This commit is contained in:
Christoph Oelckers 2016-07-30 00:30:27 +02:00
commit f4cbde856b
31 changed files with 1412 additions and 194 deletions

View file

@ -1062,6 +1062,7 @@ set( FASTMATH_SOURCES
gl/renderer/gl_renderstate.cpp
gl/renderer/gl_renderbuffers.cpp
gl/renderer/gl_lightdata.cpp
gl/renderer/gl_postprocess.cpp
gl/hqnx/init.cpp
gl/hqnx/hq2x.cpp
gl/hqnx/hq3x.cpp
@ -1106,6 +1107,9 @@ set( FASTMATH_SOURCES
gl/shaders/gl_texshader.cpp
gl/shaders/gl_shaderprogram.cpp
gl/shaders/gl_presentshader.cpp
gl/shaders/gl_bloomshader.cpp
gl/shaders/gl_blurshader.cpp
gl/shaders/gl_tonemapshader.cpp
gl/system/gl_interface.cpp
gl/system/gl_framebuffer.cpp
gl/system/gl_menu.cpp

View file

@ -0,0 +1,346 @@
/*
** 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"
#include "gl/gl_functions.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.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/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_presentshader.h"
//==========================================================================
//
// CVARs
//
//==========================================================================
CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Float, gl_bloom_amount, 1.4f, 0)
CVAR(Float, gl_exposure, 0.0f, 0)
CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 4)
self = 0;
}
CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
{
if (self < 3 || self > 15 || self % 2 == 0)
self = 7;
}
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
//-----------------------------------------------------------------------------
//
// 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 || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
return;
const float blurAmount = gl_bloom_amount;
int sampleCount = gl_bloom_kernel_size;
// TBD: Maybe need a better way to share state with other parts of the pipeline
GLboolean blendEnabled, scissorEnabled;
GLint currentProgram, blendEquationRgb, blendEquationAlpha, blendSrcRgb, blendSrcAlpha, blendDestRgb, blendDestAlpha;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
const auto &level0 = mBuffers->BloomLevels[0];
// Extract blooming pixels from scene texture:
glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
glViewport(0, 0, level0.Width, level0.Height);
mBuffers->BindSceneTexture(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);
{
FFlatVertex *ptr = mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
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(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(mVBO, 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(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(mVBO, 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);
{
FFlatVertex *ptr = mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
}
mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
// Add bloom back to scene texture:
mBuffers->BindSceneFB();
glViewport(0, 0, mOutputViewport.width, mOutputViewport.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);
{
FFlatVertex *ptr = mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
if (blendEnabled)
glEnable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
glUseProgram(currentProgram);
}
//-----------------------------------------------------------------------------
//
// Tonemap scene texture and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::TonemapScene()
{
if (gl_tonemap == 0)
return;
GLboolean blendEnabled, scissorEnabled;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
mBuffers->BindHudFB();
mBuffers->BindSceneTexture(0);
mTonemapShader->Bind();
mTonemapShader->SceneTexture.Set(0);
mTonemapShader->Exposure.Set(mCameraExposure);
FFlatVertex *ptr = mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
if (blendEnabled)
glEnable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
}
//-----------------------------------------------------------------------------
//
// Gamma correct while copying to frame buffer
//
//-----------------------------------------------------------------------------
void FGLRenderer::Flush()
{
if (FGLRenderBuffers::IsEnabled())
{
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
mBuffers->BindOutputFB();
// Calculate letterbox
int clientWidth = framebuffer->GetClientWidth();
int clientHeight = framebuffer->GetClientHeight();
float scaleX = clientWidth / (float)mOutputViewport.width;
float scaleY = clientHeight / (float)mOutputViewport.height;
float scale = MIN(scaleX, scaleY);
int width = (int)round(mOutputViewport.width * scale);
int height = (int)round(mOutputViewport.height * scale);
int x = (clientWidth - width) / 2;
int y = (clientHeight - height) / 2;
// Black bars around the box:
glViewport(0, 0, clientWidth, clientHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_SCISSOR_TEST);
if (y > 0)
{
glScissor(0, 0, clientWidth, y);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientHeight - y - height > 0)
{
glScissor(0, y + height, clientWidth, clientHeight - y - height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (x > 0)
{
glScissor(0, y, x, height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientWidth - x - width > 0)
{
glScissor(x + width, y, clientWidth - x - width, height);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
// Present what was rendered:
glViewport(x, y, width, height);
GLboolean blendEnabled;
GLint currentProgram;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glDisable(GL_BLEND);
mPresentShader->Bind();
mPresentShader->InputTexture.Set(0);
if (framebuffer->IsHWGammaActive())
{
mPresentShader->Gamma.Set(1.0f);
mPresentShader->Contrast.Set(1.0f);
mPresentShader->Brightness.Set(0.0f);
}
else
{
mPresentShader->Gamma.Set(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));
}
mBuffers->BindHudTexture(0);
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
if (blendEnabled)
glEnable(GL_BLEND);
glUseProgram(currentProgram);
}
}

