Merge branch 'ssao' into qzdoom

This commit is contained in:
Magnus Norddahl 2016-10-09 06:27:42 +02:00
commit 94d8e10f96
15 changed files with 432 additions and 258 deletions

View file

@ -121,10 +121,15 @@ CUSTOM_CVAR(Int, gl_ssao_portals, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
}
CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_ssao_debug, false, 0)
CVAR(Float, gl_ssao_bias, 0.5f, 0)
CVAR(Float, gl_ssao_radius, 100.0f, 0)
CUSTOM_CVAR(Float, gl_ssao_blur_amount, 4.0f, 0)
CVAR(Int, gl_ssao_debug, 0, 0)
CVAR(Float, gl_ssao_bias, 0.2f, 0)
CVAR(Float, gl_ssao_radius, 80.0f, 0)
CUSTOM_CVAR(Float, gl_ssao_blur, 16.0f, 0)
{
if (self < 0.1f) self = 0.1f;
}
CUSTOM_CVAR(Float, gl_ssao_exponent, 1.8f, 0)
{
if (self < 0.1f) self = 0.1f;
}
@ -162,13 +167,12 @@ void FGLRenderer::AmbientOccludeScene()
FGLDebug::PushGroup("AmbientOccludeScene");
FGLPostProcessState savedState;
savedState.SaveTextureBinding1();
savedState.SaveTextureBindings(3);
float bias = gl_ssao_bias;
float aoRadius = gl_ssao_radius;
const float blurAmount = gl_ssao_blur_amount;
const float blurAmount = gl_ssao_blur;
float aoStrength = gl_ssao_strength;
bool multisample = gl_multisample > 1;
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
float tanHalfFovy = 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
@ -179,8 +183,15 @@ void FGLRenderer::AmbientOccludeScene()
float blurSharpness = 1.0f / blurAmount;
float sceneScaleX = mSceneViewport.width / (float)mScreenViewport.width;
float sceneScaleY = mSceneViewport.height / (float)mScreenViewport.height;
float sceneOffsetX = mSceneViewport.left / (float)mScreenViewport.width;
float sceneOffsetY = mSceneViewport.top / (float)mScreenViewport.height;
int randomTexture = clamp(gl_ssao - 1, 0, FGLRenderBuffers::NumAmbientRandomTextures - 1);
// Calculate linear depth values
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->LinearDepthFB);
glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
mBuffers->BindSceneDepthTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -189,83 +200,93 @@ void FGLRenderer::AmbientOccludeScene()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE0);
mLinearDepthShader->Bind(multisample);
mLinearDepthShader->DepthTexture[multisample].Set(0);
mLinearDepthShader->ColorTexture[multisample].Set(1);
if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
mLinearDepthShader->Scale[multisample].Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
mLinearDepthShader->Bind();
mLinearDepthShader->DepthTexture.Set(0);
mLinearDepthShader->ColorTexture.Set(1);
if (gl_multisample > 1) mLinearDepthShader->SampleIndex.Set(0);
mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
mLinearDepthShader->Scale.Set(sceneScaleX, sceneScaleY);
mLinearDepthShader->Offset.Set(sceneOffsetX, sceneOffsetY);
RenderScreenQuad();
// Apply ambient occlusion
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
glBindTexture(GL_TEXTURE_2D, mBuffers->LinearDepthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture[randomTexture]);
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
mBuffers->BindSceneNormalTexture(2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE0);
mSSAOShader->Bind();
mSSAOShader->DepthTexture.Set(0);
mSSAOShader->RandomTexture.Set(1);
mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, -2.0f * invFocalLenY);
mSSAOShader->UVToViewB.Set(-invFocalLenX, invFocalLenY);
mSSAOShader->NormalTexture.Set(2);
if (gl_multisample > 1) mSSAOShader->SampleIndex.Set(0);
mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, 2.0f * invFocalLenY);
mSSAOShader->UVToViewB.Set(-invFocalLenX, -invFocalLenY);
mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
mSSAOShader->NDotVBias.Set(nDotVBias);
mSSAOShader->NegInvR2.Set(-1.0f / r2);
mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
mSSAOShader->AOStrength.Set(aoStrength);
mSSAOShader->Scale.Set(sceneScaleX, sceneScaleY);
mSSAOShader->Offset.Set(sceneOffsetX, sceneOffsetY);
RenderScreenQuad();
// Blur SSAO texture
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mDepthBlurShader->Bind(false);
mDepthBlurShader->BlurSharpness[false].Set(blurSharpness);
mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
RenderScreenQuad();
if (gl_ssao_debug < 2)
{
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mDepthBlurShader->Bind(false);
mDepthBlurShader->BlurSharpness[false].Set(blurSharpness);
mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
RenderScreenQuad();
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
mDepthBlurShader->Bind(true);
mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
mDepthBlurShader->PowExponent[true].Set(1.8f);
RenderScreenQuad();
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
mDepthBlurShader->Bind(true);
mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
mDepthBlurShader->PowExponent[true].Set(gl_ssao_exponent);
RenderScreenQuad();
}
// Add SSAO back to scene texture:
mBuffers->BindSceneFB(false);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, buffers);
glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
if (gl_ssao_debug)
glBlendFunc(GL_ONE, GL_ZERO);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (gl_ssao_debug != 0)
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBuffers->BindSceneDataTexture(1);
mSSAOCombineShader->Bind(multisample);
mSSAOCombineShader->AODepthTexture[multisample].Set(0);
mSSAOCombineShader->SceneDataTexture[multisample].Set(1);
if (multisample) mSSAOCombineShader->SampleCount[multisample].Set(gl_multisample);
mSSAOCombineShader->Scale[multisample].Set(mBuffers->AmbientWidth * 2.0f / (float)mScreenViewport.width, mBuffers->AmbientHeight * 2.0f / (float)mScreenViewport.height);
mSSAOCombineShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
mBuffers->BindSceneFogTexture(1);
mSSAOCombineShader->Bind();
mSSAOCombineShader->AODepthTexture.Set(0);
mSSAOCombineShader->SceneFogTexture.Set(1);
if (gl_multisample > 1) mSSAOCombineShader->SampleCount.Set(gl_multisample);
mSSAOCombineShader->Scale.Set(sceneScaleX, sceneScaleY);
mSSAOCombineShader->Offset.Set(sceneOffsetX, sceneOffsetY);
RenderScreenQuad();
FGLDebug::PopGroup();
@ -285,7 +306,7 @@ void FGLRenderer::UpdateCameraExposure()
FGLDebug::PushGroup("UpdateCameraExposure");
FGLPostProcessState savedState;
savedState.SaveTextureBinding1();
savedState.SaveTextureBindings(2);
// Extract light level from scene texture:
const auto &level0 = mBuffers->ExposureLevels[0];
@ -358,7 +379,7 @@ void FGLRenderer::BloomScene()
FGLDebug::PushGroup("BloomScene");
FGLPostProcessState savedState;
savedState.SaveTextureBinding1();
savedState.SaveTextureBindings(2);
const float blurAmount = gl_bloom_amount;
int sampleCount = gl_bloom_kernel_size;
@ -461,7 +482,7 @@ void FGLRenderer::TonemapScene()
}
else
{
savedState.SaveTextureBinding1();
savedState.SaveTextureBindings(2);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
glActiveTexture(GL_TEXTURE0);

