gzdoom/src/hwrenderer/postprocessing/hw_postprocess.cpp

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#include "v_video.h"
#include "hw_postprocess.h"
#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include <random>
Postprocess hw_postprocess;
Postprocess::Postprocess()
{
Managers.Push(new PPBloom());
Managers.Push(new PPLensDistort());
Managers.Push(new PPFXAA());
Managers.Push(new PPCameraExposure());
Managers.Push(new PPColormap());
Managers.Push(new PPTonemap());
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Managers.Push(new PPAmbientOcclusion());
}
Postprocess::~Postprocess()
{
for (unsigned int i = 0; i < Managers.Size(); i++)
delete Managers[i];
}
/////////////////////////////////////////////////////////////////////////////
void PPBloom::DeclareShaders()
{
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hw_postprocess.Shaders["BloomCombine"] = { "shaders/glsl/bloomcombine.fp", "", {} };
hw_postprocess.Shaders["BloomExtract"] = { "shaders/glsl/bloomextract.fp", "", ExtractUniforms::Desc() };
hw_postprocess.Shaders["BlurVertical"] = { "shaders/glsl/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() };
hw_postprocess.Shaders["BlurHorizontal"] = { "shaders/glsl/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
}
void PPBloom::UpdateTextures()
{
int width = hw_postprocess.SceneWidth;
int height = hw_postprocess.SceneHeight;
// No scene, no bloom!
if (width <= 0 || height <= 0)
return;
int bloomWidth = (width + 1) / 2;
int bloomHeight = (height + 1) / 2;
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = levels[i];
level.VTexture.Format("Bloom.VTexture.%d", i);
level.HTexture.Format("Bloom.HTexture.%d", i);
level.Viewport.left = 0;
level.Viewport.top = 0;
level.Viewport.width = (bloomWidth + 1) / 2;
level.Viewport.height = (bloomHeight + 1) / 2;
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PPTextureDesc texture = { level.Viewport.width, level.Viewport.height, PixelFormat::Rgba16f };
hw_postprocess.Textures[level.VTexture] = texture;
hw_postprocess.Textures[level.HTexture] = texture;
bloomWidth = level.Viewport.width;
bloomHeight = level.Viewport.height;
}
}
void PPBloom::UpdateSteps()
{
UpdateBlurSteps();
// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || hw_postprocess.fixedcm != CM_DEFAULT || gl_ssao_debug || hw_postprocess.SceneWidth <= 0 || hw_postprocess.SceneHeight <= 0)
{
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hw_postprocess.Effects["BloomScene"] = {};
return;
}
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TArray<PPStep> steps;
PPStep step;
ExtractUniforms extractUniforms;
extractUniforms.Scale = screen->SceneScale();
extractUniforms.Offset = screen->SceneOffset();
auto &level0 = levels[0];
// Extract blooming pixels from scene texture:
step.ShaderName = "BloomExtract";
step.Uniforms.Set(extractUniforms);
step.Viewport = level0.Viewport;
step.SetInputCurrent(0, PPFilterMode::Linear);
step.SetInputTexture(1, "Exposure.CameraTexture");
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step.SetOutputTexture(level0.VTexture);
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step.SetNoBlend();
steps.Push(step);
const float blurAmount = gl_bloom_amount;
BlurUniforms blurUniforms;
ComputeBlurSamples(7, blurAmount, blurUniforms.SampleWeights);
// Blur and downscale:
for (int i = 0; i < NumBloomLevels - 1; i++)
{
auto &level = levels[i];
auto &next = levels[i + 1];
steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
// Linear downscale:
