabled; + glGetBooleanv(GL_BLEND, &blendEnabled); + glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled); + + glDisable(GL_BLEND); + glDisable(GL_SCISSOR_TEST); + + mBuffers->BindHudFB(); + mBuffers->BindSceneTexture(0); + mTonemapShader->Bind(); + mTonemapShader->SceneTexture.Set(0); + mTonemapShader->Exposure.Set(mCameraExposure); + + FFlatVertex *ptr = mVBO->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++; + mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); + + if (blendEnabled) + glEnable(GL_BLEND); + if (scissorEnabled) + glEnable(GL_SCISSOR_TEST); +} + +//----------------------------------------------------------------------------- +// +// Gamma correct while copying to frame buffer +// +//----------------------------------------------------------------------------- + +void FGLRenderer::Flush() +{ + if (FGLRenderBuffers::IsEnabled()) + { + glDisable(GL_MULTISAMPLE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + + mBuffers->BindOutputFB(); + + // Calculate letterbox + int clientWidth = framebuffer->GetClientWidth(); + int clientHeight = framebuffer->GetClientHeight(); + float scaleX = clientWidth / (float)mOutputViewport.width; + float scaleY = clientHeight / (float)mOutputViewport.height; + float scale = MIN(scaleX, scaleY); + int width = (int)round(mOutputViewport.width * scale); + int height = (int)round(mOutputViewport.height * scale); + int x = (clientWidth - width) / 2; + int y = (clientHeight - height) / 2; + + // Black bars around the box: + glViewport(0, 0, clientWidth, clientHeight); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glEnable(GL_SCISSOR_TEST); + if (y > 0) + { + glScissor(0, 0, clientWidth, y); + glClear(GL_COLOR_BUFFER_BIT); + } + if (clientHeight - y - height > 0) + { + glScissor(0, y + height, clientWidth, clientHeight - y - height); + glClear(GL_COLOR_BUFFER_BIT); + } + if (x > 0) + { + glScissor(0, y, x, height); + glClear(GL_COLOR_BUFFER_BIT); + } + if (clientWidth - x - width > 0) + { + glScissor(x + width, y, clientWidth - x - width, height); + glClear(GL_COLOR_BUFFER_BIT); + } + glDisable(GL_SCISSOR_TEST); + + // Present what was rendered: + glViewport(x, y, width, height); + + GLboolean blendEnabled; + GLint currentProgram; + glGetBooleanv(GL_BLEND, &blendEnabled); + glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram); + glDisable(GL_BLEND); + + mPresentShader->Bind(); + mPresentShader->InputTexture.Set(0); + if (framebuffer->IsHWGammaActive()) + { + mPresentShader->Gamma.Set(1.0f); + mPresentShader->Contrast.Set(1.0f); + mPresentShader->Brightness.Set(0.0f); + } + else + { + mPresentShader->Gamma.Set(clamp(Gamma, 0.1f, 4.f)); + mPresentShader->Contrast.Set(clamp(vid_contrast, 0.1f, 3.f)); + mPresentShader->Brightness.Set(clamp(vid_brightness, -0.8f, 0.8f)); + } + mBuffers->BindHudTexture(0); + + FFlatVertex *ptr = GLRenderer->mVBO->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++; + GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); + + if (blendEnabled) + glEnable(GL_BLEND); + glUseProgram(currentProgram); + } +} diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index c23992f1b..aea69d941 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -72,10 +72,6 @@ #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/shaders/gl_shader.h" -#include "gl/shaders/gl_bloomshader.h" -#include "gl/shaders/gl_blurshader.h" -#include "gl/shaders/gl_tonemapshader.h" -#include "gl/shaders/gl_presentshader.h" #include "gl/stereo3d/gl_stereo3d.h" #include "gl/stereo3d/scoped_view_shifter.h" #include "gl/textures/gl_translate.h" @@ -96,26 +92,8 @@ CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) -CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); -CVAR(Float, gl_bloom_amount, 1.4f, 0) -CVAR(Float, gl_exposure, 0.0f, 0) - -CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) -{ - if (self < 0 || self > 4) - self = 0; -} - -CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0) -{ - if (self < 3 || self > 15 || self % 2 == 0) - self = 7; -} - EXTERN_CVAR (Bool, cl_capfps) EXTERN_CVAR (Bool, r_deathcamera) -EXTERN_CVAR(Float, vid_brightness) -EXTERN_CVAR(Float, vid_contrast) extern int viewpitch; @@ -223,257 +201,6 @@ void FGLRenderer::Set3DViewport(bool toscreen) glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE); } -//----------------------------------------------------------------------------- -// -// Adds bloom contribution to scene texture -// -//----------------------------------------------------------------------------- - -void FGLRenderer::BloomScene() -{ - // Only bloom things if enabled and no special fixed light mode is active - if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT) - return; - - const float blurAmount = gl_bloom_amount; - int sampleCount = gl_bloom_kernel_size; - - // TBD: Maybe need a better way to share state with other parts of the pipeline - GLboolean blendEnabled, scissorEnabled; - GLint currentProgram, blendEquationRgb, blendEquationAlpha, blendSrcRgb, blendSrcAlpha, blendDestRgb, blendDestAlpha; - glGetBooleanv(GL_BLEND, &blendEnabled); - glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled); - glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram); - glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb); - glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha); - glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb); - glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha); - glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb); - glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha); - - glDisable(GL_BLEND); - glDisable(GL_SCISSOR_TEST); - - const auto &level0 = mBuffers->BloomLevels[0]; - - // Extract blooming pixels from scene texture: - glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer); - glViewport(0, 