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:
Magnus Norddahl 2016-10-03 23:47:09 +02:00
commit bcb64a3445
8 changed files with 121 additions and 82 deletions

View file

@ -100,7 +100,26 @@ CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_ssao, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self >= FFXAAShader::Count)
{
self = 0;
}
}
CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 3)
self = 0;
}
CUSTOM_CVAR(Int, gl_ssao_portals, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0)
self = 0;
}
CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_ssao_debug, false, 0) CVAR(Bool, gl_ssao_debug, false, 0)
CVAR(Float, gl_ssao_bias, 0.5f, 0) CVAR(Float, gl_ssao_bias, 0.5f, 0)
@ -110,14 +129,6 @@ CUSTOM_CVAR(Float, gl_ssao_blur_amount, 4.0f, 0)
if (self < 0.1f) self = 0.1f; if (self < 0.1f) self = 0.1f;
} }
CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self >= FFXAAShader::Count)
{
self = 0;
}
}
EXTERN_CVAR(Float, vid_brightness) EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast) EXTERN_CVAR(Float, vid_contrast)

View file

@ -123,7 +123,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
mDepthBlurShader = nullptr; mDepthBlurShader = nullptr;
mSSAOShader = nullptr; mSSAOShader = nullptr;
mSSAOCombineShader = nullptr; mSSAOCombineShader = nullptr;
} }
void gl_LoadModels(); void gl_LoadModels();

View file

@ -158,10 +158,11 @@ void FGLRenderer::Set3DViewport(bool mainview)
{ {
if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height)) if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
{ {
mBuffers->BindSceneFB(gl_ssao); bool useSSAO = (gl_ssao != 0);
mBuffers->BindSceneFB(useSSAO);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(gl_ssao ? 2 : 1, buffers); glDrawBuffers(useSSAO ? 2 : 1, buffers);
gl_RenderState.SetPassType(gl_ssao ? GBUFFER_PASS : NORMAL_PASS); gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
gl_RenderState.Apply(); gl_RenderState.Apply();
} }
@ -476,6 +477,7 @@ void FGLRenderer::RenderTranslucent()
void FGLRenderer::DrawScene(int drawmode) void FGLRenderer::DrawScene(int drawmode)
{ {
static int recursion=0; static int recursion=0;
static int ssao_portals_available = 0;
if (camera != nullptr) if (camera != nullptr)
{ {
@ -493,8 +495,16 @@ void FGLRenderer::DrawScene(int drawmode)
} }
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place. GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
// If SSAO is active, switch to gbuffer shaders and use the gbuffer framebuffer // Decide if we need to do ssao for this scene
bool applySSAO = gl_ssao && FGLRenderBuffers::IsEnabled() && drawmode == DM_MAINVIEW; bool applySSAO = gl_ssao != 0 && FGLRenderBuffers::IsEnabled();
switch (drawmode)
{
case DM_MAINVIEW: ssao_portals_available = gl_ssao_portals; break;
case DM_OFFSCREEN: ssao_portals_available = 0; applySSAO = false; break;
case DM_PORTAL: applySSAO = applySSAO && (ssao_portals_available > 0); ssao_portals_available--; break;
}
// If SSAO is active, switch to gbuffer shaders and use the framebuffer with gbuffers
if (applySSAO) if (applySSAO)
{ {
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };

View file

@ -1,42 +1,24 @@
/* //
** gl_bloomshader.cpp //---------------------------------------------------------------------------
** Shaders used for screen space ambient occlusion //
** // Copyright(C) 2016 Magnus Norddahl
**--------------------------------------------------------------------------- // All rights reserved.
** Copyright 2016 Magnus Norddahl //
** All rights reserved. // This program is free software: you can redistribute it and/or modify
** // it under the terms of the GNU Lesser General Public License as published by
** Redistribution and use in source and binary forms, with or without // the Free Software Foundation, either version 3 of the License, or
** modification, are permitted provided that the following conditions // (at your option) any later version.
** are met: //
** // This program is distributed in the hope that it will be useful,
** 1. Redistributions of source code must retain the above copyright // but WITHOUT ANY WARRANTY; without even the implied warranty of
** notice, this list of conditions and the following disclaimer. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** 2. Redistributions in binary form must reproduce the above copyright // GNU Lesser General Public License for more details.
** notice, this list of conditions and the following disclaimer in the //
** documentation and/or other materials provided with the distribution. // You should have received a copy of the GNU Lesser General Public License
** 3. The name of the author may not be used to endorse or promote products // along with this program. If not, see http://www.gnu.org/licenses/
** 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 "gl/system/gl_system.h"
#include "files.h" #include "files.h"
@ -74,32 +56,47 @@ void FLinearDepthShader::Bind(bool multisample)
void FSSAOShader::Bind() void FSSAOShader::Bind()
{ {
if (!mShader) auto &shader = mShader[gl_ssao];
if (!shader)
{ {
const char *defines = R"( shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
#define USE_RANDOM_TEXTURE shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao), 330);
#define RANDOM_TEXTURE_WIDTH 4.0 shader.SetFragDataLocation(0, "FragColor");
#define NUM_DIRECTIONS 8.0 shader.Link("shaders/glsl/ssao");
#define NUM_STEPS 4.0 shader.SetAttribLocation(0, "PositionInProjection");
)"; DepthTexture.Init(shader, "DepthTexture");
RandomTexture.Init(shader, "RandomTexture");
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); UVToViewA.Init(shader, "UVToViewA");
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", defines, 330); UVToViewB.Init(shader, "UVToViewB");
mShader.SetFragDataLocation(0, "FragColor"); InvFullResolution.Init(shader, "InvFullResolution");
mShader.Link("shaders/glsl/ssao"); NDotVBias.Init(shader, "NDotVBias");
mShader.SetAttribLocation(0, "PositionInProjection"); NegInvR2.Init(shader, "NegInvR2");
DepthTexture.Init(mShader, "DepthTexture"); RadiusToScreen.Init(shader, "RadiusToScreen");
RandomTexture.Init(mShader, "RandomTexture"); AOMultiplier.Init(shader, "AOMultiplier");
UVToViewA.Init(mShader, "UVToViewA"); AOStrength.Init(shader, "AOStrength");
UVToViewB.Init(mShader, "UVToViewB");
InvFullResolution.Init(mShader, "InvFullResolution");
NDotVBias.Init(mShader, "NDotVBias");
NegInvR2.Init(mShader, "NegInvR2");
RadiusToScreen.Init(mShader, "RadiusToScreen");
AOMultiplier.Init(mShader, "AOMultiplier");
AOStrength.Init(mShader, "AOStrength");
} }
mShader.Bind(); shader.Bind();
}
FString FSSAOShader::GetDefines(int mode)
{
int numDirections, numSteps;
switch (gl_ssao)
{
default:
case LowQuality: numDirections = 2; numSteps = 4; break;
case MediumQuality: numDirections = 4; numSteps = 4; break;
case HighQuality: numDirections = 8; numSteps = 4; break;
}
FString defines;
defines.Format(R"(
#define USE_RANDOM_TEXTURE
#define RANDOM_TEXTURE_WIDTH 4.0
#define NUM_DIRECTIONS %d.0
#define NUM_STEPS %d.0
)", numDirections, numSteps);
return defines;
} }
void FDepthBlurShader::Bind(bool vertical) void FDepthBlurShader::Bind(bool vertical)

View file

@ -39,7 +39,18 @@ public:
FBufferedUniform1f AOStrength; FBufferedUniform1f AOStrength;
private: private:
FShaderProgram mShader; enum Quality
{
Off,
LowQuality,
MediumQuality,
HighQuality,
NumQualityModes
};
FString GetDefines(int mode);
FShaderProgram mShader[NumQualityModes];
}; };
class FDepthBlurShader class FDepthBlurShader

View file

@ -51,7 +51,8 @@ EXTERN_CVAR(Bool, gl_lens)
EXTERN_CVAR(Float, gl_lens_k) EXTERN_CVAR(Float, gl_lens_k)
EXTERN_CVAR(Float, gl_lens_kcube) EXTERN_CVAR(Float, gl_lens_kcube)
EXTERN_CVAR(Float, gl_lens_chromatic) EXTERN_CVAR(Float, gl_lens_chromatic)
EXTERN_CVAR(Bool, gl_ssao) EXTERN_CVAR(Int, gl_ssao)
EXTERN_CVAR(Int, gl_ssao_portals)
EXTERN_CVAR(Float, gl_ssao_strength) EXTERN_CVAR(Float, gl_ssao_strength)
EXTERN_CVAR(Bool, gl_ssao_debug) EXTERN_CVAR(Bool, gl_ssao_debug)
EXTERN_CVAR(Float, gl_ssao_bias) EXTERN_CVAR(Float, gl_ssao_bias)

View file

@ -2639,7 +2639,8 @@ GLPREFMNU_TONEMAP = "Tonemap Mode";
GLPREFMNU_BLOOM = "Bloom effect"; GLPREFMNU_BLOOM = "Bloom effect";
GLPREFMNU_LENS = "Lens distortion effect"; GLPREFMNU_LENS = "Lens distortion effect";
GLPREFMNU_FXAA = "FXAA Quality"; GLPREFMNU_FXAA = "FXAA Quality";
GLPREFMNU_SSAO = "Ambient occlusion"; GLPREFMNU_SSAO = "Ambient occlusion quality";
GLPREFMNU_SSAO_PORTALS = "Portals with AO";
// Option Values // Option Values
OPTVAL_SMART = "Smart"; OPTVAL_SMART = "Smart";

View file

@ -58,6 +58,14 @@ OptionValue "FXAAQuality"
4, "$OPTVAL_EXTREME" 4, "$OPTVAL_EXTREME"
} }
OptionValue "SSAOModes"
{
0, "$OPTVAL_OFF"
1, "$OPTVAL_LOW"
2, "$OPTVAL_MEDIUM"
3, "$OPTVAL_HIGH"
}
OptionValue "TextureFormats" OptionValue "TextureFormats"
{ {
0, "$OPTVAL_RGBA8" 0, "$OPTVAL_RGBA8"
@ -246,5 +254,6 @@ OptionMenu "GLPrefOptions"
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff" Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
Option "$GLPREFMNU_LENS", gl_lens, "OnOff" Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality" Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality"
Option "$GLPREFMNU_SSAO", gl_ssao, "OnOff" Option "$GLPREFMNU_SSAO", gl_ssao, "SSAOModes"
Slider "$GLPREFMNU_SSAO_PORTALS", gl_ssao_portals, 0.0, 4.0, 1.0, 0
} }