mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
Merge branch 'ssao' into qzdoom
# Conflicts: # src/gl/renderer/gl_postprocess.cpp # src/gl/renderer/gl_renderer.cpp # src/gl/scene/gl_scene.cpp # src/gl/shaders/gl_ambientshader.cpp # src/gl/shaders/gl_ambientshader.h # src/gl/system/gl_cvars.h # wadsrc/static/language.enu # wadsrc/static/menudef.zz
This commit is contained in:
commit
bcb64a3445
8 changed files with 121 additions and 82 deletions
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@ -100,7 +100,26 @@ CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_ssao, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self >= FFXAAShader::Count)
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{
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self = 0;
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}
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}
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CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 3)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_ssao_portals, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0)
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self = 0;
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}
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CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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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(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_bias, 0.5f, 0)
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@ -110,14 +129,6 @@ CUSTOM_CVAR(Float, gl_ssao_blur_amount, 4.0f, 0)
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if (self < 0.1f) self = 0.1f;
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if (self < 0.1f) self = 0.1f;
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}
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}
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CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self >= FFXAAShader::Count)
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{
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self = 0;
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}
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}
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Float, vid_contrast)
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@ -123,7 +123,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mDepthBlurShader = nullptr;
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mDepthBlurShader = nullptr;
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mSSAOShader = nullptr;
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mSSAOShader = nullptr;
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mSSAOCombineShader = nullptr;
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mSSAOCombineShader = nullptr;
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}
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}
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void gl_LoadModels();
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void gl_LoadModels();
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@ -158,10 +158,11 @@ void FGLRenderer::Set3DViewport(bool mainview)
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{
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{
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if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
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if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
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{
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{
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mBuffers->BindSceneFB(gl_ssao);
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bool useSSAO = (gl_ssao != 0);
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mBuffers->BindSceneFB(useSSAO);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(gl_ssao ? 2 : 1, buffers);
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glDrawBuffers(useSSAO ? 2 : 1, buffers);
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gl_RenderState.SetPassType(gl_ssao ? GBUFFER_PASS : NORMAL_PASS);
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gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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}
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}
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@ -476,6 +477,7 @@ void FGLRenderer::RenderTranslucent()
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void FGLRenderer::DrawScene(int drawmode)
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void FGLRenderer::DrawScene(int drawmode)
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{
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{
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static int recursion=0;
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static int recursion=0;
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static int ssao_portals_available = 0;
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if (camera != nullptr)
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if (camera != nullptr)
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{
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{
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@ -493,8 +495,16 @@ void FGLRenderer::DrawScene(int drawmode)
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}
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}
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GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
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GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
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// If SSAO is active, switch to gbuffer shaders and use the gbuffer framebuffer
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// Decide if we need to do ssao for this scene
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bool applySSAO = gl_ssao && FGLRenderBuffers::IsEnabled() && drawmode == DM_MAINVIEW;
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bool applySSAO = gl_ssao != 0 && FGLRenderBuffers::IsEnabled();
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switch (drawmode)
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{
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case DM_MAINVIEW: ssao_portals_available = gl_ssao_portals; break;
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case DM_OFFSCREEN: ssao_portals_available = 0; applySSAO = false; break;
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case DM_PORTAL: applySSAO = applySSAO && (ssao_portals_available > 0); ssao_portals_available--; break;
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}
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// If SSAO is active, switch to gbuffer shaders and use the framebuffer with gbuffers
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if (applySSAO)
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if (applySSAO)
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{
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{
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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@ -1,42 +1,24 @@
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/*
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//
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** gl_bloomshader.cpp
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//---------------------------------------------------------------------------
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** Shaders used for screen space ambient occlusion
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//
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**
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// Copyright(C) 2016 Magnus Norddahl
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**---------------------------------------------------------------------------
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// All rights reserved.
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** Copyright 2016 Magnus Norddahl
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//
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** All rights reserved.
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// This program is free software: you can redistribute it and/or modify
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**
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// it under the terms of the GNU Lesser General Public License as published by
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** Redistribution and use in source and binary forms, with or without
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// the Free Software Foundation, either version 3 of the License, or
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** modification, are permitted provided that the following conditions
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// (at your option) any later version.
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** are met:
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//
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**
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// This program is distributed in the hope that it will be useful,
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** 1. Redistributions of source code must retain the above copyright
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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** notice, this list of conditions and the following disclaimer.
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** 2. Redistributions in binary form must reproduce the above copyright
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// GNU Lesser General Public License for more details.
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** notice, this list of conditions and the following disclaimer in the
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//
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** documentation and/or other materials provided with the distribution.
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// You should have received a copy of the GNU Lesser General Public License
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** 3. The name of the author may not be used to endorse or promote products
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// along with this program. If not, see http://www.gnu.org/licenses/
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** derived from this software without specific prior written permission.
