mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
Moved post processing effects to its own file
This commit is contained in:
parent
5849c83028
commit
9bfce5b6ea
3 changed files with 347 additions and 273 deletions
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@ -1062,6 +1062,7 @@ set( FASTMATH_SOURCES
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gl/renderer/gl_renderstate.cpp
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gl/renderer/gl_renderbuffers.cpp
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gl/renderer/gl_lightdata.cpp
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gl/renderer/gl_postprocess.cpp
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gl/hqnx/init.cpp
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gl/hqnx/hq2x.cpp
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gl/hqnx/hq3x.cpp
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346
src/gl/renderer/gl_postprocess.cpp
Normal file
346
src/gl/renderer/gl_postprocess.cpp
Normal file
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@ -0,0 +1,346 @@
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/*
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** gl_postprocess.cpp
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** Post processing effects in the render pipeline
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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
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gi.h"
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#include "m_png.h"
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#include "m_random.h"
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#include "st_stuff.h"
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#include "dobject.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "r_data/r_interpolate.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "p_effect.h"
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#include "sbar.h"
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#include "po_man.h"
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#include "r_utility.h"
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#include "a_hexenglobal.h"
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#include "p_local.h"
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#include "gl/gl_functions.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.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_tonemapshader.h"
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#include "gl/shaders/gl_presentshader.h"
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(Float, gl_bloom_amount, 1.4f, 0)
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CVAR(Float, gl_exposure, 0.0f, 0)
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CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 4)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 7;
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}
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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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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// Only bloom things if enabled and no special fixed light mode is active
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if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
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return;
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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// TBD: Maybe need a better way to share state with other parts of the pipeline
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GLboolean blendEnabled, scissorEnabled;
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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(mCameraExposure);
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{
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FFlatVertex *ptr = mVBO->GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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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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mVBO->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(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(mVBO, 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(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(mVBO, 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 = mVBO->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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mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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}
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mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
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mBlurShader->BlurVertical(mVBO, 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 = mVBO->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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mVBO->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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glUseProgram(currentProgram);
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}
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//-----------------------------------------------------------------------------
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//
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// Tonemap scene texture and place the result in the HUD/2D texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::TonemapScene()
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{
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if (gl_tonemap == 0)
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return;
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GLboolean blendEnabled, scissorEnabled;
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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mBuffers->BindHudFB();
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mBuffers->BindSceneTexture(0);
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mTonemapShader->Bind();
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mTonemapShader->SceneTexture.Set(0);
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mTonemapShader->Exposure.Set(mCameraExposure);
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FFlatVertex *ptr = mVBO->GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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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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mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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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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}
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//-----------------------------------------------------------------------------
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//
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// Gamma correct while copying to frame buffer
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::Flush()
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{
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if (FGLRenderBuffers::IsEnabled())
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{
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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mBuffers->BindOutputFB();
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// Calculate letterbox
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int clientWidth = framebuffer->GetClientWidth();
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int clientHeight = framebuffer->GetClientHeight();
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float scaleX = clientWidth / (float)mOutputViewport.width;
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float scaleY = clientHeight / (float)mOutputViewport.height;
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float scale = MIN(scaleX, scaleY);
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int width = (int)round(mOutputViewport.width * scale);
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int height = (int)round(mOutputViewport.height * scale);
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int x = (clientWidth - width) / 2;
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int y = (clientHeight - height) / 2;
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// Black bars around the box:
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glViewport(0, 0, clientWidth, clientHeight);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_SCISSOR_TEST);
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if (y > 0)
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{
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glScissor(0, 0, clientWidth, y);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientHeight - y - height > 0)
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{
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glScissor(0, y + height, clientWidth, clientHeight - y - height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (x > 0)
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{
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glScissor(0, y, x, height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientWidth - x - width > 0)
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{
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glScissor(x + width, y, clientWidth - x - width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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// Present what was rendered:
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glViewport(x, y, width, height);
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GLboolean blendEnabled;
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GLint currentProgram;
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
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glDisable(GL_BLEND);
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mPresentShader->Bind();
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mPresentShader->InputTexture.Set(0);
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if (framebuffer->IsHWGammaActive())
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{
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mPresentShader->Gamma.Set(1.0f);
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mPresentShader->Contrast.Set(1.0f);
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mPresentShader->Brightness.Set(0.0f);
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}
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else
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{
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mPresentShader->Gamma.Set(clamp<float>(Gamma, 0.1f, 4.f));
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mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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mBuffers->BindHudTexture(0);
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FFlatVertex *ptr = GLRenderer->mVBO->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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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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if (blendEnabled)
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glEnable(GL_BLEND);
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glUseProgram(currentProgram);
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}
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}
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@ -72,10 +72,6 @@
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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_tonemapshader.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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#include "gl/textures/gl_translate.h"
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@ -96,26 +92,8 @@ CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(Float, gl_bloom_amount, 1.4f, 0)
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CVAR(Float, gl_exposure, 0.0f, 0)
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CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 4)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 7;
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}
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EXTERN_CVAR (Bool, cl_capfps)
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EXTERN_CVAR (Bool, r_deathcamera)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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extern int viewpitch;
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@ -223,257 +201,6 @@ void FGLRenderer::Set3DViewport(bool toscreen)
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glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
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}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// 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<float>(Gamma, 0.1f, 4.f));
|
||||
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
|
||||
mPresentShader->Brightness.Set(clamp<float>(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
|
||||
|
|
Loading…
Reference in a new issue