View file

@ -45,17 +45,7 @@ FGLPostProcessState::FGLPostProcessState()
{
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[0]);
glBindTexture(GL_TEXTURE_2D, 0);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding[0]);
glBindSampler(0, 0);
glActiveTexture(GL_TEXTURE0 + 1);
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding[1]);
glBindSampler(1, 0);
glActiveTexture(GL_TEXTURE0);
}
SaveTextureBindings(1);
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
@ -75,12 +65,26 @@ FGLPostProcessState::FGLPostProcessState()
glDisable(GL_BLEND);
}
void FGLPostProcessState::SaveTextureBinding1()
void FGLPostProcessState::SaveTextureBindings(unsigned int numUnits)
{
glActiveTexture(GL_TEXTURE1);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[1]);
glBindTexture(GL_TEXTURE_2D, 0);
textureBinding1Saved = true;
while (textureBinding.Size() < numUnits)
{
unsigned int i = textureBinding.Size();
GLint texture;
glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
glBindTexture(GL_TEXTURE_2D, 0);
textureBinding.Push(texture);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
GLint sampler;
glGetIntegerv(GL_SAMPLER_BINDING, &sampler);
glBindSampler(i, 0);
samplerBinding.Push(sampler);
}
}
glActiveTexture(GL_TEXTURE0);
}
@ -117,25 +121,22 @@ FGLPostProcessState::~FGLPostProcessState()
glUseProgram(currentProgram);
if (textureBinding1Saved)
// Fully unbind to avoid incomplete texture warnings from Nvidia's driver when gl_debug_level 4 is active
for (unsigned int i = 0; i < textureBinding.Size(); i++)
{
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
if (gl.flags & RFL_SAMPLER_OBJECTS)
for (unsigned int i = 0; i < samplerBinding.Size(); i++)
{
glBindSampler(0, samplerBinding[0]);
glBindSampler(1, samplerBinding[1]);
glBindSampler(i, samplerBinding[i]);
}
glBindTexture(GL_TEXTURE_2D, textureBinding[0]);
if (textureBinding1Saved)
for (unsigned int i = 0; i < textureBinding.Size(); i++)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureBinding[1]);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textureBinding[i]);
}
glActiveTexture(activeTex);