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//
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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//--------------------------------------------------------------------------
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** covered by the terms of the GNU Lesser General Public License as published
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//
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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 "gl/system/gl_system.h"
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#include "files.h"
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#include "files.h"
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@ -74,32 +56,47 @@ void FLinearDepthShader::Bind(bool multisample)
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void FSSAOShader::Bind()
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void FSSAOShader::Bind()
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{
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{
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if (!mShader)
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auto &shader = mShader[gl_ssao];
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if (!shader)
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{
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{
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const char *defines = R"(
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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#define USE_RANDOM_TEXTURE
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao), 330);
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#define RANDOM_TEXTURE_WIDTH 4.0
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shader.SetFragDataLocation(0, "FragColor");
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#define NUM_DIRECTIONS 8.0
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shader.Link("shaders/glsl/ssao");
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#define NUM_STEPS 4.0
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shader.SetAttribLocation(0, "PositionInProjection");
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)";
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DepthTexture.Init(shader, "DepthTexture");
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RandomTexture.Init(shader, "RandomTexture");
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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UVToViewA.Init(shader, "UVToViewA");
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", defines, 330);
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UVToViewB.Init(shader, "UVToViewB");
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mShader.SetFragDataLocation(0, "FragColor");
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InvFullResolution.Init(shader, "InvFullResolution");
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mShader.Link("shaders/glsl/ssao");
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NDotVBias.Init(shader, "NDotVBias");
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mShader.SetAttribLocation(0, "PositionInProjection");
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NegInvR2.Init(shader, "NegInvR2");
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DepthTexture.Init(mShader, "DepthTexture");
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RadiusToScreen.Init(shader, "RadiusToScreen");
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RandomTexture.Init(mShader, "RandomTexture");
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AOMultiplier.Init(shader, "AOMultiplier");
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UVToViewA.Init(mShader, "UVToViewA");
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AOStrength.Init(shader, "AOStrength");
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UVToViewB.Init(mShader, "UVToViewB");
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InvFullResolution.Init(mShader, "InvFullResolution");
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NDotVBias.Init(mShader, "NDotVBias");
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NegInvR2.Init(mShader, "NegInvR2");
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RadiusToScreen.Init(mShader, "RadiusToScreen");
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AOMultiplier.Init(mShader, "AOMultiplier");
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AOStrength.Init(mShader, "AOStrength");
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}
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}
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mShader.Bind();
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shader.Bind();
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}
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FString FSSAOShader::GetDefines(int mode)
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{
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int numDirections, numSteps;
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switch (gl_ssao)
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{
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default:
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case LowQuality: numDirections = 2; numSteps = 4; break;
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case MediumQuality: numDirections = 4; numSteps = 4; break;
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case HighQuality: numDirections = 8; numSteps = 4; break;
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}
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FString defines;
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defines.Format(R"(
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#define USE_RANDOM_TEXTURE
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#define RANDOM_TEXTURE_WIDTH 4.0
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#define NUM_DIRECTIONS %d.0
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#define NUM_STEPS %d.0
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)", numDirections, numSteps);
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return defines;
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}
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}
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void FDepthBlurShader::Bind(bool vertical)
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void FDepthBlurShader::Bind(bool vertical)
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@ -39,7 +39,18 @@ public:
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FBufferedUniform1f AOStrength;
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FBufferedUniform1f AOStrength;
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private:
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private:
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FShaderProgram mShader;
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enum Quality
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{
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Off,
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LowQuality,
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MediumQuality,
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HighQuality,
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NumQualityModes
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};
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FString GetDefines(int mode);
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FShaderProgram mShader[NumQualityModes];
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};
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};
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class FDepthBlurShader
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class FDepthBlurShader
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@ -51,7 +51,8 @@ EXTERN_CVAR(Bool, gl_lens)
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EXTERN_CVAR(Float, gl_lens_k)
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EXTERN_CVAR(Float, gl_lens_k)
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EXTERN_CVAR(Float, gl_lens_kcube)
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EXTERN_CVAR(Float, gl_lens_kcube)
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EXTERN_CVAR(Float, gl_lens_chromatic)
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EXTERN_CVAR(Float, gl_lens_chromatic)
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EXTERN_CVAR(Bool, gl_ssao)
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EXTERN_CVAR(Int, gl_ssao)
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EXTERN_CVAR(Int, gl_ssao_portals)
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EXTERN_CVAR(Float, gl_ssao_strength)
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EXTERN_CVAR(Float, gl_ssao_strength)
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EXTERN_CVAR(Bool, gl_ssao_debug)
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EXTERN_CVAR(Bool, gl_ssao_debug)
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EXTERN_CVAR(Float, gl_ssao_bias)
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EXTERN_CVAR(Float, gl_ssao_bias)
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@ -2639,7 +2639,8 @@ GLPREFMNU_TONEMAP = "Tonemap Mode";
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GLPREFMNU_BLOOM = "Bloom effect";
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GLPREFMNU_BLOOM = "Bloom effect";
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GLPREFMNU_LENS = "Lens distortion effect";
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GLPREFMNU_LENS = "Lens distortion effect";
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GLPREFMNU_FXAA = "FXAA Quality";
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GLPREFMNU_FXAA = "FXAA Quality";
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GLPREFMNU_SSAO = "Ambient occlusion";
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GLPREFMNU_SSAO = "Ambient occlusion quality";
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GLPREFMNU_SSAO_PORTALS = "Portals with AO";
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// Option Values
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// Option Values
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OPTVAL_SMART = "Smart";
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OPTVAL_SMART = "Smart";
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@ -58,6 +58,14 @@ OptionValue "FXAAQuality"
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4, "$OPTVAL_EXTREME"
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4, "$OPTVAL_EXTREME"
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}
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}
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OptionValue "SSAOModes"
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{
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0, "$OPTVAL_OFF"
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1, "$OPTVAL_LOW"
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2, "$OPTVAL_MEDIUM"
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3, "$OPTVAL_HIGH"
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}
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OptionValue "TextureFormats"
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OptionValue "TextureFormats"
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{
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{
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0, "$OPTVAL_RGBA8"
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0, "$OPTVAL_RGBA8"
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@ -246,5 +254,6 @@ OptionMenu "GLPrefOptions"
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Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
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Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
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Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
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Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
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Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality"
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Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality"
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Option "$GLPREFMNU_SSAO", gl_ssao, "OnOff"
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Option "$GLPREFMNU_SSAO", gl_ssao, "SSAOModes"
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Slider "$GLPREFMNU_SSAO_PORTALS", gl_ssao_portals, 0.0, 4.0, 1.0, 0
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}
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}
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