mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 22:33:17 +00:00
Resolve multisampling depth in shader
This commit is contained in:
parent
b1c1e6aae7
commit
902097d6da
6 changed files with 211 additions and 84 deletions
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@ -136,8 +136,8 @@ void FGLRenderer::RenderScreenQuad()
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void FGLRenderer::PostProcessScene()
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{
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mBuffers->BlitSceneToTexture();
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AmbientOccludeScene();
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mBuffers->BlitSceneToTexture();
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BloomScene();
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TonemapScene();
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ColormapScene();
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@ -165,6 +165,7 @@ void FGLRenderer::AmbientOccludeScene()
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const float blurAmount = gl_ssao_blur_amount;
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int blurSampleCount = gl_ssao_blur_samples;
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float aoStrength = gl_ssao_strength;
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bool multisample = gl_multisample > 1;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / 1.33333302f; // 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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@ -177,12 +178,15 @@ void FGLRenderer::AmbientOccludeScene()
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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mBuffers->BindSceneDepthTexture(0);
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mLinearDepthShader->Bind();
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mLinearDepthShader->DepthTexture.Set(0);
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mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mLinearDepthShader->Bind(multisample);
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mLinearDepthShader->DepthTexture[multisample].Set(0);
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if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
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mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
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RenderScreenQuad();
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// Apply ambient occlusion
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@ -227,7 +231,7 @@ void FGLRenderer::AmbientOccludeScene()
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RenderScreenQuad();
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// Add SSAO back to scene texture:
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mBuffers->BindCurrentFB();
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mBuffers->BindSceneFB();
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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@ -53,6 +53,7 @@
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#include "w_wad.h"
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#include "i_system.h"
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#include "doomerrors.h"
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#include <random>
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CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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@ -86,15 +87,14 @@ FGLRenderBuffers::~FGLRenderBuffers()
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ClearScene();
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ClearPipeline();
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ClearBloom();
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ClearAmbientOcclusion();
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}
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void FGLRenderBuffers::ClearScene()
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{
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DeleteFrameBuffer(mSceneFB);
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DeleteRenderBuffer(mSceneMultisample);
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DeleteRenderBuffer(mSceneDepthStencil);
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DeleteRenderBuffer(mSceneDepth);
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DeleteRenderBuffer(mSceneStencil);
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DeleteTexture(mSceneMultisample);
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DeleteTexture(mSceneDepthStencil);
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}
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void FGLRenderBuffers::ClearPipeline()
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@ -119,6 +119,15 @@ void FGLRenderBuffers::ClearBloom()
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}
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}
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void FGLRenderBuffers::ClearAmbientOcclusion()
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{
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DeleteFrameBuffer(AmbientFB0);
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DeleteFrameBuffer(AmbientFB1);
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DeleteTexture(AmbientTexture0);
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DeleteTexture(AmbientTexture1);
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DeleteTexture(AmbientRandomTexture);
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}
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void FGLRenderBuffers::DeleteTexture(GLuint &handle)
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{
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if (handle != 0)
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@ -186,11 +195,12 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
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}
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// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
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if (mBloomWidth != sceneWidth || mBloomHeight != sceneHeight)
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if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
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{
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CreateBloom(sceneWidth, sceneHeight);
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mBloomWidth = sceneWidth;
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mBloomHeight = sceneHeight;
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CreateAmbientOcclusion(sceneWidth, sceneHeight);
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mSceneWidth = sceneWidth;
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mSceneHeight = sceneHeight;
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}
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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@ -206,8 +216,8 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
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mWidth = 0;
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mHeight = 0;
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mSamples = 0;
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mBloomWidth = 0;
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mBloomHeight = 0;
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mSceneWidth = 0;
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mSceneHeight = 0;
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}
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return !FailedCreate;
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@ -224,9 +234,15 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
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ClearScene();
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if (samples > 1)
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mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height);
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{
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mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
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mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
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}
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else
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{
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mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
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}
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mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
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mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
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}
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@ -279,20 +295,77 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
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}
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}
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//==========================================================================
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//
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// Creates ambient occlusion working buffers
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//
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//==========================================================================
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void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
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{
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ClearAmbientOcclusion();
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if (width <= 0 || height <= 0)