View file

@ -14,15 +14,15 @@ public:
FGLPostProcessState();
~FGLPostProcessState();
void SaveTextureBinding1();
void SaveTextureBindings(unsigned int numUnits);
private:
FGLPostProcessState(const FGLPostProcessState &) = delete;
FGLPostProcessState &operator=(const FGLPostProcessState &) = delete;
GLint activeTex;
GLint textureBinding[2];
GLint samplerBinding[2];
TArray<GLint> textureBinding;
TArray<GLint> samplerBinding;
GLboolean blendEnabled;
GLboolean scissorEnabled;
GLboolean depthEnabled;
@ -34,7 +34,6 @@ private:
GLint blendSrcAlpha;
GLint blendDestRgb;
GLint blendDestAlpha;
bool textureBinding1Saved = false;
};
#endif

View file

@ -59,6 +59,11 @@ FGLRenderBuffers::FGLRenderBuffers()
mPipelineFB[i] = 0;
}
for (int i = 0; i < NumAmbientRandomTextures; i++)
{
AmbientRandomTexture[i] = 0;
}
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
}
@ -83,9 +88,20 @@ void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteFrameBuffer(mSceneDataFB);
DeleteTexture(mSceneMultisample);
DeleteTexture(mSceneData);
DeleteTexture(mSceneDepthStencil);
if (mSceneUsesTextures)
{
DeleteTexture(mSceneMultisample);
DeleteTexture(mSceneFog);
DeleteTexture(mSceneNormal);
DeleteTexture(mSceneDepthStencil);
}
else
{
DeleteRenderBuffer(mSceneMultisample);
DeleteRenderBuffer(mSceneFog);
DeleteRenderBuffer(mSceneNormal);
DeleteRenderBuffer(mSceneDepthStencil);
}
}
void FGLRenderBuffers::ClearPipeline()
@ -136,11 +152,14 @@ void FGLRenderBuffers::ClearEyeBuffers()
void FGLRenderBuffers::ClearAmbientOcclusion()
{
DeleteFrameBuffer(LinearDepthFB);
DeleteFrameBuffer(AmbientFB0);
DeleteFrameBuffer(AmbientFB1);
DeleteTexture(LinearDepthTexture);
DeleteTexture(AmbientTexture0);
DeleteTexture(AmbientTexture1);
DeleteTexture(AmbientRandomTexture);
for (int i = 0; i < NumAmbientRandomTextures; i++)
DeleteTexture(AmbientRandomTexture[i]);
}
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
@ -188,6 +207,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
int samples = clamp((int)gl_multisample, 0, mMaxSamples);
bool needsSceneTextures = (gl_ssao != 0);
GLint activeTex;
GLint textureBinding;
@ -195,19 +215,16 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (width == mWidth && height == mHeight && mSamples != samples)
{
CreateScene(mWidth, mHeight, samples);
mSamples = samples;
}
else if (width != mWidth || height != mHeight)
{
if (width != mWidth || height != mHeight)
CreatePipeline(width, height);
CreateScene(width, height, samples);
mWidth = width;
mHeight = height;
mSamples = samples;
}
if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures)
CreateScene(width, height, samples, needsSceneTextures);
mWidth = width;
mHeight = height;
mSamples = samples;
mSceneUsesTextures = needsSceneTextures;
// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
@ -247,24 +264,46 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
//
//==========================================================================
void FGLRenderBuffers::CreateScene(int width, int height, int samples)
void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool needsSceneTextures)
{
ClearScene();
if (samples > 1)
{
mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
mSceneData = Create2DMultisampleTexture("SceneSSAOData", GL_RGBA8, width, height, samples, false);
if (needsSceneTextures)
{
mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
mSceneFog = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
mSceneNormal = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, 0, 0, mSceneDepthStencil, true);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneFog, mSceneNormal, mSceneDepthStencil, true);
}
else
{
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisample, mSceneDepthStencil, true);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisample, mSceneDepthStencil, true);
}
}
else
{
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneData = Create2DTexture("SceneSSAOData", GL_RGBA8, width, height);
if (needsSceneTextures)
{
mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFog = Create2DTexture("SceneFog", GL_RGBA8, width, height);
mSceneNormal = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], 0, 0, mSceneDepthStencil, false);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFog, mSceneNormal, mSceneDepthStencil, false);
}
else
{
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencil, false);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencil, false);
}
}
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], 0, mSceneDepthStencil, samples > 1);
mSceneDataFB = CreateFrameBuffer("SSAOSceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneData, mSceneDepthStencil, samples > 1);
}
//==========================================================================