step.ShaderName = "BloomCombine";
step.Uniforms.Clear();
step.Viewport = next.Viewport;
step.SetInputTexture(0, level.VTexture, PPFilterMode::Linear);
step.SetOutputTexture(next.VTexture);
step.SetNoBlend();
steps.Push(step);
}
// Blur and upscale:
for (int i = NumBloomLevels - 1; i > 0; i--)
{
auto &level = levels[i];
auto &next = levels[i - 1];
steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
// Linear upscale:
step.ShaderName = "BloomCombine";
step.Uniforms.Clear();
step.Viewport = next.Viewport;
step.SetInputTexture(0, level.VTexture, PPFilterMode::Linear);
step.SetOutputTexture(next.VTexture);
step.SetNoBlend();
steps.Push(step);
}
steps.Push(BlurStep(blurUniforms, level0.VTexture, level0.HTexture, level0.Viewport, false));
steps.Push(BlurStep(blurUniforms, level0.HTexture, level0.VTexture, level0.Viewport, true));
// Add bloom back to scene texture:
step.ShaderName = "BloomCombine";
step.Uniforms.Clear();
step.Viewport = screen->mSceneViewport;
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step.SetInputTexture(0, level0.VTexture, PPFilterMode::Linear);
step.SetOutputCurrent();
step.SetAdditiveBlend();
steps.Push(step);
hw_postprocess.Effects["BloomScene"] = steps;
}
void PPBloom::UpdateBlurSteps()
{
// first, respect the CVar
float blurAmount = gl_menu_blur;
// if CVar is negative, use the gameinfo entry
if (gl_menu_blur < 0)
blurAmount = hw_postprocess.gameinfobluramount;
// if blurAmount == 0 or somehow still returns negative, exit to prevent a crash, clearly we don't want this
if (blurAmount <= 0.0)
{
hw_postprocess.Effects["BlurScene"] = {};
return;
}
TArray<PPStep> steps;
PPStep step;
int numLevels = 3;
assert(numLevels <= NumBloomLevels);
const auto &level0 = levels[0];
// Grab the area we want to bloom:
step.ShaderName = "BloomCombine";
step.Uniforms.Clear();
step.Viewport = level0.Viewport;
step.SetInputCurrent(0, PPFilterMode::Linear);
step.SetOutputTexture(level0.VTexture);
step.SetNoBlend();
steps.Push(step);
BlurUniforms blurUniforms;
ComputeBlurSamples(7, blurAmount, blurUniforms.SampleWeights);
// Blur and downscale:
for (int i = 0; i < numLevels - 1; i++)
{
auto &level = levels[i];
auto &next = levels[i + 1];
steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
// Linear downscale:
step.ShaderName = "BloomCombine";
step.Uniforms.Clear();
step.Viewport = next.Viewport;
step.SetInputTexture(0, level.VTexture, PPFilterMode::Linear);
step.SetOutputTexture(next.VTexture);
step.SetNoBlend();
steps.Push(step);
}
// Blur and upscale:
for (int i = numLevels - 1; i > 0; i--)
{
auto &level = levels[i];
auto &next = levels[i - 1];
steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
// Linear upscale:
step.ShaderName = "BloomCombine";
step.Uniforms.Clear();
step.Viewport = next.Viewport;
step.SetInputTexture(0, level.VTexture, PPFilterMode::Linear);
step.SetOutputTexture(next.VTexture);
step.SetNoBlend();
steps.Push(step);
}
steps.Push(BlurStep(blurUniforms, level0.VTexture, level0.HTexture, level0.Viewport, false));
steps.Push(BlurStep(blurUniforms, level0.HTexture, level0.VTexture, level0.Viewport, true));
// Copy blur back to scene texture:
step.ShaderName = "BloomCombine";
step.Uniforms.Clear();
step.Viewport = screen->mScreenViewport;
step.SetInputTexture(0, level0.VTexture, PPFilterMode::Linear);
step.SetOutputCurrent();
step.SetNoBlend();
steps.Push(step);
hw_postprocess.Effects["BlurScene"] = steps;
}
PPStep PPBloom::BlurStep(const BlurUniforms &blurUniforms, PPTextureName input, PPTextureName output, PPViewport viewport, bool vertical)