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return;
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AmbientWidth = width / 2;
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AmbientHeight = height / 2;
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AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG32F, AmbientWidth, AmbientHeight);
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AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG32F, AmbientWidth, AmbientHeight);
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AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
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AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
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int16_t randomValues[16 * 4];
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std::mt19937 generator(1337);
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std::uniform_real_distribution<double> distribution(-1.0, 1.0);
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for (int i = 0; i < 16; i++)
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{
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double num_directions = 8.0; // Must be same as the define in ssao.fp
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double angle = 2.0 * M_PI * distribution(generator) / num_directions;
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double x = cos(angle);
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double y = sin(angle);
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double z = distribution(generator);
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double w = distribution(generator);
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randomValues[i * 4 + 0] = (int16_t)clamp(x * 32768.0, -32767.0, 32768.0);
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randomValues[i * 4 + 1] = (int16_t)clamp(y * 32768.0, -32767.0, 32768.0);
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randomValues[i * 4 + 2] = (int16_t)clamp(z * 32768.0, -32767.0, 32768.0);
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randomValues[i * 4 + 3] = (int16_t)clamp(w * 32768.0, -32767.0, 32768.0);
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}
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AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
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}
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//==========================================================================
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//
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// Creates a 2D texture defaulting to linear filtering and clamp to edge
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//
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//==========================================================================
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GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height)
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GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data)
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{
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GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
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GLuint handle = 0;
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glGenTextures(1, &handle);
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glBindTexture(GL_TEXTURE_2D, handle);
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FGLDebug::LabelObject(GL_TEXTURE, handle, name);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr);
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GLenum dataformat, datatype;
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switch (format)
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{
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case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
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case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
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case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
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case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
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case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
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case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
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case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
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case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
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case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
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case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
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default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
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}
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -300,6 +373,17 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
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return handle;
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}
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GLuint FGLRenderBuffers::Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
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{
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GLuint handle = 0;
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glGenTextures(1, &handle);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, handle);
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FGLDebug::LabelObject(GL_TEXTURE, handle, name);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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return handle;
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}
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//==========================================================================
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//
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// Creates a render buffer
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@ -347,34 +431,22 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
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return handle;
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}
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GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
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GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool multisample)
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{
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GLuint handle = 0;
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_FRAMEBUFFER, handle);
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FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
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if (colorIsARenderBuffer)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
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else
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(true, true);
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return handle;
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if (multisample)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil, 0);
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}
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GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer)
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{
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GLuint handle = 0;
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_FRAMEBUFFER, handle);
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FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
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if (colorIsARenderBuffer)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
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else
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
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}
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(true, true);
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return handle;
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@ -394,7 +466,8 @@ bool FGLRenderBuffers::CheckFrameBufferCompleteness()
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FailedCreate = true;
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#if 0
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if (gl_debug_level > 0)
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{
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FString error = "glCheckFramebufferStatus failed: ";
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switch (result)
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{
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@ -408,8 +481,8 @@ bool FGLRenderBuffers::CheckFrameBufferCompleteness()
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
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case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
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}
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I_FatalError(error);
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#endif
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Printf("%s\n", error.GetChars());
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}
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return false;
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}
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@ -482,6 +555,21 @@ void FGLRenderBuffers::BindSceneFB()
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
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}