0, level0.Width, level0.Height); - mBuffers->BindSceneTexture(0); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - mBloomExtractShader->Bind(); - mBloomExtractShader->SceneTexture.Set(0); - mBloomExtractShader->Exposure.Set(mCameraExposure); - { - FFlatVertex *ptr = mVBO->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++; - mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); - } - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - - // Blur and downscale: - for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++) - { - const auto &level = mBuffers->BloomLevels[i]; - const auto &next = mBuffers->BloomLevels[i + 1]; - mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height); - mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height); - } - - // Blur and upscale: - for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--) - { - const auto &level = mBuffers->BloomLevels[i]; - const auto &next = mBuffers->BloomLevels[i - 1]; - - mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height); - mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height); - - // Linear upscale: - glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer); - glViewport(0, 0, next.Width, next.Height); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, level.VTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - mBloomCombineShader->Bind(); - mBloomCombineShader->BloomTexture.Set(0); - { - FFlatVertex *ptr = mVBO->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++; - mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); - } - } - - mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height); - mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height); - - // Add bloom back to scene texture: - mBuffers->BindSceneFB(); - glViewport(0, 0, mOutputViewport.width, mOutputViewport.height); - glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_ONE, GL_ONE); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, level0.VTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - mBloomCombineShader->Bind(); - mBloomCombineShader->BloomTexture.Set(0); - { - FFlatVertex *ptr = mVBO->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++; - mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); - } - - if (blendEnabled) - glEnable(GL_BLEND); - if (scissorEnabled) - glEnable(GL_SCISSOR_TEST); - glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha); - glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha); - glUseProgram(currentProgram); -} - -//----------------------------------------------------------------------------- -// -// Tonemap scene texture and place the result in the HUD/2D texture -// -//----------------------------------------------------------------------------- - -void FGLRenderer::TonemapScene() -{ - if (gl_tonemap == 0) - return; - - GLboolean blendEnabled, scissorEnabled; - glGetBooleanv(GL_BLEND, &blendEnabled); - glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled); - - glDisable(GL_BLEND); - glDisable(GL_SCISSOR_TEST); - - mBuffers->BindHudFB(); - mBuffers->BindSceneTexture(0); - mTonemapShader->Bind(); - mTonemapShader->SceneTexture.Set(0); - mTonemapShader->Exposure.Set(mCameraExposure); - - FFlatVertex *ptr = mVBO->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++; - mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); - - if (blendEnabled) - glEnable(GL_BLEND); - if (scissorEnabled) - glEnable(GL_SCISSOR_TEST); -} - -//----------------------------------------------------------------------------- -// -// Gamma correct while copying to frame buffer -// -//----------------------------------------------------------------------------- - -void FGLRenderer::Flush() -{ - if (FGLRenderBuffers::IsEnabled()) - { - glDisable(GL_MULTISAMPLE); - glDisable(GL_DEPTH_TEST); - glDisable(GL_STENCIL_TEST); - - mBuffers->BindOutputFB(); - - // Calculate letterbox - int clientWidth = framebuffer->GetClientWidth(); - int clientHeight = framebuffer->GetClientHeight(); - float scaleX = clientWidth / (float)mOutputViewport.width; - float scaleY = clientHeight / (float)mOutputViewport.height; - float scale = MIN(scaleX, scaleY); - int width = (int)round(mOutputViewport.width * scale); - int height = (int)round(mOutputViewport.height * scale); - int x = (clientWidth - width) / 2; - int y = (clientHeight - height) / 2; - - // Black bars around the box: - glViewport(0, 0, clientWidth, clientHeight); - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); - glEnable(GL_SCISSOR_TEST); - if (y > 0) - { - glScissor(0, 0, clientWidth, y); - glClear(GL_COLOR_BUFFER_BIT); - } - if (clientHeight - y - height > 0) - { - glScissor(0, y + height, clientWidth, clientHeight - y - height); - glClear(GL_COLOR_BUFFER_BIT); - } - if (x > 0) - { - glScissor(0, y, x, height); - glClear(GL_COLOR_BUFFER_BIT); - } - if (clientWidth - x - width > 0) - { - glScissor(x + width, y, clientWidth - x - width, height); - glClear(GL_COLOR_BUFFER_BIT); - } - glDisable(GL_SCISSOR_TEST); - - // Present what was rendered: - glViewport(x, y, width, height); - - GLboolean blendEnabled; - GLint currentProgram; - glGetBooleanv(GL_BLEND, &blendEnabled); - glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram); - glDisable(GL_BLEND); - - mPresentShader->Bind(); - mPresentShader->InputTexture.Set(0); - if (framebuffer->IsHWGammaActive()) - { - mPresentShader->Gamma.Set(1.0f); - mPresentShader->Contrast.Set(1.0f); - mPresentShader->Brightness.Set(0.0f); - } - else - { - mPresentShader->Gamma.Set(clamp(Gamma, 0.1f, 4.f)); - mPresentShader->Contrast.Set(clamp(vid_contrast, 0.1f, 3.f)); - mPresentShader->Brightness.Set(clamp(vid_brightness, -0.8f, 0.8f)); - } - mBuffers->BindHudTexture(0); - - FFlatVertex *ptr = GLRenderer->mVBO->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++; - GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); - - if (blendEnabled) - glEnable(GL_BLEND); - glUseProgram(currentProgram); - } -} - //----------------------------------------------------------------------------- // // Setup the camera position