mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-02-15 16:11:37 +00:00
290 lines
8.9 KiB
C++
290 lines
8.9 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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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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#include "gl_load/gl_system.h"
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#include "gi.h"
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#include "m_png.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "gl/system/gl_framebuffer.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/system/gl_debug.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/renderer/gl_postprocessstate.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "r_videoscale.h"
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extern bool vid_hdr_active;
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CVAR(Int, gl_dither_bpc, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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void FGLRenderer::RenderScreenQuad()
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{
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mVBO->BindVBO();
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gl_RenderState.ResetVertexBuffer();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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hw_postprocess.fixedcm = fixedcm;
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hw_postprocess.SceneWidth = mBuffers->GetSceneWidth();
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hw_postprocess.SceneHeight = mBuffers->GetSceneHeight();
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hw_postprocess.DeclareShaders();
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hw_postprocess.UpdateTextures();
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hw_postprocess.UpdateSteps();
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mBuffers->CompileEffectShaders();
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mBuffers->UpdateEffectTextures();
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mBuffers->RenderEffect("UpdateCameraExposure");
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mCustomPostProcessShaders->Run("beforebloom");
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mBuffers->RenderEffect("BloomScene");
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mBuffers->BindCurrentFB();
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afterBloomDrawEndScene2D();
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mBuffers->RenderEffect("TonemapScene");
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mBuffers->RenderEffect("ColormapScene");
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mBuffers->RenderEffect("LensDistortScene");
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mBuffers->RenderEffect("ApplyFXAA");
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mCustomPostProcessShaders->Run("scene");
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}
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//-----------------------------------------------------------------------------
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//
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// Adds ambient occlusion to the scene
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::AmbientOccludeScene(float m5)
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{
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hw_postprocess.SceneWidth = mBuffers->GetSceneWidth();
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hw_postprocess.SceneHeight = mBuffers->GetSceneHeight();
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hw_postprocess.m5 = m5;
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hw_postprocess.DeclareShaders();
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hw_postprocess.UpdateTextures();
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hw_postprocess.UpdateSteps();
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mBuffers->CompileEffectShaders();
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mBuffers->UpdateEffectTextures();
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mBuffers->RenderEffect("AmbientOccludeScene");
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}
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void FGLRenderer::BlurScene(float gameinfobluramount)
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{
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hw_postprocess.gameinfobluramount = gameinfobluramount;
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hw_postprocess.DeclareShaders();
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hw_postprocess.UpdateTextures();
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hw_postprocess.UpdateSteps();
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mBuffers->CompileEffectShaders();
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mBuffers->UpdateEffectTextures();
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mBuffers->RenderEffect("BlurScene");
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}
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void FGLRenderer::ClearTonemapPalette()
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{
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hw_postprocess.Textures.Remove("Tonemap.Palette");
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}
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//-----------------------------------------------------------------------------
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//
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// Copies the rendered screen to its final destination
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::Flush()
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{
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auto vrmode = VRMode::GetVRMode(true);
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const auto &mSceneViewport = screen->mSceneViewport;
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const auto &mScreenViewport = screen->mScreenViewport;
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if (vrmode->mEyeCount == 1)
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{
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CopyToBackbuffer(nullptr, true);
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}
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else
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{
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// Render 2D to eye textures
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for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
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{
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FGLDebug::PushGroup("Eye2D");
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mBuffers->BindEyeFB(eye_ix);
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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screen->Draw2D();
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FGLDebug::PopGroup();
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}
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screen->Clear2D();
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FGLPostProcessState savedState;
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FGLDebug::PushGroup("PresentEyes");
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// Note: This here is the ONLY place in the entire engine where the OpenGL dependent parts of the Stereo3D code need to be dealt with.
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// There's absolutely no need to create a overly complex class hierarchy for just this.
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GLRenderer->PresentStereo();
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FGLDebug::PopGroup();
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}
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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::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
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{
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screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
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screen->Clear2D();
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mCustomPostProcessShaders->Run("screen");
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FGLDebug::PushGroup("CopyToBackbuffer");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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mBuffers->BindOutputFB();
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IntRect box;
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if (bounds)
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{
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box = *bounds;
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}
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else
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{
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ClearBorders();
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box = screen->mOutputLetterbox;
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}
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mBuffers->BindCurrentTexture(0);
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DrawPresentTexture(box, applyGamma);
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FGLDebug::PopGroup();
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}
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void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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{
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glViewport(box.left, box.top, box.width, box.height);
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GLRenderer->mBuffers->BindDitherTexture(1);
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glActiveTexture(GL_TEXTURE0);
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if (ViewportLinearScale())
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{
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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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}
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else
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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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}
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mPresentShader->Bind(NOQUEUE);
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if (!applyGamma || framebuffer->IsHWGammaActive())
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{
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mPresentShader->Uniforms->InvGamma = 1.0f;
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mPresentShader->Uniforms->Contrast = 1.0f;
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mPresentShader->Uniforms->Brightness = 0.0f;
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mPresentShader->Uniforms->Saturation = 1.0f;
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}
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else
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{
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mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
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mPresentShader->Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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mPresentShader->Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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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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if (vid_hdr_active && framebuffer->IsFullscreen())
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{
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// Full screen exclusive mode treats a rgba16f frame buffer as linear.
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// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
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mPresentShader->Uniforms->InvGamma *= 2.2f;
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mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 1023.0f : (float)((1 << gl_dither_bpc) - 1);
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}
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else
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{
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mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
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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.Set();
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RenderScreenQuad();
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}
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//-----------------------------------------------------------------------------
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//
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// Fills the black bars around the screen letterbox
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::ClearBorders()
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{
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const auto &box = screen->mOutputLetterbox;
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int clientWidth = framebuffer->GetClientWidth();
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int clientHeight = framebuffer->GetClientHeight();
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if (clientWidth == 0 || clientHeight == 0)
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return;
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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 (box.top > 0)
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{
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glScissor(0, 0, clientWidth, box.top);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientHeight - box.top - box.height > 0)
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{
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glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (box.left > 0)
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{
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glScissor(0, box.top, box.left, box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientWidth - box.left - box.width > 0)
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{
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glScissor(box.left + box.width, box.top, clientWidth - box.left - box.width, box.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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}
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