@ -299,13 +338,13 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
if (width <= 0 || height <= 0)
return;
int bloomWidth = MAX(width / 2, 1);
int bloomHeight = MAX(height / 2, 1);
int bloomWidth = (width + 1) / 2;
int bloomHeight = (height + 1) / 2;
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
level.Width = MAX(bloomWidth / 2, 1);
level.Height = MAX(bloomHeight / 2, 1);
level.Width = (bloomWidth + 1) / 2;
level.Height = (bloomHeight + 1) / 2;
level.VTexture = Create2DTexture("Bloom.VTexture", GL_RGBA16F, level.Width, level.Height);
level.HTexture = Create2DTexture("Bloom.HTexture", GL_RGBA16F, level.Width, level.Height);
@ -330,32 +369,40 @@ void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
if (width <= 0 || height <= 0)
return;
AmbientWidth = width / 2;
AmbientHeight = height / 2;
AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG32F, AmbientWidth, AmbientHeight);
AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG32F, AmbientWidth, AmbientHeight);
AmbientWidth = (width + 1) / 2;
AmbientHeight = (height + 1) / 2;
LinearDepthTexture = Create2DTexture("LinearDepthTexture", GL_R32F, AmbientWidth, AmbientHeight);
AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG16F, AmbientWidth, AmbientHeight);
AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG16F, AmbientWidth, AmbientHeight);
LinearDepthFB = CreateFrameBuffer("LinearDepthFB", LinearDepthTexture);
AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
int16_t randomValues[16 * 4];
// Must match quality enum in FSSAOShader::GetDefines
double numDirections[NumAmbientRandomTextures] = { 2.0, 4.0, 8.0 };
std::mt19937 generator(1337);
std::uniform_real_distribution<double> distribution(-1.0, 1.0);
for (int i = 0; i < 16; i++)
std::uniform_real_distribution<double> distribution(0.0, 1.0);
for (int quality = 0; quality < NumAmbientRandomTextures; quality++)
{
double num_directions = 8.0; // Must be same as the define in ssao.fp
double angle = 2.0 * M_PI * distribution(generator) / num_directions;
double x = cos(angle);
double y = sin(angle);
double z = distribution(generator);
double w = distribution(generator);
int16_t randomValues[16 * 4];
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);
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);
}
AmbientRandomTexture[quality] = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
}
AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
}
//==========================================================================
@ -442,12 +489,15 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_R16F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_RG16F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_RGB10_A2: dataformat = GL_RGBA; datatype = GL_UNSIGNED_INT_10_10_10_2; break;
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
}
@ -486,7 +536,7 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format,
return handle;
}
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height)
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples)
{
if (samples <= 1)
return CreateRenderBuffer(name, format, width, height);
@ -517,7 +567,23 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint depthstencil, bool multisample)
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
@ -528,6 +594,8 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0, 0);
if (colorbuffer1 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1, 0);
if (colorbuffer2 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil, 0);
}
else
@ -535,6 +603,8 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0, 0);
if (colorbuffer1 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1, 0);
if (colorbuffer2 != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
}
if (CheckFrameBufferCompleteness())
@ -699,17 +769,32 @@ void FGLRenderBuffers::BindSceneColorTexture(int index)
//==========================================================================
//
// Binds the scene data texture to the specified texture unit
// Binds the scene fog data texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneDataTexture(int index)
void FGLRenderBuffers::BindSceneFogTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneData);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFog);
else
glBindTexture(GL_TEXTURE_2D, mSceneData);
glBindTexture(GL_TEXTURE_2D, mSceneFog);
}
//==========================================================================
//
// Binds the scene normal data texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneNormalTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormal);
else
glBindTexture(GL_TEXTURE_2D, mSceneNormal);
}
//==========================================================================