View file

@ -53,6 +53,8 @@
#include "i_system.h"
#include "doomerrors.h"
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
//==========================================================================
//
// Initialize render buffers and textures used in rendering passes
@ -72,12 +74,51 @@ FGLRenderBuffers::FGLRenderBuffers()
FGLRenderBuffers::~FGLRenderBuffers()
{
if (mSceneFB != 0)
glDeleteFramebuffers(1, &mSceneFB);
if (mSceneTexture != 0)
glDeleteTextures(1, &mSceneTexture);
if (mSceneDepthStencil != 0)
glDeleteRenderbuffers(1, &mSceneDepthStencil);
Clear();
}
void FGLRenderBuffers::Clear()
{
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
DeleteFrameBuffer(level.HFramebuffer);
DeleteFrameBuffer(level.VFramebuffer);
DeleteTexture(level.HTexture);
DeleteTexture(level.VTexture);
level = FGLBloomTextureLevel();
}
DeleteFrameBuffer(mSceneFB);
DeleteTexture(mSceneTexture);
DeleteRenderBuffer(mSceneDepthStencil);
DeleteRenderBuffer(mSceneDepth);
DeleteRenderBuffer(mSceneStencil);
DeleteFrameBuffer(mHudFB);
DeleteTexture(mHudTexture);
mWidth = 0;
mHeight = 0;
}
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
{
if (handle != 0)
glDeleteTextures(1, &handle);
handle = 0;
}
void FGLRenderBuffers::DeleteRenderBuffer(GLuint &handle)
{
if (handle != 0)
glDeleteRenderbuffers(1, &handle);
handle = 0;
}
void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
{
if (handle != 0)
glDeleteFramebuffers(1, &handle);
handle = 0;
}
//==========================================================================
@ -92,38 +133,124 @@ void FGLRenderBuffers::Setup(int width, int height)
if (width <= mWidth && height <= mHeight)
return;
if (mSceneFB != 0)
glDeleteFramebuffers(1, &mSceneFB);
if (mSceneTexture != 0)
glDeleteTextures(1, &mSceneTexture);
if (mSceneDepthStencil != 0)
glDeleteRenderbuffers(1, &mSceneDepthStencil);
Clear();
glGenFramebuffers(1, &mSceneFB);
glGenTextures(1, &mSceneTexture);
glGenRenderbuffers(1, &mSceneDepthStencil);
GLuint hdrFormat = ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F;
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
mSceneTexture = Create2DTexture(hdrFormat, width, height);
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
{
mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, width, height);
mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, width, height);
mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepth, mSceneStencil);
}
else
{
mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, width, height);
mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepthStencil);
}
mHudTexture = Create2DTexture(hdrFormat, width, height);
mHudFB = CreateFrameBuffer(mHudTexture);
int bloomWidth = MAX(width / 2, 1);
int bloomHeight = MAX(height / 2, 1);
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
level.Width = MAX(bloomWidth / 2, 1);
level.Height = MAX(bloomHeight / 2, 1);
level.VTexture = Create2DTexture(hdrFormat, level.Width, level.Height);
level.HTexture = Create2DTexture(hdrFormat, level.Width, level.Height);
level.VFramebuffer = CreateFrameBuffer(level.VTexture);
level.HFramebuffer = CreateFrameBuffer(level.HTexture);
bloomWidth = level.Width;
bloomHeight = level.Height;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, mSceneDepthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mSceneTexture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mSceneDepthStencil);
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
mWidth = width;
mHeight = height;
}
//==========================================================================
//
// Creates a 2D texture defaulting to linear filtering and clamp to edge
//
//==========================================================================
GLuint FGLRenderBuffers::Create2DTexture(GLuint format, int width, int height)
{
GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
GLuint handle = 0;
glGenTextures(1, &handle);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, handle);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return handle;
}
//==========================================================================
//
// Creates a render buffer
//
//==========================================================================
GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int width, int height)
{
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
glBindRenderbuffer(GL_RENDERBUFFER, handle);
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
return handle;
}
//==========================================================================
//
// Creates a frame buffer
//
//==========================================================================
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
return handle;
}
//==========================================================================
//
// Makes the scene frame buffer active
@ -135,6 +262,20 @@ void FGLRenderBuffers::BindSceneFB()
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
}
//==========================================================================
//
// Makes the 2D/HUD frame buffer active
//
//==========================================================================
void FGLRenderBuffers::BindHudFB()
{
if (gl_tonemap != 0)
glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
else
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
}
//==========================================================================
//
// Makes the screen frame buffer active
@ -154,6 +295,32 @@ void FGLRenderBuffers::BindOutputFB()
void FGLRenderBuffers::BindSceneTexture(int index)
{
glActiveTexture(index);
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
}
//==========================================================================
//
// Binds the 2D/HUD frame buffer texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindHudTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (gl_tonemap != 0)
glBindTexture(GL_TEXTURE_2D, mHudTexture);
else
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
}
//==========================================================================
//
// Returns true if render buffers are supported and should be used
//
//==========================================================================
bool FGLRenderBuffers::IsEnabled()
{
return gl_renderbuffers && gl.glslversion != 0;
}

