mirror of
https://github.com/ZDoom/gzdoom-gles.git
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159 lines
5.5 KiB
C++
159 lines
5.5 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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#include "gl/system/gl_system.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_ambientshader.h"
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void FLinearDepthShader::Bind()
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{
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bool multisample = (gl_multisample > 1);
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if (mMultisample != multisample)
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mShader.reset();
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if (!mShader)
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{
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
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mShader->SetFragDataLocation(0, "FragColor");
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mShader->Link("shaders/glsl/lineardepth");
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mShader->SetAttribLocation(0, "PositionInProjection");
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DepthTexture.Init(*mShader, "DepthTexture");
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ColorTexture.Init(*mShader, "ColorTexture");
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SampleIndex.Init(*mShader, "SampleIndex");
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LinearizeDepthA.Init(*mShader, "LinearizeDepthA");
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LinearizeDepthB.Init(*mShader, "LinearizeDepthB");
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InverseDepthRangeA.Init(*mShader, "InverseDepthRangeA");
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InverseDepthRangeB.Init(*mShader, "InverseDepthRangeB");
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Scale.Init(*mShader, "Scale");
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Offset.Init(*mShader, "Offset");
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mMultisample = multisample;
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}
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mShader->Bind();
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}
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void FSSAOShader::Bind()
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{
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bool multisample = (gl_multisample > 1);
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if (mCurrentQuality != gl_ssao || mMultisample != multisample)
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mShader.reset();
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if (!mShader)
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{
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao, multisample), 330);
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mShader->SetFragDataLocation(0, "FragColor");
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mShader->Link("shaders/glsl/ssao");
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mShader->SetAttribLocation(0, "PositionInProjection");
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DepthTexture.Init(*mShader, "DepthTexture");
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NormalTexture.Init(*mShader, "NormalTexture");
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RandomTexture.Init(*mShader, "RandomTexture");
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UVToViewA.Init(*mShader, "UVToViewA");
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UVToViewB.Init(*mShader, "UVToViewB");
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InvFullResolution.Init(*mShader, "InvFullResolution");
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NDotVBias.Init(*mShader, "NDotVBias");
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NegInvR2.Init(*mShader, "NegInvR2");
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RadiusToScreen.Init(*mShader, "RadiusToScreen");
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AOMultiplier.Init(*mShader, "AOMultiplier");
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AOStrength.Init(*mShader, "AOStrength");
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Scale.Init(*mShader, "Scale");
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Offset.Init(*mShader, "Offset");
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SampleIndex.Init(*mShader, "SampleIndex");
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mMultisample = multisample;
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}
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mShader->Bind();
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}
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FString FSSAOShader::GetDefines(int mode, bool multisample)
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{
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// Must match quality values in FGLRenderBuffers::CreateAmbientOcclusion
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int numDirections, numSteps;
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switch (gl_ssao)
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{
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default:
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case LowQuality: numDirections = 2; numSteps = 4; break;
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case MediumQuality: numDirections = 4; numSteps = 4; break;
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case HighQuality: numDirections = 8; numSteps = 4; break;
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}
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FString defines;
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defines.Format(R"(
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#define USE_RANDOM_TEXTURE
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#define RANDOM_TEXTURE_WIDTH 4.0
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#define NUM_DIRECTIONS %d.0
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#define NUM_STEPS %d.0
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)", numDirections, numSteps);
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if (multisample)
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defines += "\n#define MULTISAMPLE\n";
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return defines;
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}
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void FDepthBlurShader::Bind(bool vertical)
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{
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auto &shader = mShader[vertical];
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if (!shader)
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{
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", vertical ? "#define BLUR_VERTICAL\n" : "#define BLUR_HORIZONTAL\n", 330);
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/depthblur");
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shader.SetAttribLocation(0, "PositionInProjection");
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AODepthTexture[vertical].Init(shader, "AODepthTexture");
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BlurSharpness[vertical].Init(shader, "BlurSharpness");
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InvFullResolution[vertical].Init(shader, "InvFullResolution");
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PowExponent[vertical].Init(shader, "PowExponent");
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}
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shader.Bind();
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}
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void FSSAOCombineShader::Bind()
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{
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bool multisample = (gl_multisample > 1);
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if (mMultisample != multisample)
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mShader.reset();
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if (!mShader)
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{
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mShader.reset(new FShaderProgram());
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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", multisample ? "#define MULTISAMPLE\n" : "", 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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SceneFogTexture.Init(*mShader, "SceneFogTexture");
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SampleCount.Init(*mShader, "SampleCount");
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Scale.Init(*mShader, "Scale");
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Offset.Init(*mShader, "Offset");
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mMultisample = multisample;
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}
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mShader->Bind();
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}
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