{
PPStep step;
step.ShaderName = vertical ? "BlurVertical" : "BlurHorizontal";
step.Uniforms.Set(blurUniforms);
step.Viewport = viewport;
step.SetInputTexture(0, input);
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step.SetOutputTexture(output);
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step.SetNoBlend();
return step;
}
float PPBloom::ComputeBlurGaussian(float n, float theta) // theta = Blur Amount
{
return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
}
void PPBloom::ComputeBlurSamples(int sampleCount, float blurAmount, float *sampleWeights)
{
sampleWeights[0] = ComputeBlurGaussian(0, blurAmount);
float totalWeights = sampleWeights[0];
for (int i = 0; i < sampleCount / 2; i++)
{
float weight = ComputeBlurGaussian(i + 1.0f, blurAmount);
sampleWeights[i * 2 + 1] = weight;
sampleWeights[i * 2 + 2] = weight;
totalWeights += weight * 2;
}
for (int i = 0; i < sampleCount; i++)
{
sampleWeights[i] /= totalWeights;
}
}
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/////////////////////////////////////////////////////////////////////////////
void PPLensDistort::DeclareShaders()
{
hw_postprocess.Shaders["Lens"] = { "shaders/glsl/lensdistortion.fp", "", LensUniforms::Desc() };
}
void PPLensDistort::UpdateSteps()
{
if (gl_lens == 0)
{
hw_postprocess.Effects["LensDistortScene"] = {};
return;
}
float k[4] =
{
gl_lens_k,
gl_lens_k * gl_lens_chromatic,
gl_lens_k * gl_lens_chromatic * gl_lens_chromatic,
0.0f
};
float kcube[4] =
{
gl_lens_kcube,
gl_lens_kcube * gl_lens_chromatic,
gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic,
0.0f
};
float aspect = screen->mSceneViewport.width / (float)screen->mSceneViewport.height;
// Scale factor to keep sampling within the input texture
float r2 = aspect * aspect * 0.25f + 0.25f;
float sqrt_r2 = sqrt(r2);
float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f);
float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f);
float f = MAX(f0, f2);
float scale = 1.0f / f;
LensUniforms uniforms;
uniforms.AspectRatio = aspect;
uniforms.Scale = scale;
uniforms.LensDistortionCoefficient = k;
uniforms.CubicDistortionValue = kcube;
TArray<PPStep> steps;
PPStep step;
step.ShaderName = "Lens";
step.Uniforms.Set(uniforms);
step.Viewport = screen->mScreenViewport;
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step.SetInputCurrent(0, PPFilterMode::Linear);
step.SetOutputNext();
step.SetNoBlend();
steps.Push(step);
hw_postprocess.Effects["LensDistortScene"] = steps;
}
/////////////////////////////////////////////////////////////////////////////
void PPFXAA::DeclareShaders()
{
hw_postprocess.Shaders["FXAALuma"] = { "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
hw_postprocess.Shaders["FXAA"] = { "shaders/glsl/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
}
void PPFXAA::UpdateSteps()
{
if (0 == gl_fxaa)
{
hw_postprocess.Effects["ApplyFXAA"] = {};
return;
}
FXAAUniforms uniforms;
uniforms.ReciprocalResolution = { 1.0f / screen->mScreenViewport.width, 1.0f / screen->mScreenViewport.height };
TArray<PPStep> steps;
PPStep step;
step.ShaderName = "FXAALuma";
step.Uniforms.Clear();
step.Viewport = screen->mScreenViewport;
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step.SetInputCurrent(0, PPFilterMode::Nearest);
step.SetOutputNext();
step.SetNoBlend();
steps.Push(step);
step.ShaderName = "FXAA";
step.Uniforms.Set(uniforms);
step.Viewport = screen->mScreenViewport;
step.SetInputCurrent(0, PPFilterMode::Linear);
