mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
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parent
9af34bac69
commit
d774136282
8 changed files with 115 additions and 24 deletions
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@ -137,9 +137,6 @@ void FGLRenderer::PostProcessScene()
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void FGLRenderer::AmbientOccludeScene()
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{
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if (!gl_ssao || !FGLRenderBuffers::IsEnabled())
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return;
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FGLDebug::PushGroup("AmbientOccludeScene");
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FGLPostProcessState savedState;
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@ -226,20 +223,27 @@ void FGLRenderer::AmbientOccludeScene()
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RenderScreenQuad();
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// Add SSAO back to scene texture:
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mBuffers->BindSceneFB();
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mBuffers->BindSceneFB(false);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, buffers);
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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if (gl_ssao_debug)
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glBlendFunc(GL_ONE, GL_ZERO);
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else
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mSSAOCombineShader->Bind();
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mSSAOCombineShader->AODepthTexture.Set(0);
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mBuffers->BindSceneDataTexture(1);
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mSSAOCombineShader->Bind(multisample);
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mSSAOCombineShader->AODepthTexture[multisample].Set(0);
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mSSAOCombineShader->SceneDataTexture[multisample].Set(1);
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if (multisample) mSSAOCombineShader->SampleCount[multisample].Set(gl_multisample);
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mSSAOCombineShader->Scale[multisample].Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
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mSSAOCombineShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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FGLDebug::PopGroup();
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@ -323,7 +323,7 @@ void FGLRenderer::Begin2D()
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if (mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
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{
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if (mDrawingScene2D)
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mBuffers->BindSceneFB();
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mBuffers->BindSceneFB(false);
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else
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mBuffers->BindCurrentFB();
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}
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@ -158,7 +158,11 @@ void FGLRenderer::Set3DViewport(bool mainview)
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{
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if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
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{
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mBuffers->BindSceneFB();
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mBuffers->BindSceneFB(gl_ssao);
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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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gl_RenderState.SetPassType(gl_ssao ? GBUFFER_PASS : NORMAL_PASS);
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gl_RenderState.Apply();
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}
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// Always clear all buffers with scissor test disabled.
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@ -491,7 +495,13 @@ void FGLRenderer::DrawScene(int drawmode)
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RenderScene(recursion);
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AmbientOccludeScene();
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bool applySSAO = gl_ssao && FGLRenderBuffers::IsEnabled() && drawmode != DM_PORTAL;
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if (applySSAO)
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{
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AmbientOccludeScene();
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gl_RenderState.SetPassType(GBUFFER_PASS);
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gl_RenderState.Apply();
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}
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// Handle all portals after rendering the opaque objects but before
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// doing all translucent stuff
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@ -499,6 +509,15 @@ void FGLRenderer::DrawScene(int drawmode)
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GLPortal::EndFrame();
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recursion--;
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RenderTranslucent();
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if (applySSAO)
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{
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mBuffers->BindSceneFB(true);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(2, buffers);
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gl_RenderState.SetPassType(NORMAL_PASS);
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gl_RenderState.Apply();
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}
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}
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@ -120,16 +120,21 @@ void FDepthBlurShader::Bind(bool vertical)
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shader.Bind();
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}
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void FSSAOCombineShader::Bind()
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void FSSAOCombineShader::Bind(bool multisample)
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{
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if (!mShader)
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auto &shader = mShader[multisample];
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if (!shader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", "", 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/ssaocombine");
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mShader.SetAttribLocation(0, "PositionInProjection");
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AODepthTexture.Init(mShader, "AODepthTexture");
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/ssaocombine");
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shader.SetAttribLocation(0, "PositionInProjection");
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AODepthTexture[multisample].Init(shader, "AODepthTexture");
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SceneDataTexture[multisample].Init(shader, "SceneDataTexture");
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SampleCount[multisample].Init(shader, "SampleCount");
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Scale[multisample].Init(shader, "Scale");
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Offset[multisample].Init(shader, "Offset");
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}
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mShader.Bind();
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shader.Bind();
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}
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@ -59,12 +59,16 @@ private:
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class FSSAOCombineShader
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{
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public:
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void Bind();
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void Bind(bool multisample);
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FBufferedUniformSampler AODepthTexture;
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FBufferedUniformSampler AODepthTexture[2];
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FBufferedUniformSampler SceneDataTexture[2];
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FBufferedUniform1i SampleCount[2];
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FBufferedUniform2f Scale[2];
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FBufferedUniform2f Offset[2];
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private:
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FShaderProgram mShader;
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FShaderProgram mShader[2];
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};
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#endif
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@ -50,6 +50,12 @@ EXTERN_CVAR(Bool, gl_lens)
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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_chromatic)
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EXTERN_CVAR(Bool, gl_ssao)
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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(Float, gl_ssao_bias)
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EXTERN_CVAR(Float, gl_ssao_radius)
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EXTERN_CVAR(Float, gl_ssao_blur_amount)
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EXTERN_CVAR(Int, gl_debug_level)
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EXTERN_CVAR(Bool, gl_debug_breakpoint)
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@ -233,6 +233,32 @@ vec4 applyFog(vec4 frag, float fogfactor)
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return vec4(mix(uFogColor.rgb, frag.rgb, fogfactor), frag.a);
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}
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//===========================================================================
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//
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// The color of the fragment if it is fully occluded by ambient lighting
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//
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//===========================================================================
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vec3 AmbientOcclusionColor()
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{
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float fogdist;
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float fogfactor;
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//
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// calculate fog factor
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//
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if (uFogEnabled == -1)
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{
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fogdist = pixelpos.w;
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}
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else
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{
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fogdist = max(16.0, length(pixelpos.xyz));
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}
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fogfactor = exp2 (uFogDensity * fogdist);
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return mix(uFogColor.rgb, vec3(0.0), fogfactor);
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}
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//===========================================================================
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//
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@ -349,7 +375,7 @@ void main()
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}
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FragColor = frag;
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#ifdef GBUFFER_PASS
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FragData = vec4(uFogColor.rgb, 1.0);
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FragData = vec4(AmbientOcclusionColor(), 1.0);
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#endif
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}
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@ -4,8 +4,35 @@ out vec4 FragColor;
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uniform sampler2D AODepthTexture;
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#if defined(MULTISAMPLE)
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uniform sampler2DMS SceneDataTexture;
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uniform int SampleCount;
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#else
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uniform sampler2D SceneDataTexture;
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#endif
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uniform vec2 Scale;
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uniform vec2 Offset;
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void main()
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{
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vec2 uv = Offset + TexCoord * Scale;
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#if defined(MULTISAMPLE)
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ivec2 texSize = textureSize(SceneDataTexture);
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#else
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ivec2 texSize = textureSize(SceneDataTexture, 0);
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#endif
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ivec2 ipos = ivec2(max(floor(uv * vec2(texSize) - 0.75), vec2(0.0)));
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#if defined(MULTISAMPLE)
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vec3 fogColor = vec3(0.0);
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for (int i = 0; i < SampleCount; i++)
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fogColor += texelFetch(SceneDataTexture, ipos, i).rgb;
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fogColor /= float(SampleCount);
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#else
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vec3 fogColor = texelFetch(SceneDataTexture, ipos, 0).rgb;
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#endif
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float attenutation = texture(AODepthTexture, TexCoord).x;
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FragColor = vec4(attenutation, attenutation, attenutation, 0.0);
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FragColor = vec4(fogColor, 1.0 - attenutation);
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}
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