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//==========================================================================
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//
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// Binds the depth texture to the specified texture unit
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//
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//==========================================================================
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void FGLRenderBuffers::BindSceneDepthTexture(int index)
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{
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glActiveTexture(GL_TEXTURE0 + index);
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if (mSamples > 1)
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencil);
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else
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glBindTexture(GL_TEXTURE_2D, mSceneDepthStencil);
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}
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//==========================================================================
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//
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// Binds the current scene/effect/hud texture to the specified texture unit
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@ -23,6 +23,7 @@ public:
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bool Setup(int width, int height, int sceneWidth, int sceneHeight);
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void BindSceneFB();
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void BindSceneDepthTexture(int index);
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void BlitSceneToTexture();
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void BindCurrentTexture(int index);
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@ -35,24 +36,38 @@ public:
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enum { NumBloomLevels = 4 };
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FGLBloomTextureLevel BloomLevels[NumBloomLevels];
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// Ambient occlusion buffers
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GLuint AmbientTexture0 = 0;
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GLuint AmbientTexture1 = 0;
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GLuint AmbientFB0 = 0;
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GLuint AmbientFB1 = 0;
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int AmbientWidth = 0;
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int AmbientHeight = 0;
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GLuint AmbientRandomTexture = 0;
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static bool IsEnabled();
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int GetWidth() const { return mWidth; }
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int GetHeight() const { return mHeight; }
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int GetSceneWidth() const { return mSceneWidth; }
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int GetSceneHeight() const { return mSceneHeight; }
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private:
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void ClearScene();
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void ClearPipeline();
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void ClearBloom();
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void ClearAmbientOcclusion();
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void CreateScene(int width, int height, int samples);
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void CreatePipeline(int width, int height);
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void CreateBloom(int width, int height);
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GLuint Create2DTexture(const FString &name, GLuint format, int width, int height);
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void CreateAmbientOcclusion(int width, int height);
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GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
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GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
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GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
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GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height);
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GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
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GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
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GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
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GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool multisample);
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bool CheckFrameBufferCompleteness();
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void ClearFrameBuffer(bool stencil, bool depth);
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void DeleteTexture(GLuint &handle);
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@ -63,8 +78,8 @@ private:
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int mHeight = 0;
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int mSamples = 0;
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int mMaxSamples = 0;
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int mBloomWidth = 0;
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int mBloomHeight = 0;
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int mSceneWidth = 0;
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int mSceneHeight = 0;
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static const int NumPipelineTextures = 2;
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int mCurrentPipelineTexture = 0;
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@ -72,8 +87,6 @@ private:
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// Buffers for the scene
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GLuint mSceneMultisample = 0;
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GLuint mSceneDepthStencil = 0;
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GLuint mSceneDepth = 0;
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GLuint mSceneStencil = 0;
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GLuint mSceneFB = 0;
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// Effect/HUD buffers
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@ -49,22 +49,24 @@
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#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_ambientshader.h"
|
||||
|
||||
void FLinearDepthShader::Bind()
|
||||
void FLinearDepthShader::Bind(bool multisample)
|
||||
{
|
||||
if (!mShader)
|
||||
auto &shader = mShader[multisample];
|
||||
if (!shader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", "", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/lineardepth");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture.Init(mShader, "DepthTexture");
|
||||
LinearizeDepthA.Init(mShader, "LinearizeDepthA");
|
||||
LinearizeDepthB.Init(mShader, "LinearizeDepthB");
|
||||
InverseDepthRangeA.Init(mShader, "InverseDepthRangeA");
|
||||
InverseDepthRangeB.Init(mShader, "InverseDepthRangeB");
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/lineardepth");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture[multisample].Init(shader, "DepthTexture");
|
||||
SampleCount[multisample].Init(shader, "SampleCount");
|
||||
LinearizeDepthA[multisample].Init(shader, "LinearizeDepthA");
|
||||
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
|
||||
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
|
||||
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
|
||||
}
|
||||
mShader.Bind();
|
||||
shader.Bind();
|
||||
}
|
||||
|
||||
void FSSAOShader::Bind()
|
||||
|
|
|
@ -6,16 +6,17 @@
|
|||
class FLinearDepthShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
void Bind(bool multisample);
|
||||
|
||||
FBufferedUniformSampler DepthTexture;
|
||||
FBufferedUniform1f LinearizeDepthA;
|
||||
FBufferedUniform1f LinearizeDepthB;
|
||||
FBufferedUniform1f InverseDepthRangeA;
|
||||
FBufferedUniform1f InverseDepthRangeB;
|
||||
FBufferedUniformSampler DepthTexture[2];
|
||||
FBufferedUniform1i SampleCount[2];
|
||||
FBufferedUniform1f LinearizeDepthA[2];
|
||||
FBufferedUniform1f LinearizeDepthB[2];
|
||||
FBufferedUniform1f InverseDepthRangeA[2];
|
||||
FBufferedUniform1f InverseDepthRangeB[2];
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
FShaderProgram mShader[2];
|
||||
};
|
||||
|
||||
class FSSAOShader
|
||||
|
|
|
@ -2,7 +2,12 @@
|
|||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
#if defined(MULTISAMPLE)
|
||||
uniform sampler2DMS DepthTexture;
|
||||
uniform int SampleCount;
|
||||
#else
|
||||
uniform sampler2D DepthTexture;
|
||||
#endif
|
||||
uniform float LinearizeDepthA;
|
||||
uniform float LinearizeDepthB;
|
||||
uniform float InverseDepthRangeA;
|
||||
|
@ -10,7 +15,21 @@ uniform float InverseDepthRangeB;
|
|||
|
||||
void main()
|
||||
{
|
||||
#if defined(MULTISAMPLE)
|
||||
ivec2 texSize = textureSize(DepthTexture);
|
||||
ivec2 ipos = ivec2(TexCoord * vec2(texSize));
|
||||
float depth = 0.0;
|
||||
for (int i = 0; i < SampleCount; i++)
|
||||
depth += texelFetch(DepthTexture, ipos, i).x;
|
||||
depth /= float(SampleCount);
|
||||
#else
|
||||
/*ivec2 texSize = textureSize(DepthTexture, 0);
|
||||
ivec2 ipos = ivec2(TexCoord * vec2(texSize));
|
||||
if (ipos.x < 0) ipos.x += texSize.x;
|
||||
if (ipos.y < 0) ipos.y += texSize.y;
|
||||
float depth = texelFetch(DepthTexture, ipos, 0).x;*/
|
||||
float depth = texture(DepthTexture, TexCoord).x;
|
||||
#endif
|
||||
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
||||
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue