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https://github.com/ZDoom/gzdoom-gles.git
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- made the scene scale and offset calculations inline functions of DFrameBuffer.
These got repeated quite often.
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1fdf6a20d1
commit
e9e1911fa5
2 changed files with 28 additions and 24 deletions
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@ -102,13 +102,8 @@ void FGLRenderer::AmbientOccludeScene()
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float blurSharpness = 1.0f / blurAmount;
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const auto &mSceneViewport = screen->mSceneViewport;
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const auto &mScreenViewport = screen->mScreenViewport;
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float sceneScaleX = mSceneViewport.width / (float)mScreenViewport.width;
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float sceneScaleY = mSceneViewport.height / (float)mScreenViewport.height;
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float sceneOffsetX = mSceneViewport.left / (float)mScreenViewport.width;
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float sceneOffsetY = mSceneViewport.top / (float)mScreenViewport.height;
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auto sceneScale = screen->SceneScale();
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auto sceneOffset = screen->SceneOffset();
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int randomTexture = clamp(gl_ssao - 1, 0, FGLRenderBuffers::NumAmbientRandomTextures - 1);
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@ -123,8 +118,8 @@ void FGLRenderer::AmbientOccludeScene()
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mLinearDepthShader->Uniforms->LinearizeDepthB = MAX(1.0f / GetZNear(), 1.e-8f);
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mLinearDepthShader->Uniforms->InverseDepthRangeA = 1.0f;
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mLinearDepthShader->Uniforms->InverseDepthRangeB = 0.0f;
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mLinearDepthShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mLinearDepthShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mLinearDepthShader->Uniforms->Scale = sceneScale;
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mLinearDepthShader->Uniforms->Offset = sceneOffset;
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mLinearDepthShader->Uniforms.Set();
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RenderScreenQuad();
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@ -143,8 +138,8 @@ void FGLRenderer::AmbientOccludeScene()
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mSSAOShader->Uniforms->RadiusToScreen = aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight;
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mSSAOShader->Uniforms->AOMultiplier = 1.0f / (1.0f - nDotVBias);
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mSSAOShader->Uniforms->AOStrength = aoStrength;
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mSSAOShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mSSAOShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mSSAOShader->Uniforms->Scale = sceneScale;
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mSSAOShader->Uniforms->Offset = sceneOffset;
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mSSAOShader->Uniforms.Set();
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RenderScreenQuad();
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@ -184,8 +179,8 @@ void FGLRenderer::AmbientOccludeScene()
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mBuffers->BindSceneFogTexture(1);
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mSSAOCombineShader->Bind(NOQUEUE);
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if (gl_multisample > 1) mSSAOCombineShader->Uniforms->SampleCount = gl_multisample;
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mSSAOCombineShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mSSAOCombineShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mSSAOCombineShader->Uniforms->Scale = screen->SceneScale();
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mSSAOCombineShader->Uniforms->Offset = screen->SceneOffset();
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mSSAOCombineShader->Uniforms.Set();
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RenderScreenQuad();
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@ -208,17 +203,14 @@ void FGLRenderer::UpdateCameraExposure()
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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const auto &mSceneViewport = screen->mSceneViewport;
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const auto &mScreenViewport = screen->mScreenViewport;
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// Extract light level from scene texture:
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auto &level0 = mBuffers->ExposureLevels[0];
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level0.Framebuffer.Bind();
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0, GL_LINEAR);
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mExposureExtractShader->Bind(NOQUEUE);
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mExposureExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
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mExposureExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
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mExposureExtractShader->Uniforms->Scale = screen->SceneScale();
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mExposureExtractShader->Uniforms->Offset = screen->SceneOffset();
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mExposureExtractShader->Uniforms.Set();
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RenderScreenQuad();
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@ -256,6 +248,8 @@ void FGLRenderer::UpdateCameraExposure()
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mExposureCombineShader->Uniforms->ExposureSpeed = gl_exposure_speed;
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mExposureCombineShader->Uniforms.Set();
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RenderScreenQuad();
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const auto &mScreenViewport = screen->mScreenViewport;
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
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@ -323,17 +317,14 @@ void FGLRenderer::BloomScene(int fixedcm)
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auto &level0 = mBuffers->BloomLevels[0];
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const auto &mSceneViewport = screen->mSceneViewport;
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const auto &mScreenViewport = screen->mScreenViewport;
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// Extract blooming pixels from scene texture:
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level0.VFramebuffer.Bind();
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0, GL_LINEAR);
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mBuffers->ExposureTexture.Bind(1);
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mBloomExtractShader->Bind(NOQUEUE);
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mBloomExtractShader->Uniforms->Scale = { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
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mBloomExtractShader->Uniforms->Offset = { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
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mBloomExtractShader->Uniforms->Scale = screen->SceneScale();
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mBloomExtractShader->Uniforms->Offset = screen->SceneOffset();
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mBloomExtractShader->Uniforms.Set();
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RenderScreenQuad();
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@ -366,6 +357,9 @@ void FGLRenderer::BloomScene(int fixedcm)
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RenderBlur(this, blurAmount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height, false);
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RenderBlur(this, blurAmount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height, true);
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const auto &mSceneViewport = screen->mSceneViewport;
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const auto &mScreenViewport = screen->mScreenViewport;
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// Add bloom back to scene texture:
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mBuffers->BindCurrentFB();
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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@ -754,7 +748,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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}
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mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
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mPresentShader->Uniforms->Scale = screen->SceneScale();
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mPresentShader->Uniforms.Set();
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RenderScreenQuad();
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}
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@ -364,6 +364,16 @@ public:
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inline int GetWidth() const { return Width; }
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inline int GetHeight() const { return Height; }
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FVector2 SceneScale() const
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{
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return { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
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}
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FVector2 SceneOffset() const
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{
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return { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
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}
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// Make the surface visible.
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virtual void Update () = 0;
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