gzdoom/src/gl/renderer/gl_postprocess.cpp

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/*
** gl_postprocess.cpp
** Post processing effects in the render pipeline
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "gi.h"
#include "m_png.h"
#include "m_random.h"
#include "st_stuff.h"
#include "dobject.h"
#include "doomstat.h"
#include "g_level.h"
#include "r_data/r_interpolate.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_effect.h"
#include "sbar.h"
#include "po_man.h"
#include "r_utility.h"
#include "a_hexenglobal.h"
#include "p_local.h"
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#include "colormatcher.h"
#include "gl/gl_functions.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
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#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_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_colormapshader.h"
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#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/renderer/gl_2ddrawer.h"
//==========================================================================
//
// CVARs
//
//==========================================================================
CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, 0)
{
if (self < 0.1f) self = 0.1f;
}
CVAR(Float, gl_exposure, 0.0f, 0)
CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
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if (self < 0 || self > 5)
self = 0;
}
CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
{
if (self < 3 || self > 15 || self % 2 == 0)
self = 7;
}
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CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_k, -0.12f, 0)
CVAR(Float, gl_lens_kcube, 0.1f, 0)
CVAR(Float, gl_lens_chromatic, 1.12f, 0)
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EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
void FGLRenderer::RenderScreenQuad()
{
mVBO->BindVBO();
gl_RenderState.ResetVertexBuffer();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
}
//-----------------------------------------------------------------------------
//
// Adds bloom contribution to scene texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::BloomScene()
{
// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT)
return;
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FGLDebug::PushGroup("BloomScene");
FGLPostProcessState savedState;
const float blurAmount = gl_bloom_amount;
int sampleCount = gl_bloom_kernel_size;
const auto &level0 = mBuffers->BloomLevels[0];
// Extract blooming pixels from scene texture:
glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomExtractShader->Bind();
mBloomExtractShader->SceneTexture.Set(0);
mBloomExtractShader->Exposure.Set(mCameraExposure);
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mBloomExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
mBloomExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Blur and downscale:
for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
{
const auto &level = mBuffers->BloomLevels[i];
const auto &next = mBuffers->BloomLevels[i + 1];
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
}
// Blur and upscale:
for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
{
const auto &level = mBuffers->BloomLevels[i];
const auto &next = mBuffers->BloomLevels[i - 1];
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
// Linear upscale:
glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
glViewport(0, 0, next.Width, next.Height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, level.VTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
RenderScreenQuad();
}
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
// Add bloom back to scene texture:
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mBuffers->BindCurrentFB();
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, level0.VTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Tonemap scene texture and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::TonemapScene()
{
if (gl_tonemap == 0)
return;
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FGLDebug::PushGroup("TonemapScene");
FGLPostProcessState savedState;
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mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
mTonemapShader->Bind();
mTonemapShader->SceneTexture.Set(0);
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if (mTonemapShader->IsPaletteMode())
{
mTonemapShader->PaletteLUT.Set(1);
BindTonemapPalette(1);
}
else
{
mTonemapShader->Exposure.Set(mCameraExposure);
}
RenderScreenQuad();
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
}
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void FGLRenderer::BindTonemapPalette(int texunit)
{
if (mTonemapPalette)
{
mTonemapPalette->Bind(texunit, 0, false);
}
else
{
TArray<unsigned char> lut;
lut.Resize(512 * 512 * 4);
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[ColorMatcher.Pick((r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4))];
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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;
}
}
}
mTonemapPalette = new FHardwareTexture(512, 512, true);
mTonemapPalette->CreateTexture(&lut[0], 512, 512, texunit, false, 0, "mTonemapPalette");
glActiveTexture(GL_TEXTURE0 + texunit);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0);
}
}
void FGLRenderer::ClearTonemapPalette()
{
delete mTonemapPalette;
mTonemapPalette = nullptr;
}
//-----------------------------------------------------------------------------
//
// Colormap scene texture and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::ColormapScene()
{
if (gl_fixedcolormap < CM_FIRSTSPECIALCOLORMAP || gl_fixedcolormap >= CM_MAXCOLORMAP)
return;
FGLDebug::PushGroup("ColormapScene");
FGLPostProcessState savedState;
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
mColormapShader->Bind();
FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
mColormapShader->MapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
mColormapShader->MapRange.Set(m);
RenderScreenQuad();
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
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//-----------------------------------------------------------------------------
//
// Apply lens distortion and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::LensDistortScene()
{
if (gl_lens == 0)
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return;
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FGLDebug::PushGroup("LensDistortScene");
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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 = mSceneViewport.width / mSceneViewport.height;
// Scale factor to keep sampling within the input texture
float r2 = aspect * aspect * 0.25 + 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;
FGLPostProcessState savedState;
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mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mLensShader->Bind();
mLensShader->InputTexture.Set(0);
mLensShader->AspectRatio.Set(aspect);
mLensShader->Scale.Set(scale);
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mLensShader->LensDistortionCoefficient.Set(k);
mLensShader->CubicDistortionValue.Set(kcube);
RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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}
//-----------------------------------------------------------------------------
//
// Gamma correct while copying to frame buffer
//
//-----------------------------------------------------------------------------
void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
{
m2DDrawer->Flush(); // draw all pending 2D stuff before copying the buffer
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FGLDebug::PushGroup("CopyToBackbuffer");
if (FGLRenderBuffers::IsEnabled())
{
FGLPostProcessState savedState;
mBuffers->BindOutputFB();
GL_IRECT box;
if (bounds)
{
box = *bounds;
}
else
{
ClearBorders();
box = mOutputLetterbox;
}
// Present what was rendered:
glViewport(box.left, box.top, box.width, box.height);
mPresentShader->Bind();
mPresentShader->InputTexture.Set(0);
if (!applyGamma || framebuffer->IsHWGammaActive())
{
mPresentShader->InvGamma.Set(1.0f);
mPresentShader->Contrast.Set(1.0f);
mPresentShader->Brightness.Set(0.0f);
}
else
{
mPresentShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
}
mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
RenderScreenQuad();
}
else if (!bounds)
{
FGLPostProcessState savedState;
ClearBorders();
}
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FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Fills the black bars around the screen letterbox
//
//-----------------------------------------------------------------------------
void FGLRenderer::ClearBorders()
{
const auto &box = mOutputLetterbox;
int clientWidth = framebuffer->GetClientWidth();
int clientHeight = framebuffer->GetClientHeight();
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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);
}