View file

@ -3,6 +3,17 @@
#include "gl/shaders/gl_shader.h"
class FGLBloomTextureLevel
{
public:
GLuint VTexture = 0;
GLuint VFramebuffer = 0;
GLuint HTexture = 0;
GLuint HFramebuffer = 0;
GLuint Width = 0;
GLuint Height = 0;
};
class FGLRenderBuffers
{
public:
@ -11,18 +22,37 @@ public:
void Setup(int width, int height);
void BindSceneFB();
void BindHudFB();
void BindOutputFB();
void BindSceneTexture(int index);
void BindHudTexture(int index);
static bool IsSupported() { return gl.version >= 3.3f; }
enum { NumBloomLevels = 4 };
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
static bool IsEnabled();
private:
void Clear();
GLuint Create2DTexture(GLuint format, int width, int height);
GLuint CreateRenderBuffer(GLuint format, int width, int height);
GLuint CreateFrameBuffer(GLuint colorbuffer);
GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil);
GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil);
void DeleteTexture(GLuint &handle);
void DeleteRenderBuffer(GLuint &handle);
void DeleteFrameBuffer(GLuint &handle);
int mWidth = 0;
int mHeight = 0;
GLuint mSceneTexture = 0;
GLuint mSceneDepthStencil = 0;
GLuint mSceneDepth = 0;
GLuint mSceneStencil = 0;
GLuint mSceneFB = 0;
GLuint mHudTexture = 0;
GLuint mHudFB = 0;
GLuint mOutputFB = 0;
};

View file

@ -62,6 +62,9 @@
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
@ -110,6 +113,10 @@ void gl_FlushModels();
void FGLRenderer::Initialize()
{
mBuffers = new FGLRenderBuffers();
mBloomExtractShader = new FBloomExtractShader();
mBloomCombineShader = new FBloomCombineShader();
mBlurShader = new FBlurShader();
mTonemapShader = new FTonemapShader();
mPresentShader = new FPresentShader();
// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
@ -160,6 +167,10 @@ FGLRenderer::~FGLRenderer()
}
if (mBuffers) delete mBuffers;
if (mPresentShader) delete mPresentShader;
if (mBloomExtractShader) delete mBloomExtractShader;
if (mBloomCombineShader) delete mBloomCombineShader;
if (mBlurShader) delete mBlurShader;
if (mTonemapShader) delete mTonemapShader;
}
//==========================================================================
@ -224,10 +235,13 @@ void FGLRenderer::SetupLevel()
void FGLRenderer::Begin2D()
{
if (FGLRenderBuffers::IsSupported())
if (FGLRenderBuffers::IsEnabled())
{
mBuffers->Setup(framebuffer->GetWidth(), framebuffer->GetHeight());
mBuffers->BindSceneFB();
if (mDrawingScene2D)
mBuffers->BindSceneFB();
else
mBuffers->BindHudFB();
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
}
else

View file

@ -19,6 +19,10 @@ class FLightBuffer;
class FSamplerManager;
class DPSprite;
class FGLRenderBuffers;
class FBloomExtractShader;
class FBloomCombineShader;
class FBlurShader;
class FTonemapShader;
class FPresentShader;
inline float DEG2RAD(float deg)
@ -82,6 +86,10 @@ public:
int mOldFBID;
FGLRenderBuffers *mBuffers;
FBloomExtractShader *mBloomExtractShader;
FBloomCombineShader *mBloomCombineShader;
FBlurShader *mBlurShader;
FTonemapShader *mTonemapShader;
FPresentShader *mPresentShader;
FTexture *gllight;
@ -100,6 +108,8 @@ public:
GL_IRECT mOutputViewportLB;
GL_IRECT mOutputViewport;
bool mDrawingScene2D = false;
float mCameraExposure = 1.0f;
FGLRenderer(OpenGLFrameBuffer *fb);
~FGLRenderer() ;
@ -107,7 +117,7 @@ public:
angle_t FrustumAngle();
void SetViewArea();
void SetOutputViewport(GL_IRECT *bounds);
void Set3DViewport();
void Set3DViewport(bool toscreen);
void Reset3DViewport();
sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
void RenderView(player_t *player);
@ -147,6 +157,8 @@ public:
void SetFixedColormap (player_t *player);
void WriteSavePic (player_t *player, FILE *file, int width, int height);
void EndDrawScene(sector_t * viewsector);
void BloomScene();
void TonemapScene();
void Flush();
void SetProjection(float fov, float ratio, float fovratio);

