gzdoom-gles/src/gl/renderer/gl_postprocess.cpp
2018-08-11 09:27:35 +02:00

290 lines
8.9 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 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
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_postprocess.cpp
** Post processing effects in the render pipeline
**
*/
#include "gl_load/gl_system.h"
#include "gi.h"
#include "m_png.h"
#include "r_utility.h"
#include "d_player.h"
#include "gl/system/gl_framebuffer.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/data/gl_vertexbuffer.h"
#include "hwrenderer/postprocessing/hw_presentshader.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "gl/textures/gl_hwtexture.h"
#include "r_videoscale.h"
extern bool vid_hdr_active;
CVAR(Int, gl_dither_bpc, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
void FGLRenderer::RenderScreenQuad()
{
mVBO->BindVBO();
gl_RenderState.ResetVertexBuffer();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
}
void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
{
hw_postprocess.fixedcm = fixedcm;
hw_postprocess.SceneWidth = mBuffers->GetSceneWidth();
hw_postprocess.SceneHeight = mBuffers->GetSceneHeight();
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
mBuffers->CompileEffectShaders();
mBuffers->UpdateEffectTextures();
mBuffers->RenderEffect("UpdateCameraExposure");
mCustomPostProcessShaders->Run("beforebloom");
mBuffers->RenderEffect("BloomScene");
mBuffers->BindCurrentFB();
afterBloomDrawEndScene2D();
mBuffers->RenderEffect("TonemapScene");
mBuffers->RenderEffect("ColormapScene");
mBuffers->RenderEffect("LensDistortScene");
mBuffers->RenderEffect("ApplyFXAA");
mCustomPostProcessShaders->Run("scene");
}
//-----------------------------------------------------------------------------
//
// Adds ambient occlusion to the scene
//
//-----------------------------------------------------------------------------
void FGLRenderer::AmbientOccludeScene(float m5)
{
hw_postprocess.SceneWidth = mBuffers->GetSceneWidth();
hw_postprocess.SceneHeight = mBuffers->GetSceneHeight();
hw_postprocess.m5 = m5;
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
mBuffers->CompileEffectShaders();
mBuffers->UpdateEffectTextures();
mBuffers->RenderEffect("AmbientOccludeScene");
}
void FGLRenderer::BlurScene(float gameinfobluramount)
{
hw_postprocess.gameinfobluramount = gameinfobluramount;
hw_postprocess.DeclareShaders();
hw_postprocess.UpdateTextures();
hw_postprocess.UpdateSteps();
mBuffers->CompileEffectShaders();
mBuffers->UpdateEffectTextures();
mBuffers->RenderEffect("BlurScene");
}
void FGLRenderer::ClearTonemapPalette()
{
hw_postprocess.Textures.Remove("Tonemap.Palette");
}
//-----------------------------------------------------------------------------
//
// Copies the rendered screen to its final destination
//
//-----------------------------------------------------------------------------
void FGLRenderer::Flush()
{
auto vrmode = VRMode::GetVRMode(true);
const auto &mSceneViewport = screen->mSceneViewport;
const auto &mScreenViewport = screen->mScreenViewport;
if (vrmode->mEyeCount == 1)
{
CopyToBackbuffer(nullptr, true);
}
else
{
// Render 2D to eye textures
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
{
FGLDebug::PushGroup("Eye2D");
mBuffers->BindEyeFB(eye_ix);
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
screen->Draw2D();
FGLDebug::PopGroup();
}
screen->Clear2D();
FGLPostProcessState savedState;
FGLDebug::PushGroup("PresentEyes");
// 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.
// There's absolutely no need to create a overly complex class hierarchy for just this.
GLRenderer->PresentStereo();
FGLDebug::PopGroup();
}
}
//-----------------------------------------------------------------------------
//
// Gamma correct while copying to frame buffer
//
//-----------------------------------------------------------------------------
void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
{
screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
screen->Clear2D();
mCustomPostProcessShaders->Run("screen");
FGLDebug::PushGroup("CopyToBackbuffer");
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
mBuffers->BindOutputFB();
IntRect box;
if (bounds)
{
box = *bounds;
}
else
{
ClearBorders();
box = screen->mOutputLetterbox;
}
mBuffers->BindCurrentTexture(0);
DrawPresentTexture(box, applyGamma);
FGLDebug::PopGroup();
}
void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
{
glViewport(box.left, box.top, box.width, box.height);
GLRenderer->mBuffers->BindDitherTexture(1);
glActiveTexture(GL_TEXTURE0);
if (ViewportLinearScale())
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
mPresentShader->Bind(NOQUEUE);
if (!applyGamma || framebuffer->IsHWGammaActive())
{
mPresentShader->Uniforms->InvGamma = 1.0f;
mPresentShader->Uniforms->Contrast = 1.0f;
mPresentShader->Uniforms->Brightness = 0.0f;
mPresentShader->Uniforms->Saturation = 1.0f;
}
else
{
mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
mPresentShader->Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
mPresentShader->Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
}
if (vid_hdr_active && framebuffer->IsFullscreen())
{
// Full screen exclusive mode treats a rgba16f frame buffer as linear.
// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
mPresentShader->Uniforms->InvGamma *= 2.2f;
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 1023.0f : (float)((1 << gl_dither_bpc) - 1);
}
else
{
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
}
mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
mPresentShader->Uniforms.Set();
RenderScreenQuad();
}
//-----------------------------------------------------------------------------
//
// Fills the black bars around the screen letterbox
//
//-----------------------------------------------------------------------------
void FGLRenderer::ClearBorders()
{
const auto &box = screen->mOutputLetterbox;
int clientWidth = framebuffer->GetClientWidth();
int clientHeight = framebuffer->GetClientHeight();
if (clientWidth == 0 || clientHeight == 0)
return;
glViewport(0, 0, clientWidth, clientHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_SCISSOR_TEST);
if (box.top > 0)
{
glScissor(0, 0, clientWidth, box.top);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientHeight - box.top - box.height > 0)
{
glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (box.left > 0)
{
glScissor(0, box.top, box.left, box.height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientWidth - box.left - box.width > 0)
{
glScissor(box.left + box.width, box.top, clientWidth - box.left - box.width, box.height);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
}