View file

@ -34,7 +34,8 @@ public:
void BindSceneFB(bool sceneData);
void BindSceneColorTexture(int index);
void BindSceneDataTexture(int index);
void BindSceneFogTexture(int index);
void BindSceneNormalTexture(int index);
void BindSceneDepthTexture(int index);
void BlitSceneToTexture();
@ -58,13 +59,16 @@ public:
bool FirstExposureFrame = true;
// Ambient occlusion buffers
GLuint LinearDepthTexture = 0;
GLuint LinearDepthFB = 0;
GLuint AmbientTexture0 = 0;
GLuint AmbientTexture1 = 0;
GLuint AmbientFB0 = 0;
GLuint AmbientFB1 = 0;
int AmbientWidth = 0;
int AmbientHeight = 0;
GLuint AmbientRandomTexture = 0;
enum { NumAmbientRandomTextures = 3 };
GLuint AmbientRandomTexture[NumAmbientRandomTextures];
static bool IsEnabled();
@ -81,7 +85,7 @@ private:
void ClearBloom();
void ClearExposureLevels();
void ClearAmbientOcclusion();
void CreateScene(int width, int height, int samples);
void CreateScene(int width, int height, int samples, bool needsSceneTextures);
void CreatePipeline(int width, int height);
void CreateBloom(int width, int height);
void CreateExposureLevels(int width, int height);
@ -90,9 +94,10 @@ private:
GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height);
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height, int samples);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint depthstencil, bool multisample);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint colorbuffer2, GLuint depthstencil, bool multisample);
bool CheckFrameBufferCompleteness();
void ClearFrameBuffer(bool stencil, bool depth);
void DeleteTexture(GLuint &handle);
@ -112,9 +117,11 @@ private:
// Buffers for the scene
GLuint mSceneMultisample = 0;
GLuint mSceneDepthStencil = 0;
GLuint mSceneData = 0;
GLuint mSceneFog = 0;
GLuint mSceneNormal = 0;
GLuint mSceneFB = 0;
GLuint mSceneDataFB = 0;
bool mSceneUsesTextures = false;
// Effect/HUD buffers
GLuint mPipelineTexture[NumPipelineTextures];

View file

@ -160,8 +160,8 @@ void FGLRenderer::Set3DViewport(bool mainview)
{
bool useSSAO = (gl_ssao != 0);
mBuffers->BindSceneFB(useSSAO);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(useSSAO ? 2 : 1, buffers);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(useSSAO ? 3 : 1, buffers);
gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
gl_RenderState.Apply();
}
@ -507,8 +507,8 @@ void FGLRenderer::DrawScene(int drawmode)
// If SSAO is active, switch to gbuffer shaders and use the framebuffer with gbuffers
if (applySSAO)
{
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(2, buffers);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(3, buffers);
gl_RenderState.SetPassType(GBUFFER_PASS);
gl_RenderState.Apply();
gl_RenderState.ApplyMatrices();

