gzdoom-gles/src/gl/shaders/gl_ambientshader.cpp

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