step.SetOutputNext();
step.SetNoBlend();
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steps.Push(step);
hw_postprocess.Effects["ApplyFXAA"] = steps;
}
int PPFXAA::GetMaxVersion()
{
return screen->glslversion >= 4.f ? 400 : 330;
}
FString PPFXAA::GetDefines()
{
int quality;
switch (gl_fxaa)
{
default:
case IFXAAShader::Low: quality = 10; break;
case IFXAAShader::Medium: quality = 12; break;
case IFXAAShader::High: quality = 29; break;
case IFXAAShader::Extreme: quality = 39; break;
}
const int gatherAlpha = GetMaxVersion() >= 400 ? 1 : 0;
// TODO: enable FXAA_GATHER4_ALPHA on OpenGL earlier than 4.0
// when GL_ARB_gpu_shader5/GL_NV_gpu_shader5 extensions are supported
FString result;
result.Format(
"#define FXAA_QUALITY__PRESET %i\n"
"#define FXAA_GATHER4_ALPHA %i\n",
quality, gatherAlpha);
return result;
}
/////////////////////////////////////////////////////////////////////////////
void PPCameraExposure::DeclareShaders()
{
hw_postprocess.Shaders["ExposureExtract"] = { "shaders/glsl/exposureextract.fp", "", ExposureExtractUniforms::Desc() };
hw_postprocess.Shaders["ExposureAverage"] = { "shaders/glsl/exposureaverage.fp", "", {}, 400 };
hw_postprocess.Shaders["ExposureCombine"] = { "shaders/glsl/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
}
void PPCameraExposure::UpdateTextures()
{
int width = hw_postprocess.SceneWidth;
int height = hw_postprocess.SceneHeight;
if (ExposureLevels.Size() > 0 && ExposureLevels[0].Viewport.width == width && ExposureLevels[0].Viewport.height == height)
{
return;
}
ExposureLevels.Clear();
int i = 0;
do
{
width = MAX(width / 2, 1);
height = MAX(height / 2, 1);
PPExposureLevel level;
level.Viewport.left = 0;
level.Viewport.top = 0;
level.Viewport.width = width;
level.Viewport.height = height;
level.Texture.Format("Exposure.Level.%d", i);
ExposureLevels.Push(level);
PPTextureDesc texture = { level.Viewport.width, level.Viewport.height, PixelFormat::R32f };
hw_postprocess.Textures[level.Texture] = texture;
i++;
} while (width > 1 || height > 1);
hw_postprocess.Textures["Exposure.CameraTexture"] = { 1, 1, PixelFormat::R32f };
FirstExposureFrame = true;
}
void PPCameraExposure::UpdateSteps()
{
if (!gl_bloom)
{
hw_postprocess.Effects["UpdateCameraExposure"] = {};
return;
}
TArray<PPStep> steps;
PPStep step;
ExposureExtractUniforms extractUniforms;
extractUniforms.Scale = screen->SceneScale();
extractUniforms.Offset = screen->SceneOffset();
ExposureCombineUniforms combineUniforms;
combineUniforms.ExposureBase = gl_exposure_base;
combineUniforms.ExposureMin = gl_exposure_min;
combineUniforms.ExposureScale = gl_exposure_scale;
combineUniforms.ExposureSpeed = gl_exposure_speed;
auto &level0 = ExposureLevels[0];
// Extract light level from scene texture:
step.ShaderName = "ExposureExtract";
step.Uniforms.Set(extractUniforms);
step.Viewport = level0.Viewport;
step.SetInputCurrent(0, PPFilterMode::Linear);
step.SetOutputTexture(level0.Texture);
step.SetNoBlend();
steps.Push(step);
// Find the average value:
for (unsigned int i = 0; i + 1 < ExposureLevels.Size(); i++)
{
auto &level = ExposureLevels[i];
auto &next = ExposureLevels[i + 1];
step.ShaderName = "ExposureAverage";
step.Uniforms.Clear();
step.Viewport = next.Viewport;
step.SetInputTexture(0, level.Texture, PPFilterMode::Linear);
step.SetOutputTexture(next.Texture);
step.SetNoBlend();
steps.Push(step);
}
// Combine average value with current camera exposure:
step.ShaderName = "ExposureCombine";
step.Uniforms.Set(combineUniforms);
