mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 14:22:13 +00:00
Merge branch 'bloom' of https://github.com/dpjudas/zdoom
This commit is contained in:
commit
f4cbde856b
31 changed files with 1412 additions and 194 deletions
|
@ -1062,6 +1062,7 @@ set( FASTMATH_SOURCES
|
||||||
gl/renderer/gl_renderstate.cpp
|
gl/renderer/gl_renderstate.cpp
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||||||
gl/renderer/gl_renderbuffers.cpp
|
gl/renderer/gl_renderbuffers.cpp
|
||||||
gl/renderer/gl_lightdata.cpp
|
gl/renderer/gl_lightdata.cpp
|
||||||
|
gl/renderer/gl_postprocess.cpp
|
||||||
gl/hqnx/init.cpp
|
gl/hqnx/init.cpp
|
||||||
gl/hqnx/hq2x.cpp
|
gl/hqnx/hq2x.cpp
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||||||
gl/hqnx/hq3x.cpp
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gl/hqnx/hq3x.cpp
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||||||
|
@ -1106,6 +1107,9 @@ set( FASTMATH_SOURCES
|
||||||
gl/shaders/gl_texshader.cpp
|
gl/shaders/gl_texshader.cpp
|
||||||
gl/shaders/gl_shaderprogram.cpp
|
gl/shaders/gl_shaderprogram.cpp
|
||||||
gl/shaders/gl_presentshader.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_interface.cpp
|
||||||
gl/system/gl_framebuffer.cpp
|
gl/system/gl_framebuffer.cpp
|
||||||
gl/system/gl_menu.cpp
|
gl/system/gl_menu.cpp
|
||||||
|
|
346
src/gl/renderer/gl_postprocess.cpp
Normal file
346
src/gl/renderer/gl_postprocess.cpp
Normal file
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@ -0,0 +1,346 @@
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||||||
|
/*
|
||||||
|
** gl_postprocess.cpp
|
||||||
|
** Post processing effects in the render pipeline
|
||||||
|
**
|
||||||
|
**---------------------------------------------------------------------------
|
||||||
|
** Copyright 2016 Magnus Norddahl
|
||||||
|
** All rights reserved.
|
||||||
|
**
|
||||||
|
** Redistribution and use in source and binary forms, with or without
|
||||||
|
** modification, are permitted provided that the following conditions
|
||||||
|
** are met:
|
||||||
|
**
|
||||||
|
** 1. Redistributions of source code must retain the above copyright
|
||||||
|
** notice, this list of conditions and the following disclaimer.
|
||||||
|
** 2. Redistributions in binary form must reproduce the above copyright
|
||||||
|
** notice, this list of conditions and the following disclaimer in the
|
||||||
|
** documentation and/or other materials provided with the distribution.
|
||||||
|
** 3. The name of the author may not be used to endorse or promote products
|
||||||
|
** derived from this software without specific prior written permission.
|
||||||
|
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
||||||
|
** covered by the terms of the GNU Lesser General Public License as published
|
||||||
|
** by the Free Software Foundation; either version 2.1 of the License, or (at
|
||||||
|
** your option) any later version.
|
||||||
|
** 5. Full disclosure of the entire project's source code, except for third
|
||||||
|
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
|
||||||
|
**
|
||||||
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||||
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||||
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||||
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||||
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||||
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||||
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||||
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
**---------------------------------------------------------------------------
|
||||||
|
**
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "gl/system/gl_system.h"
|
||||||
|
#include "gi.h"
|
||||||
|
#include "m_png.h"
|
||||||
|
#include "m_random.h"
|
||||||
|
#include "st_stuff.h"
|
||||||
|
#include "dobject.h"
|
||||||
|
#include "doomstat.h"
|
||||||
|
#include "g_level.h"
|
||||||
|
#include "r_data/r_interpolate.h"
|
||||||
|
#include "r_utility.h"
|
||||||
|
#include "d_player.h"
|
||||||
|
#include "p_effect.h"
|
||||||
|
#include "sbar.h"
|
||||||
|
#include "po_man.h"
|
||||||
|
#include "r_utility.h"
|
||||||
|
#include "a_hexenglobal.h"
|
||||||
|
#include "p_local.h"
|
||||||
|
#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)
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||||||
|
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, ¤tProgram);
|
||||||
|
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, ¤tProgram);
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
|
@ -53,6 +53,8 @@
|
||||||