View file

@ -72,7 +72,6 @@
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/stereo3d/scoped_view_shifter.h"
#include "gl/textures/gl_translate.h"
@ -95,8 +94,6 @@ CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
EXTERN_CVAR (Bool, cl_capfps)
EXTERN_CVAR (Bool, r_deathcamera)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
extern int viewpitch;
@ -160,7 +157,7 @@ void FGLRenderer::SetViewArea()
void FGLRenderer::Reset3DViewport()
{
if (FGLRenderBuffers::IsSupported())
if (FGLRenderBuffers::IsEnabled())
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
else
glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
@ -172,10 +169,10 @@ void FGLRenderer::Reset3DViewport()
//
//-----------------------------------------------------------------------------
void FGLRenderer::Set3DViewport()
void FGLRenderer::Set3DViewport(bool toscreen)
{
const auto &bounds = mOutputViewportLB;
if (FGLRenderBuffers::IsSupported())
if (toscreen && FGLRenderBuffers::IsEnabled())
{
mBuffers->Setup(mOutputViewport.width, mOutputViewport.height);
mBuffers->BindSceneFB();
@ -204,97 +201,6 @@ void FGLRenderer::Set3DViewport()
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
}
//-----------------------------------------------------------------------------
//
// Run post processing steps and copy to frame buffer
//
//-----------------------------------------------------------------------------
void FGLRenderer::Flush()
{
if (FGLRenderBuffers::IsSupported())
{
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
mBuffers->BindOutputFB();
// Calculate letterbox
int clientWidth = framebuffer->GetClientWidth();
int clientHeight = framebuffer->GetClientHeight();
float scaleX = clientWidth / (float)mOutputViewport.width;
float scaleY = clientHeight / (float)mOutputViewport.height;
float scale = MIN(scaleX, scaleY);
int width = (int)round(mOutputViewport.width * scale);
int height = (int)round(mOutputViewport.height * scale);
int x = (clientWidth - width) / 2;
int y = (clientHeight - height) / 2;
// Black bars around the box:
glViewport(0, 0, clientWidth, clientHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_SCISSOR_TEST);
if (y > 0)
{
glScissor(0, 0, clientWidth, y);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientHeight - y - height > 0)
{
glScissor(0, y + height, clientWidth, clientHeight - y - height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (x > 0)
{
glScissor(0, y, x, height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientWidth - x - width > 0)
{
glScissor(x + width, y, clientWidth - x - width, height);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
// Present what was rendered:
glViewport(x, y, width, height);
GLboolean blendEnabled;
GLint currentProgram;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glDisable(GL_BLEND);
mPresentShader->Bind();
mPresentShader->InputTexture.Set(0);
if (framebuffer->IsHWGammaActive())
{
mPresentShader->Gamma.Set(1.0f);
mPresentShader->Contrast.Set(1.0f);
mPresentShader->Brightness.Set(0.0f);
}
else
{
mPresentShader->Gamma.Set(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));
}
mBuffers->BindSceneTexture(0);
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
if (blendEnabled)
glEnable(GL_BLEND);
glUseProgram(currentProgram);
}
}
//-----------------------------------------------------------------------------
//
// Setup the camera position
@ -914,6 +820,20 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
mViewActor=camera;
}
if (toscreen)
{
if (gl_exposure == 0.0f)
{
float light = viewsector->lightlevel / 255.0f;
float exposure = MAX(1.0f + (1.0f - light * light) * 0.9f, 0.5f);
mCameraExposure = mCameraExposure * 0.995f + exposure * 0.005f;
}
else
{
mCameraExposure = gl_exposure;
}
}
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
retval = viewsector;
@ -927,7 +847,8 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
eye->SetUp();
// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
SetOutputViewport(bounds);
Set3DViewport();
Set3DViewport(toscreen);
mDrawingScene2D = true;
mCurrentFoV = fov;
// Stereo mode specific perspective projection
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
@ -945,6 +866,12 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
ProcessScene(toscreen);
if (mainview) EndDrawScene(retval); // do not call this for camera textures.
if (toscreen)
{
BloomScene();
TonemapScene();
}
mDrawingScene2D = false;
eye->TearDown();
}
stereo3dMode.TearDown();

View file

@ -0,0 +1,79 @@
/*
** gl_bloomshader.cpp
** Shaders used to do bloom
**
**---------------------------------------------------------------------------
** 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 "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_bloomshader.h"
void FBloomExtractShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomextract.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/bloomextract");
mShader.SetAttribLocation(0, "PositionInProjection");
SceneTexture.Init(mShader, "SceneTexture");
Exposure.Init(mShader, "ExposureAdjustment");
}
mShader.Bind();
}
void FBloomCombineShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomcombine.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/bloomcombine");
mShader.SetAttribLocation(0, "PositionInProjection");
BloomTexture.Init(mShader, "Bloom");
}
mShader.Bind();
}

View file

@ -0,0 +1,29 @@
#ifndef __GL_BLOOMSHADER_H
#define __GL_BLOOMSHADER_H
#include "gl_shaderprogram.h"
class FBloomExtractShader
{
public:
void Bind();
FBufferedUniform1i SceneTexture;
FBufferedUniform1f Exposure;
private:
FShaderProgram mShader;
};
class FBloomCombineShader
{
public:
void Bind();
FBufferedUniform1i BloomTexture;
private:
FShaderProgram mShader;
};
#endif

View file

@ -0,0 +1,257 @@
/*
** gl_blurshader.cpp
** Gaussian blur shader
**
**---------------------------------------------------------------------------
** 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 "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/data/gl_vertexbuffer.h"
//==========================================================================
//
// Performs a vertical gaussian blur pass
//
//==========================================================================
void FBlurShader::BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
{
Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, true);
}
//==========================================================================
//
// Performs a horizontal gaussian blur pass
//
//==========================================================================
void FBlurShader::BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
{
Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, false);
}
//==========================================================================
//
// Helper for BlurVertical and BlurHorizontal. Executes the actual pass
//
//==========================================================================
void FBlurShader::Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical)
{
BlurSetup *setup = GetSetup(blurAmount, sampleCount);
if (vertical)
setup->VerticalShader->Bind();
else
setup->HorizontalShader->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, inputTexture);
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);
glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer);
glViewport(0, 0, width, height);
glDisable(GL_BLEND);
FFlatVertex *ptr = vbo->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
//==========================================================================
//
// Compiles the blur shaders needed for the specified blur amount and
// kernel size
//
//==========================================================================
FBlurShader::BlurSetup *FBlurShader::GetSetup(float blurAmount, int sampleCount)
{
for (size_t mBlurSetupIndex = 0; mBlurSetupIndex < mBlurSetups.Size(); mBlurSetupIndex++)
{
if (mBlurSetups[mBlurSetupIndex].blurAmount == blurAmount && mBlurSetups[mBlurSetupIndex].sampleCount == sampleCount)
{
return &mBlurSetups[mBlurSetupIndex];
}
}
BlurSetup blurSetup(blurAmount, sampleCount);
FString vertexCode = VertexShaderCode();
FString horizontalCode = FragmentShaderCode(blurAmount, sampleCount, false);
FString verticalCode = FragmentShaderCode(blurAmount, sampleCount, true);
blurSetup.VerticalShader = std::make_shared<FShaderProgram>();
blurSetup.VerticalShader->Compile(FShaderProgram::Vertex, "vertical blur vertex shader", vertexCode, "", 330);
blurSetup.VerticalShader->Compile(FShaderProgram::Fragment, "vertical blur fragment shader", verticalCode, "", 330);
blurSetup.VerticalShader->SetFragDataLocation(0, "FragColor");
blurSetup.VerticalShader->SetAttribLocation(0, "PositionInProjection");
blurSetup.VerticalShader->Link("vertical blur");
blurSetup.VerticalShader->Bind();
glUniform1i(glGetUniformLocation(*blurSetup.VerticalShader.get(), "SourceTexture"), 0);
blurSetup.HorizontalShader = std::make_shared<FShaderProgram>();
blurSetup.HorizontalShader->Compile(FShaderProgram::Vertex, "horizontal blur vertex shader", vertexCode, "", 330);
blurSetup.HorizontalShader->Compile(FShaderProgram::Fragment, "horizontal blur fragment shader", horizontalCode, "", 330);
blurSetup.HorizontalShader->SetFragDataLocation(0, "FragColor");
blurSetup.HorizontalShader->SetAttribLocation(0, "PositionInProjection");
blurSetup.HorizontalShader->Link("horizontal blur");
blurSetup.HorizontalShader->Bind();
glUniform1i(glGetUniformLocation(*blurSetup.HorizontalShader.get(), "SourceTexture"), 0);
mBlurSetups.Push(blurSetup);
return &mBlurSetups[mBlurSetups.Size() - 1];
}
//==========================================================================
//
// The vertex shader GLSL code
//
//==========================================================================
FString FBlurShader::VertexShaderCode()
{
return R"(
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = (gl_Position.xy + 1.0) * 0.5;
}
)";
}
//==========================================================================
//
// Generates the fragment shader GLSL code for a specific blur setup
//
//==========================================================================
FString FBlurShader::FragmentShaderCode(float blurAmount, int sampleCount, bool vertical)
{
TArray<float> sampleWeights;
TArray<int> sampleOffsets;
ComputeBlurSamples(sampleCount, blurAmount, sampleWeights, sampleOffsets);
const char *fragmentShader =
R"(
in vec2 TexCoord;
uniform sampler2D SourceTexture;
out vec4 FragColor;
void main()
{
FragColor = %s;
}
)";
FString loopCode;
for (int i = 0; i < sampleCount; i++)
{
if (i > 0)
loopCode += " + ";
if (vertical)
loopCode.AppendFormat("\r\n\t\t\ttextureOffset(SourceTexture, TexCoord, ivec2(0, %d)) * %f", sampleOffsets[i], (double)sampleWeights[i]);
else
loopCode.AppendFormat("\r\n\t\t\ttextureOffset(SourceTexture, TexCoord, ivec2(%d, 0)) * %f", sampleOffsets[i], (double)sampleWeights[i]);
}
FString code;
code.Format(fragmentShader, loopCode.GetChars());
return code;
}
//==========================================================================
//
// Calculates the sample weight for a specific offset in the kernel
//
//==========================================================================
float FBlurShader::ComputeGaussian(float n, float theta) // theta = Blur Amount
{
return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
}
//==========================================================================
//
// Calculates the sample weights and offsets
//
//==========================================================================
void FBlurShader::ComputeBlurSamples(int sampleCount, float blurAmount, TArray<float> &sampleWeights, TArray<int> &sampleOffsets)
{
sampleWeights.Resize(sampleCount);
sampleOffsets.Resize(sampleCount);
sampleWeights[0] = ComputeGaussian(0, blurAmount);
sampleOffsets[0] = 0;
float totalWeights = sampleWeights[0];
for (int i = 0; i < sampleCount / 2; i++)
{
float weight = ComputeGaussian(i + 1.0f, blurAmount);
sampleWeights[i * 2 + 1] = weight;
sampleWeights[i * 2 + 2] = weight;
sampleOffsets[i * 2 + 1] = i + 1;
sampleOffsets[i * 2 + 2] = -i - 1;
totalWeights += weight * 2;
}
for (int i = 0; i < sampleCount; i++)
{
sampleWeights[i] /= totalWeights;
}
}