View file

@ -31,55 +31,70 @@
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_ambientshader.h"
void FLinearDepthShader::Bind(bool multisample)
void FLinearDepthShader::Bind()
{
auto &shader = mShader[multisample];
if (!shader)
bool multisample = (gl_multisample > 1);
if (mMultisample != multisample)
mShader.reset();
if (!mShader)
{
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");
ColorTexture[multisample].Init(shader, "ColorTexture");
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");
Scale[multisample].Init(shader, "Scale");
Offset[multisample].Init(shader, "Offset");
mShader = std::make_unique<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;
}
shader.Bind();
mShader->Bind();
}
void FSSAOShader::Bind()
{
auto &shader = mShader[gl_ssao];
if (!shader)
bool multisample = (gl_multisample > 1);
if (mCurrentQuality != gl_ssao || mMultisample != multisample)
mShader.reset();
if (!mShader)
{
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao), 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/ssao");
shader.SetAttribLocation(0, "PositionInProjection");
DepthTexture.Init(shader, "DepthTexture");
RandomTexture.Init(shader, "RandomTexture");
UVToViewA.Init(shader, "UVToViewA");
UVToViewB.Init(shader, "UVToViewB");
InvFullResolution.Init(shader, "InvFullResolution");
NDotVBias.Init(shader, "NDotVBias");
NegInvR2.Init(shader, "NegInvR2");
RadiusToScreen.Init(shader, "RadiusToScreen");
AOMultiplier.Init(shader, "AOMultiplier");
AOStrength.Init(shader, "AOStrength");
mShader = std::make_unique<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;
}
shader.Bind();
mShader->Bind();
}
FString FSSAOShader::GetDefines(int mode)
FString FSSAOShader::GetDefines(int mode, bool multisample)
{
// Must match quality values in FGLRenderBuffers::CreateAmbientOcclusion
int numDirections, numSteps;
switch (gl_ssao)
{
@ -96,6 +111,9 @@ FString FSSAOShader::GetDefines(int mode)
#define NUM_DIRECTIONS %d.0
#define NUM_STEPS %d.0
)", numDirections, numSteps);
if (multisample)
defines += "\n#define MULTISAMPLE\n";
return defines;
}
@ -117,21 +135,26 @@ void FDepthBlurShader::Bind(bool vertical)
shader.Bind();
}
void FSSAOCombineShader::Bind(bool multisample)
void FSSAOCombineShader::Bind()
{
auto &shader = mShader[multisample];
if (!shader)
bool multisample = (gl_multisample > 1);
if (mMultisample != multisample)
mShader.reset();
if (!mShader)
{
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/ssaocombine");
shader.SetAttribLocation(0, "PositionInProjection");
AODepthTexture[multisample].Init(shader, "AODepthTexture");
SceneDataTexture[multisample].Init(shader, "SceneDataTexture");
SampleCount[multisample].Init(shader, "SampleCount");
Scale[multisample].Init(shader, "Scale");
Offset[multisample].Init(shader, "Offset");
mShader = std::make_unique<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;
}
shader.Bind();
mShader->Bind();
}

View file

@ -6,20 +6,21 @@
class FLinearDepthShader
{
public:
void Bind(bool multisample);
void Bind();
FBufferedUniformSampler DepthTexture[2];
FBufferedUniformSampler ColorTexture[2];
FBufferedUniform1i SampleCount[2];
FBufferedUniform1f LinearizeDepthA[2];
FBufferedUniform1f LinearizeDepthB[2];
FBufferedUniform1f InverseDepthRangeA[2];
FBufferedUniform1f InverseDepthRangeB[2];
FBufferedUniform2f Scale[2];
FBufferedUniform2f Offset[2];
FBufferedUniformSampler DepthTexture;
FBufferedUniformSampler ColorTexture;
FBufferedUniform1i SampleIndex;
FBufferedUniform1f LinearizeDepthA;
FBufferedUniform1f LinearizeDepthB;
FBufferedUniform1f InverseDepthRangeA;
FBufferedUniform1f InverseDepthRangeB;
FBufferedUniform2f Scale;
FBufferedUniform2f Offset;
private:
FShaderProgram mShader[2];
std::unique_ptr<FShaderProgram> mShader;
bool mMultisample = false;
};
class FSSAOShader
@ -28,6 +29,7 @@ public:
void Bind();
FBufferedUniformSampler DepthTexture;
FBufferedUniformSampler NormalTexture;
FBufferedUniformSampler RandomTexture;
FBufferedUniform2f UVToViewA;
FBufferedUniform2f UVToViewB;
@ -37,6 +39,9 @@ public:
FBufferedUniform1f RadiusToScreen;
FBufferedUniform1f AOMultiplier;
FBufferedUniform1f AOStrength;
FBufferedUniform2f Scale;
FBufferedUniform2f Offset;
FBufferedUniform1i SampleIndex;
private:
enum Quality
@ -48,9 +53,11 @@ private:
NumQualityModes
};
FString GetDefines(int mode);
FString GetDefines(int mode, bool multisample);
FShaderProgram mShader[NumQualityModes];
std::unique_ptr<FShaderProgram> mShader;
Quality mCurrentQuality = Off;
bool mMultisample = false;
};
class FDepthBlurShader
@ -70,16 +77,17 @@ private:
class FSSAOCombineShader
{
public:
void Bind(bool multisample);
void Bind();
FBufferedUniformSampler AODepthTexture[2];
FBufferedUniformSampler SceneDataTexture[2];
FBufferedUniform1i SampleCount[2];
FBufferedUniform2f Scale[2];
FBufferedUniform2f Offset[2];
FBufferedUniformSampler AODepthTexture;
FBufferedUniformSampler SceneFogTexture;
FBufferedUniform1i SampleCount;
FBufferedUniform2f Scale;
FBufferedUniform2f Offset;
private:
FShaderProgram mShader[2];
std::unique_ptr<FShaderProgram> mShader;
bool mMultisample = false;
};
#endif