step.Viewport.left = 0;
step.Viewport.top = 0;
step.Viewport.width = 1;
step.Viewport.height = 1;
step.SetInputTexture(0, ExposureLevels.Last().Texture, PPFilterMode::Linear);
step.SetOutputTexture("Exposure.CameraTexture");
if (!FirstExposureFrame)
step.SetAlphaBlend();
else
step.SetNoBlend();
steps.Push(step);
FirstExposureFrame = false;
hw_postprocess.Effects["UpdateCameraExposure"] = steps;
}
/////////////////////////////////////////////////////////////////////////////
void PPColormap::DeclareShaders()
{
hw_postprocess.Shaders["Colormap"] = { "shaders/glsl/colormap.fp", "", ColormapUniforms::Desc() };
}
void PPColormap::UpdateSteps()
{
int fixedcm = hw_postprocess.fixedcm;
if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP)
{
hw_postprocess.Effects["ColormapScene"] = {};
return;
}
FSpecialColormap *scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
ColormapUniforms uniforms;
uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
uniforms.MapRange = m;
PPStep step;
step.ShaderName = "Colormap";
step.Uniforms.Set(uniforms);
step.Viewport = screen->mScreenViewport;
step.SetInputCurrent(0);
step.SetOutputNext();
step.SetNoBlend();
TArray<PPStep> steps;
steps.Push(step);
hw_postprocess.Effects["ColormapScene"] = steps;
}
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/////////////////////////////////////////////////////////////////////////////
void PPTonemap::DeclareShaders()
{
hw_postprocess.Shaders["Tonemap.Linear"] = { "shaders/glsl/tonemap.fp", "#define LINEAR\n", {} };
hw_postprocess.Shaders["Tonemap.Reinhard"] = { "shaders/glsl/tonemap.fp", "#define REINHARD\n", {} };
hw_postprocess.Shaders["Tonemap.HejlDawson"] = { "shaders/glsl/tonemap.fp", "#define HEJLDAWSON\n", {} };
hw_postprocess.Shaders["Tonemap.Uncharted2"] = { "shaders/glsl/tonemap.fp", "#define UNCHARTED2\n", {} };
hw_postprocess.Shaders["Tonemap.Palette"] = { "shaders/glsl/tonemap.fp", "#define PALETTE\n", {} };
}
void PPTonemap::UpdateTextures()
{
if (gl_tonemap == Palette)
{
if (!hw_postprocess.Textures.CheckKey("Tonemap.Palette"))
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{
std::shared_ptr<void> data(new uint32_t[512 * 512], [](void *p) { delete[](uint32_t*)p; });
uint8_t *lut = (uint8_t *)data.get();
for (int r = 0; r < 64; r++)
{
for (int g = 0; g < 64; g++)
{
for (int b = 0; b < 64; b++)
{
PalEntry color = GPalette.BaseColors[(uint8_t)PTM_BestColor((uint32_t *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4),
gl_paltonemap_reverselookup, gl_paltonemap_powtable, 0, 256)];
int index = ((r * 64 + g) * 64 + b) * 4;
lut[index] = color.r;
lut[index + 1] = color.g;
lut[index + 2] = color.b;
lut[index + 3] = 255;
}
}
}
hw_postprocess.Textures["Tonemap.Palette"] = { 512, 512, PixelFormat::Rgba8, data };
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}
}
}
void PPTonemap::UpdateSteps()
{
if (gl_tonemap == 0)
{
hw_postprocess.Effects["TonemapScene"] = {};
return;
}
PPShaderName shader;
switch (gl_tonemap)
{
default:
case Linear: shader = "Tonemap.Linear"; break;
case Reinhard: shader = "Tonemap.Reinhard"; break;
case HejlDawson: shader = "Tonemap.HejlDawson"; break;
case Uncharted2: shader = "Tonemap.Uncharted2"; break;
case Palette: shader = "Tonemap.Palette"; break;
}
PPStep step;
step.ShaderName = shader;
step.Viewport = screen->mScreenViewport;
step.SetInputCurrent(0);
if (gl_tonemap == Palette)
step.SetInputTexture(1, "Tonemap.Palette");
step.SetOutputNext();
step.SetNoBlend();
TArray<PPStep> steps;
steps.Push(step);
hw_postprocess.Effects["TonemapScene"] = steps;
}
/////////////////////////////////////////////////////////////////////////////
void PPAmbientOcclusion::DeclareShaders()
{
// Must match quality values in PPAmbientOcclusion::UpdateTextures
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);
hw_postprocess.Shaders["SSAO.LinearDepth"] = { "shaders/glsl/lineardepth.fp", "", LinearDepthUniforms::Desc() };
hw_postprocess.Shaders["SSAO.LinearDepthMS"] = { "shaders/glsl/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
hw_postprocess.Shaders["SSAO.AmbientOcclude"] = { "shaders/glsl/ssao.fp", defines, SSAOUniforms::Desc() };
hw_postprocess.Shaders["SSAO.AmbientOccludeMS"] = { "shaders/glsl/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
hw_postprocess.Shaders["SSAO.BlurVertical"] = { "shaders/glsl/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
hw_postprocess.Shaders["SSAO.BlurHorizontal"] = { "shaders/glsl/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
hw_postprocess.Shaders["SSAO.Combine"] = { "shaders/glsl/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
hw_postprocess.Shaders["SSAO.CombineMS"] = { "shaders/glsl/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
}
void PPAmbientOcclusion::UpdateTextures()
{
int width = hw_postprocess.SceneWidth;
int height = hw_postprocess.SceneHeight;
if (width <= 0 || height <= 0)
return;
AmbientWidth = (width + 1) / 2;
AmbientHeight = (height + 1) / 2;
hw_postprocess.Textures["SSAO.LinearDepth"] = { AmbientWidth, AmbientHeight, PixelFormat::R32f };
hw_postprocess.Textures["SSAO.Ambient0"] = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
hw_postprocess.Textures["SSAO.Ambient1"] = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
// We only need to create the random texture once
if (!hw_postprocess.Textures.CheckKey("SSAO.Random0"))
{
// Must match quality enum in PPAmbientOcclusion::DeclareShaders
double numDirections[NumAmbientRandomTextures] = { 2.0, 4.0, 8.0 };
std::mt19937 generator(1337);
std::uniform_real_distribution<double> distribution(0.0, 1.0);
for (int quality = 0; quality < NumAmbientRandomTextures; quality++)
{
std::shared_ptr<void> data(new int16_t[16 * 4], [](void *p) { delete[](int16_t*)p; });
int16_t *randomValues = (int16_t *)data.get();
for (int i = 0; i < 16; i++)
{
double angle = 2.0 * M_PI * distribution(generator) / numDirections[quality];
double x = cos(angle);
double y = sin(angle);
double z = distribution(generator);
double w = distribution(generator);
randomValues[i * 4 + 0] = (int16_t)clamp(x * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 1] = (int16_t)clamp(y * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 2] = (int16_t)clamp(z * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0);
}
FString name;
name.Format("SSAO.Random%d", quality);
hw_postprocess.Textures[name] = { 4, 4, PixelFormat::Rgba16_snorm, data };
AmbientRandomTexture[quality] = name;
}
}
}
void PPAmbientOcclusion::UpdateSteps()
{
if (gl_ssao == 0 || hw_postprocess.SceneWidth == 0 || hw_postprocess.SceneHeight == 0)
{
hw_postprocess.Effects["AmbientOccludeScene"] = {};
return;
}
float bias = gl_ssao_bias;
float aoRadius = gl_ssao_radius;
const float blurAmount = gl_ssao_blur;
float aoStrength = gl_ssao_strength;
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
float tanHalfFovy = 1.0f / hw_postprocess.m5;
float invFocalLenX = tanHalfFovy * (hw_postprocess.SceneWidth / (float)hw_postprocess.SceneHeight);