View file

@ -0,0 +1,39 @@
#ifndef __GL_BLURSHADER_H
#define __GL_BLURSHADER_H
#include "gl_shaderprogram.h"
#include <memory>
class FFlatVertexBuffer;
class FBlurShader
{
public:
void BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
void BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
private:
void Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical);
struct BlurSetup
{
BlurSetup(float blurAmount, int sampleCount) : blurAmount(blurAmount), sampleCount(sampleCount) { }
float blurAmount;
int sampleCount;
std::shared_ptr<FShaderProgram> VerticalShader;
std::shared_ptr<FShaderProgram> HorizontalShader;
};
BlurSetup *GetSetup(float blurAmount, int sampleCount);
FString VertexShaderCode();
FString FragmentShaderCode(float blurAmount, int sampleCount, bool vertical);
float ComputeGaussian(float n, float theta);
void ComputeBlurSamples(int sampleCount, float blurAmount, TArray<float> &sample_weights, TArray<int> &sample_offsets);
TArray<BlurSetup> mBlurSetups;
};
#endif

View file

@ -53,8 +53,8 @@ void FPresentShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp");
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp");
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp", "", 330);
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/present");
mShader.SetAttribLocation(0, "PositionInProjection");

View file

@ -56,48 +56,10 @@
#include "gl/renderer/gl_renderstate.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl/textures/gl_material.h"
#include "gl/dynlights/gl_lightbuffer.h"
//==========================================================================
//
// patch the shader source to work with
// GLSL 1.2 keywords and identifiers
//
//==========================================================================
void PatchCommon(FString &code)
{
code.Substitute("precision highp int;", "");
code.Substitute("precision highp float;", "");
}
void PatchVertShader(FString &code)
{
PatchCommon(code);
code.Substitute("in vec", "attribute vec");
code.Substitute("out vec", "varying vec");
code.Substitute("gl_ClipDistance", "//");
}
void PatchFragShader(FString &code)
{
PatchCommon(code);
code.Substitute("out vec4 FragColor;", "");
code.Substitute("FragColor", "gl_FragColor");
code.Substitute("in vec", "varying vec");
// this patches the switch statement to if's.
code.Substitute("break;", "");
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
code.Substitute("case 0:", "if (i == 0)");
code.Substitute("case 1:", "else if (i == 1)");
code.Substitute("case 2:", "else if (i == 2)");
code.Substitute("case 3:", "else if (i == 3)");
code.Substitute("case 4:", "else if (i == 4)");
code.Substitute("case 5:", "else if (i == 5)");
code.Substitute("texture(", "texture2D(");
}
//==========================================================================
//
//
@ -204,8 +166,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (gl.glslversion < 1.3)
{
PatchVertShader(vp_comb);
PatchFragShader(fp_comb);
FShaderProgram::PatchVertShader(vp_comb);
FShaderProgram::PatchFragShader(fp_comb);
}
hVertProg = glCreateShader(GL_VERTEX_SHADER);

View file

@ -93,18 +93,23 @@ void FShaderProgram::CreateShader(ShaderType type)
//
//==========================================================================
void FShaderProgram::Compile(ShaderType type, const char *lumpName)
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
{
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
Compile(type, lumpName, code, defines, maxGlslVersion);
}
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion)
{
CreateShader(type);
const auto &handle = mShaders[type];
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_Error("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
int lengths[1] = { (int)code.Len() };
const char *sources[1] = { code.GetChars() };
FString patchedCode = PatchShader(type, code, defines, maxGlslVersion);
int lengths[1] = { (int)patchedCode.Len() };
const char *sources[1] = { patchedCode.GetChars() };
glShaderSource(handle, 1, sources, lengths);
glCompileShader(handle);
@ -113,7 +118,7 @@ void FShaderProgram::Compile(ShaderType type, const char *lumpName)
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
I_Error("Compile Shader '%s':\n%s\n", lumpName, GetShaderInfoLog(handle).GetChars());
I_FatalError("Compile Shader '%s':\n%s\n", name, GetShaderInfoLog(handle).GetChars());
}
else
{
@ -148,7 +153,7 @@ void FShaderProgram::Link(const char *name)
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
I_Error("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
}
}
@ -203,3 +208,86 @@ FString FShaderProgram::GetProgramInfoLog(GLuint handle)
glGetProgramInfoLog(handle, 10000, &length, buffer);
return FString(buffer);
}
//==========================================================================
//
// Patches a shader to be compatible with the version of OpenGL in use
//
//==========================================================================
FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion)
{
FString patchedCode;
int shaderVersion = MIN((int)round(gl.glslversion * 10) * 10, maxGlslVersion);
patchedCode.AppendFormat("#version %d\n", shaderVersion);
// TODO: Find some way to add extension requirements to the patching
//
// #extension GL_ARB_uniform_buffer_object : require
// #extension GL_ARB_shader_storage_buffer_object : require
if (defines)
patchedCode << defines;
if (gl.glslversion >= 1.3)
{
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
patchedCode << "precision highp int;\n";
patchedCode << "precision highp float;\n";
}
patchedCode << "#line 1\n";
patchedCode << code;
if (gl.glslversion < 1.3)
{
if (type == Vertex)
PatchVertShader(patchedCode);
else if (type == Fragment)
PatchFragShader(patchedCode);
}
return patchedCode;
}
//==========================================================================
//
// patch the shader source to work with
// GLSL 1.2 keywords and identifiers
//
//==========================================================================
void FShaderProgram::PatchCommon(FString &code)
{
code.Substitute("precision highp int;", "");
code.Substitute("precision highp float;", "");
}
void FShaderProgram::PatchVertShader(FString &code)
{
PatchCommon(code);
code.Substitute("in vec", "attribute vec");
code.Substitute("in float", "attribute float");
code.Substitute("out vec", "varying vec");
code.Substitute("out float", "varying float");
code.Substitute("gl_ClipDistance", "//");
}
void FShaderProgram::PatchFragShader(FString &code)
{
PatchCommon(code);
code.Substitute("out vec4 FragColor;", "");
code.Substitute("FragColor", "gl_FragColor");
code.Substitute("in vec", "varying vec");
// this patches the switch statement to if's.
code.Substitute("break;", "");
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
code.Substitute("case 0:", "if (i == 0)");
code.Substitute("case 1:", "else if (i == 1)");
code.Substitute("case 2:", "else if (i == 2)");
code.Substitute("case 3:", "else if (i == 3)");
code.Substitute("case 4:", "else if (i == 4)");
code.Substitute("case 5:", "else if (i == 5)");
code.Substitute("texture(", "texture2D(");
}

View file

@ -15,7 +15,8 @@ public:
NumShaderTypes
};
void Compile(ShaderType type, const char *lumpName);
void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
void SetFragDataLocation(int index, const char *name);
void Link(const char *name);
void SetAttribLocation(int index, const char *name);
@ -24,7 +25,14 @@ public:
operator GLuint() const { return mProgram; }
explicit operator bool() const { return mProgram != 0; }
// Needed by FShader
static void PatchVertShader(FString &code);
static void PatchFragShader(FString &code);
private:
static FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
static void PatchCommon(FString &code);
void CreateShader(ShaderType type);
FString GetShaderInfoLog(GLuint handle);
FString GetProgramInfoLog(GLuint handle);

View file

@ -0,0 +1,78 @@
/*
** gl_tonemapshader.cpp
** Converts a HDR texture to 0-1 range by applying a tonemap operator
**
**---------------------------------------------------------------------------
** 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 "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_tonemapshader.h"
void FTonemapShader::Bind()
{
auto &shader = mShader[gl_tonemap];
if (!shader)
{
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/tonemap.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/tonemap");
shader.SetAttribLocation(0, "PositionInProjection");
SceneTexture.Init(shader, "InputTexture");
Exposure.Init(shader, "ExposureAdjustment");
}
shader.Bind();
}
const char *FTonemapShader::GetDefines(int mode)
{
switch (mode)
{
default:
case Linear: return "#define LINEAR\n";
case Reinhard: return "#define REINHARD\n";
case HejlDawson: return "#define HEJLDAWSON\n";
case Uncharted2: return "#define UNCHARTED2\n";
}
}

View file

@ -0,0 +1,30 @@
#ifndef __GL_TONEMAPSHADER_H
#define __GL_TONEMAPSHADER_H
#include "gl_shaderprogram.h"
class FTonemapShader
{
public:
void Bind();
FBufferedUniform1i SceneTexture;
FBufferedUniform1f Exposure;
private:
enum TonemapMode
{
None,
Uncharted2,
HejlDawson,
Reinhard,
Linear,
NumTonemapModes
};
static const char *GetDefines(int mode);
FShaderProgram mShader[NumTonemapModes];
};
#endif

View file

@ -41,4 +41,12 @@ EXTERN_CVAR(Bool, gl_seamless)
EXTERN_CVAR(Float, gl_mask_threshold)
EXTERN_CVAR(Float, gl_mask_sprite_threshold)
EXTERN_CVAR(Bool, gl_renderbuffers);
EXTERN_CVAR(Bool, gl_bloom);
EXTERN_CVAR(Float, gl_bloom_amount)
EXTERN_CVAR(Int, gl_bloom_kernel_size)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Float, gl_exposure)
#endif // _GL_INTERN_H

View file

@ -192,6 +192,9 @@ void gl_LoadExtensions()
{
if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
else gl.glslversion = 0;
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
}
else if (gl.version < 4.f)
{

View file

@ -20,6 +20,9 @@ enum RenderFlags
RFL_SHADER_STORAGE_BUFFER = 4,
RFL_BUFFER_STORAGE = 8,
RFL_SAMPLER_OBJECTS = 16,
RFL_NO_RGBA16F = 32,
RFL_NO_DEPTHSTENCIL = 64
};
enum TexMode

View file

@ -156,9 +156,9 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
glFinish();
wipestartscreen->Bind(0, false, false);
if (FGLRenderBuffers::IsSupported())
if (FGLRenderBuffers::IsEnabled())
{
GLRenderer->mBuffers->BindSceneFB();
GLRenderer->mBuffers->BindHudFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
}
else
@ -192,8 +192,8 @@ void OpenGLFrameBuffer::WipeEndScreen()
glFinish();
wipeendscreen->Bind(0, false, false);
if (FGLRenderBuffers::IsSupported())
GLRenderer->mBuffers->BindSceneFB();
if (FGLRenderBuffers::IsEnabled())
GLRenderer->mBuffers->BindHudFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -230,9 +230,9 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
if (FGLRenderBuffers::IsSupported())
if (FGLRenderBuffers::IsEnabled())
{
GLRenderer->mBuffers->BindSceneFB();
GLRenderer->mBuffers->BindHudFB();
glViewport(0, 0, GLRenderer->mOutputViewport.width, GLRenderer->mOutputViewport.height);
}

View file

@ -2618,6 +2618,8 @@ GLPREFMNU_AMBLIGHT = "Ambient light level";
GLPREFMNU_RENDERQUALITY = "Rendering quality";
GLPREFMNU_VRMODE = "Stereo 3D VR";
GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo";
GLPREFMNU_TONEMAP = "Tonemap Mode";
GLPREFMNU_BLOOM = "Bloom effect";
// Option Values
OPTVAL_SMART = "Smart";
@ -2686,3 +2688,6 @@ OPTVAL_AMBERBLUE = "Amber/Blue";
OPTVAL_LEFTEYE = "Left Eye";
OPTVAL_RIGHTEYE = "Right Eye";
OPTVAL_QUADBUFFERED = "Quad-buffered";
OPTVAL_UNCHARTED2 = "Uncharted 2";
OPTVAL_HEJLDAWSON = "Hejl Dawson";
OPTVAL_REINHARD = "Reinhard";

View file

@ -32,6 +32,15 @@ OptionValue "HWGammaModes"
2, "$OPTVAL_FULLSCREENONLY"
}
OptionValue "TonemapModes"
{
0, "$OPTVAL_OFF"
1, "$OPTVAL_UNCHARTED2"
2, "$OPTVAL_HEJLDAWSON"
3, "$OPTVAL_REINHARD"
4, "$OPTVAL_LINEAR"
}
OptionValue "TextureFormats"
{
0, "$OPTVAL_RGBA8"
@ -198,4 +207,6 @@ OptionMenu "GLPrefOptions"
Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
}

View file

@ -0,0 +1,10 @@
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D Bloom;
void main()
{
FragColor = vec4(texture(Bloom, TexCoord).rgb, 0.0);
}

View file

@ -0,0 +1,9 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}

View file

@ -0,0 +1,12 @@
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D SceneTexture;
uniform float ExposureAdjustment;
void main()
{
vec4 color = texture(SceneTexture, TexCoord);
FragColor = max(vec4(color.rgb * ExposureAdjustment - 1, 1), vec4(0));
}

View file

@ -0,0 +1,9 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}

View file

@ -1,6 +1,4 @@
#version 330
in vec2 TexCoord;
out vec4 FragColor;

View file

@ -1,6 +1,4 @@
#version 330
in vec4 PositionInProjection;
out vec2 TexCoord;

View file

@ -0,0 +1,73 @@
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D InputTexture;
uniform float ExposureAdjustment;
vec3 Linear(vec3 c)
{
//return pow(c, 2.2);
return c * c; // cheaper, but assuming gamma of 2.0 instead of 2.2
}
vec3 sRGB(vec3 c)
{
//return pow(c, vec3(1.0 / 2.2));
return sqrt(c); // cheaper, but assuming gamma of 2.0 instead of 2.2
}
#if defined(LINEAR)
vec3 Tonemap(vec3 color)
{
return sRGB(color);
}
#elif defined(REINHARD)
vec3 Tonemap(vec3 color)
{
color = color / (1 + color);
return sRGB(color);
}
#elif defined(HEJLDAWSON)
vec3 Tonemap(vec3 color)
{
vec3 x = max(vec3(0), color - 0.004);
return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); // no sRGB needed
}
#else
vec3 Uncharted2Tonemap(vec3 x)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}
vec3 Tonemap(vec3 color)
{
float W = 11.2;
float ExposureBias = 2.0;
vec3 curr = Uncharted2Tonemap(ExposureBias * color);
vec3 whiteScale = vec3(1) / Uncharted2Tonemap(vec3(W));
return sRGB(curr * whiteScale);
}
#endif
void main()
{
vec3 color = texture(InputTexture, TexCoord).rgb;
color = color * ExposureAdjustment;
color = Linear(color); // needed because gzdoom's scene texture is not linear at the moment
FragColor = vec4(Tonemap(color), 1.0);
}

View file

@ -0,0 +1,9 @@
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}