View file

@ -182,7 +182,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
glBindAttribLocation(hShader, VATTR_NORMAL, "aNormal");
glBindFragDataLocation(hShader, 0, "FragColor");
glBindFragDataLocation(hShader, 1, "FragData");
glBindFragDataLocation(hShader, 1, "FragFog");
glBindFragDataLocation(hShader, 2, "FragNormal");
glLinkProgram(hShader);

View file

@ -53,7 +53,7 @@ EXTERN_CVAR(Float, gl_lens_chromatic)
EXTERN_CVAR(Int, gl_ssao)
EXTERN_CVAR(Int, gl_ssao_portals)
EXTERN_CVAR(Float, gl_ssao_strength)
EXTERN_CVAR(Bool, gl_ssao_debug)
EXTERN_CVAR(Int, gl_ssao_debug)
EXTERN_CVAR(Float, gl_ssao_bias)
EXTERN_CVAR(Float, gl_ssao_radius)
EXTERN_CVAR(Float, gl_ssao_blur_amount)

View file

@ -7,7 +7,7 @@ uniform float BlurSharpness;
uniform vec2 InvFullResolution;
uniform float PowExponent;
#define KERNEL_RADIUS 7.0
#define KERNEL_RADIUS 3.0
float CrossBilateralWeight(float r, float sampleDepth, float centerDepth)
{

View file

@ -5,7 +5,7 @@ out vec4 FragColor;
#if defined(MULTISAMPLE)
uniform sampler2DMS DepthTexture;
uniform sampler2DMS ColorTexture;
uniform int SampleCount;
uniform int SampleIndex;
#else
uniform sampler2D DepthTexture;
uniform sampler2D ColorTexture;
@ -18,6 +18,12 @@ uniform float InverseDepthRangeB;
uniform vec2 Scale;
uniform vec2 Offset;
float normalizeDepth(float depth)
{
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
return 1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB);
}
void main()
{
vec2 uv = Offset + TexCoord * Scale;
@ -28,19 +34,13 @@ void main()
ivec2 texSize = textureSize(DepthTexture, 0);
#endif
// Use floor here because as we downscale the sampling error has to remain uniform to prevent
// noise in the depth values.
ivec2 ipos = ivec2(max(floor(uv * vec2(texSize) - 0.75), vec2(0.0)));
ivec2 ipos = ivec2(max(uv * vec2(texSize), vec2(0.0)));
#if defined(MULTISAMPLE)
float depth = 0.0;
for (int i = 0; i < SampleCount; i++)
depth += texelFetch(ColorTexture, ipos, i).a != 0.0 ? texelFetch(DepthTexture, ipos, i).x : 1.0;
depth /= float(SampleCount);
float depth = normalizeDepth(texelFetch(ColorTexture, ipos, SampleIndex).a != 0.0 ? texelFetch(DepthTexture, ipos, SampleIndex).x : 1.0);
#else
float depth = texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0;
float depth = normalizeDepth(texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0);
#endif
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
FragColor = vec4(depth, 0.0, 0.0, 1.0);
}

View file

@ -8,7 +8,8 @@ in vec4 vColor;
out vec4 FragColor;
#ifdef GBUFFER_PASS
out vec4 FragData;
out vec4 FragFog;
out vec4 FragNormal;
#endif
#ifdef SHADER_STORAGE_LIGHTS
@ -408,7 +409,8 @@ void main()
}
FragColor = frag;
#ifdef GBUFFER_PASS
FragData = vec4(AmbientOcclusionColor(), 1.0);
FragFog = vec4(AmbientOcclusionColor(), 1.0);
FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
#endif
}