float invFocalLenY = tanHalfFovy;
float nDotVBias = clamp(bias, 0.0f, 1.0f);
float r2 = aoRadius * aoRadius;
float blurSharpness = 1.0f / blurAmount;
auto sceneScale = screen->SceneScale();
auto sceneOffset = screen->SceneOffset();
int randomTexture = clamp(gl_ssao - 1, 0, NumAmbientRandomTextures - 1);
LinearDepthUniforms linearUniforms;
linearUniforms.SampleIndex = 0;
linearUniforms.LinearizeDepthA = 1.0f / screen->GetZFar() - 1.0f / screen->GetZNear();
linearUniforms.LinearizeDepthB = MAX(1.0f / screen->GetZNear(), 1.e-8f);
linearUniforms.InverseDepthRangeA = 1.0f;
linearUniforms.InverseDepthRangeB = 0.0f;
linearUniforms.Scale = sceneScale;
linearUniforms.Offset = sceneOffset;
SSAOUniforms ssaoUniforms;
ssaoUniforms.SampleIndex = 0;
ssaoUniforms.UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
ssaoUniforms.UVToViewB = { -invFocalLenX, -invFocalLenY };
ssaoUniforms.InvFullResolution = { 1.0f / AmbientWidth, 1.0f / AmbientHeight };
ssaoUniforms.NDotVBias = nDotVBias;
ssaoUniforms.NegInvR2 = -1.0f / r2;
ssaoUniforms.RadiusToScreen = aoRadius * 0.5f / tanHalfFovy * AmbientHeight;
ssaoUniforms.AOMultiplier = 1.0f / (1.0f - nDotVBias);
ssaoUniforms.AOStrength = aoStrength;
ssaoUniforms.Scale = sceneScale;
ssaoUniforms.Offset = sceneOffset;
DepthBlurUniforms blurUniforms;
blurUniforms.BlurSharpness = blurSharpness;
blurUniforms.InvFullResolution = { 1.0f / AmbientWidth, 1.0f / AmbientHeight };
blurUniforms.PowExponent = gl_ssao_exponent;
AmbientCombineUniforms combineUniforms;
combineUniforms.SampleCount = gl_multisample;
combineUniforms.Scale = screen->SceneScale();
combineUniforms.Offset = screen->SceneOffset();
IntRect ambientViewport;
ambientViewport.left = 0;
ambientViewport.top = 0;
ambientViewport.width = AmbientWidth;
ambientViewport.height = AmbientHeight;
TArray<PPStep> steps;
// Calculate linear depth values
{
PPStep step;
step.ShaderName = gl_multisample > 1 ? "SSAO.LinearDepthMS" : "SSAO.LinearDepth";
step.Uniforms.Set(linearUniforms);
step.Viewport = ambientViewport;
step.SetInputSceneDepth(0);
step.SetInputSceneColor(1);
step.SetOutputTexture("SSAO.LinearDepth");
step.SetNoBlend();
steps.Push(step);
}
// Apply ambient occlusion
{
PPStep step;
step.ShaderName = gl_multisample > 1 ? "SSAO.AmbientOccludeMS" : "SSAO.AmbientOcclude";
step.Uniforms.Set(ssaoUniforms);
step.Viewport = ambientViewport;
step.SetInputTexture(0, "SSAO.LinearDepth");
step.SetInputSceneNormal(1);
step.SetInputTexture(2, AmbientRandomTexture[randomTexture], PPFilterMode::Nearest, PPWrapMode::Repeat);
step.SetOutputTexture("SSAO.Ambient0");
step.SetNoBlend();
steps.Push(step);
}
// Blur SSAO texture
if (gl_ssao_debug < 2)
{
PPStep step;
step.ShaderName = "SSAO.BlurHorizontal";
step.Uniforms.Set(blurUniforms);
step.Viewport = ambientViewport;
step.SetInputTexture(0, "SSAO.Ambient0");
step.SetOutputTexture("SSAO.Ambient1");
step.SetNoBlend();
steps.Push(step);
step.ShaderName = "SSAO.BlurVertical";
step.SetInputTexture(0, "SSAO.Ambient1");
step.SetOutputTexture("SSAO.Ambient0");
steps.Push(step);
}
// Add SSAO back to scene texture:
{
PPStep step;
step.ShaderName = gl_multisample > 1 ? "SSAO.CombineMS" : "SSAO.Combine";
step.Uniforms.Set(combineUniforms);
step.Viewport = screen->mSceneViewport;
step.SetInputTexture(0, "SSAO.Ambient0", PPFilterMode::Linear);
step.SetInputSceneFog(1);
step.SetOutputSceneColor();
if (gl_ssao_debug != 0)
step.SetNoBlend();
else
step.SetAlphaBlend();
steps.Push(step);
}
hw_postprocess.Effects["AmbientOccludeScene"] = steps;
}