View file

@ -13,8 +13,18 @@ uniform float AOMultiplier;
uniform float AOStrength;
uniform vec2 Scale;
uniform vec2 Offset;
uniform sampler2D DepthTexture;
#if defined(MULTISAMPLE)
uniform sampler2DMS NormalTexture;
uniform int SampleIndex;
#else
uniform sampler2D NormalTexture;
#endif
#if defined(USE_RANDOM_TEXTURE)
uniform sampler2D RandomTexture;
#endif
@ -24,25 +34,40 @@ uniform sampler2D RandomTexture;
// Calculate eye space position for the specified texture coordinate
vec3 FetchViewPos(vec2 uv)
{
float z = texture(DepthTexture, uv).x;
float z = texture(DepthTexture, uv).x;
return vec3((UVToViewA * uv + UVToViewB) * z, z);
}
vec3 MinDiff(vec3 p, vec3 pr, vec3 pl)
#if defined(MULTISAMPLE)
vec3 SampleNormal(vec2 uv)
{
vec3 v1 = pr - p;
vec3 v2 = p - pl;
return (dot(v1, v1) < dot(v2, v2)) ? v1 : v2;
ivec2 texSize = textureSize(NormalTexture);
ivec2 ipos = ivec2(uv * vec2(texSize));
return texelFetch(NormalTexture, ipos, SampleIndex).xyz * 2.0 - 1.0;
}
// Reconstruct eye space normal from nearest neighbors
vec3 ReconstructNormal(vec3 p)
#else
vec3 SampleNormal(vec2 uv)
{
vec3 pr = FetchViewPos(TexCoord + vec2(InvFullResolution.x, 0));
vec3 pl = FetchViewPos(TexCoord + vec2(-InvFullResolution.x, 0));
vec3 pt = FetchViewPos(TexCoord + vec2(0, InvFullResolution.y));
vec3 pb = FetchViewPos(TexCoord + vec2(0, -InvFullResolution.y));
return normalize(cross(MinDiff(p, pr, pl), MinDiff(p, pt, pb)));
ivec2 texSize = textureSize(NormalTexture, 0);
ivec2 ipos = ivec2(uv * vec2(texSize));
return texelFetch(NormalTexture, ipos, 0).xyz * 2.0 - 1.0;
}
#endif
// Look up the eye space normal for the specified texture coordinate
vec3 FetchNormal(vec2 uv)
{
vec3 normal = SampleNormal(Offset + uv * Scale);
if (length(normal) > 0.1)
{
normal = normalize(normal);
normal.z = -normal.z;
return normal;
}
else
{
return vec3(0.0);
}
}
// Compute normalized 2D direction
@ -106,7 +131,8 @@ float ComputeAO(vec3 viewPosition, vec3 viewNormal)
void main()
{
vec3 viewPosition = FetchViewPos(TexCoord);
vec3 viewNormal = ReconstructNormal(viewPosition);
float occlusion = ComputeAO(viewPosition, viewNormal) * AOStrength + (1.0 - AOStrength);
vec3 viewNormal = FetchNormal(TexCoord);
float occlusion = viewNormal != vec3(0.0) ? ComputeAO(viewPosition, viewNormal) * AOStrength + (1.0 - AOStrength) : 1.0;
FragColor = vec4(occlusion, viewPosition.z, 0.0, 1.0);
}

View file

@ -5,10 +5,10 @@ out vec4 FragColor;
uniform sampler2D AODepthTexture;
#if defined(MULTISAMPLE)
uniform sampler2DMS SceneDataTexture;
uniform sampler2DMS SceneFogTexture;
uniform int SampleCount;
#else
uniform sampler2D SceneDataTexture;
uniform sampler2D SceneFogTexture;
#endif
uniform vec2 Scale;
@ -17,20 +17,21 @@ uniform vec2 Offset;
void main()
{
vec2 uv = Offset + TexCoord * Scale;
#if defined(MULTISAMPLE)
ivec2 texSize = textureSize(SceneDataTexture);
ivec2 texSize = textureSize(SceneFogTexture);
#else
ivec2 texSize = textureSize(SceneDataTexture, 0);
ivec2 texSize = textureSize(SceneFogTexture, 0);
#endif
ivec2 ipos = ivec2(max(floor(uv * vec2(texSize) - 0.75), vec2(0.0)));
ivec2 ipos = ivec2(uv * vec2(texSize));
#if defined(MULTISAMPLE)
vec3 fogColor = vec3(0.0);
for (int i = 0; i < SampleCount; i++)
fogColor += texelFetch(SceneDataTexture, ipos, i).rgb;
fogColor += texelFetch(SceneFogTexture, ipos, i).rgb;
fogColor /= float(SampleCount);
#else
vec3 fogColor = texelFetch(SceneDataTexture, ipos, 0).rgb;
vec3 fogColor = texelFetch(SceneFogTexture, ipos, 0).rgb;
#endif
float attenutation = texture(AODepthTexture, TexCoord).x;