#include "i_system.h"
|
#include "i_system.h"
|
||||||
#include "doomerrors.h"
|
#include "doomerrors.h"
|
||||||
|
|
||||||
|
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
// Initialize render buffers and textures used in rendering passes
|
// Initialize render buffers and textures used in rendering passes
|
||||||
|
@ -72,12 +74,51 @@ FGLRenderBuffers::FGLRenderBuffers()
|
||||||
|
|
||||||
FGLRenderBuffers::~FGLRenderBuffers()
|
FGLRenderBuffers::~FGLRenderBuffers()
|
||||||
{
|
{
|
||||||
if (mSceneFB != 0)
|
Clear();
|
||||||
glDeleteFramebuffers(1, &mSceneFB);
|
}
|
||||||
if (mSceneTexture != 0)
|
|
||||||
glDeleteTextures(1, &mSceneTexture);
|
void FGLRenderBuffers::Clear()
|
||||||
if (mSceneDepthStencil != 0)
|
{
|
||||||
glDeleteRenderbuffers(1, &mSceneDepthStencil);
|
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)
|
if (width <= mWidth && height <= mHeight)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (mSceneFB != 0)
|
Clear();
|
||||||
glDeleteFramebuffers(1, &mSceneFB);
|
|
||||||
if (mSceneTexture != 0)
|
|
||||||
glDeleteTextures(1, &mSceneTexture);
|
|
||||||
if (mSceneDepthStencil != 0)
|
|
||||||
glDeleteRenderbuffers(1, &mSceneDepthStencil);
|
|
||||||
|
|
||||||
glGenFramebuffers(1, &mSceneFB);
|
GLuint hdrFormat = ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F;
|
||||||
glGenTextures(1, &mSceneTexture);
|
|
||||||
glGenRenderbuffers(1, &mSceneDepthStencil);
|
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
|
mSceneTexture = Create2DTexture(hdrFormat, width, height);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
|
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
{
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, width, height);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, width, height);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
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);
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, mSceneDepthStencil);
|
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
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);
|
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
|
||||||
|
|
||||||
mWidth = width;
|
mWidth = width;
|
||||||
mHeight = height;
|
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
|
// Makes the scene frame buffer active
|
||||||
|
@ -135,6 +262,20 @@ void FGLRenderBuffers::BindSceneFB()
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
|
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
|
// Makes the screen frame buffer active
|
||||||
|
@ -154,6 +295,32 @@ void FGLRenderBuffers::BindOutputFB()
|
||||||
|
|
||||||
void FGLRenderBuffers::BindSceneTexture(int index)
|
void FGLRenderBuffers::BindSceneTexture(int index)
|
||||||
{
|
{
|
||||||
glActiveTexture(index);
|
glActiveTexture(GL_TEXTURE0 + index);
|
||||||
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
|
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;
|
||||||
|
}
|
||||||
|
|
|
@ -3,6 +3,17 @@
|
||||||
|
|
||||||
#include "gl/shaders/gl_shader.h"
|
#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
|
class FGLRenderBuffers
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
@ -11,18 +22,37 @@ public:
|
||||||
|
|
||||||
void Setup(int width, int height);
|
void Setup(int width, int height);
|
||||||
void BindSceneFB();
|
void BindSceneFB();
|
||||||
|
void BindHudFB();
|
||||||
void BindOutputFB();
|
void BindOutputFB();
|
||||||
void BindSceneTexture(int index);
|
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:
|
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 mWidth = 0;
|
||||||
int mHeight = 0;
|
int mHeight = 0;
|
||||||
|
|
||||||
GLuint mSceneTexture = 0;
|
GLuint mSceneTexture = 0;
|
||||||
GLuint mSceneDepthStencil = 0;
|
GLuint mSceneDepthStencil = 0;
|
||||||
|
GLuint mSceneDepth = 0;
|
||||||
|
GLuint mSceneStencil = 0;
|
||||||
GLuint mSceneFB = 0;
|
GLuint mSceneFB = 0;
|
||||||
|
GLuint mHudTexture = 0;
|
||||||
|
GLuint mHudFB = 0;
|
||||||
GLuint mOutputFB = 0;
|
GLuint mOutputFB = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -62,6 +62,9 @@
|
||||||
#include "gl/data/gl_vertexbuffer.h"
|
#include "gl/data/gl_vertexbuffer.h"
|
||||||
#include "gl/scene/gl_drawinfo.h"
|
#include "gl/scene/gl_drawinfo.h"
|
||||||
#include "gl/shaders/gl_shader.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/shaders/gl_presentshader.h"
|
||||||
#include "gl/textures/gl_texture.h"
|
#include "gl/textures/gl_texture.h"
|
||||||
#include "gl/textures/gl_translate.h"
|
#include "gl/textures/gl_translate.h"
|
||||||
|
@ -110,6 +113,10 @@ void gl_FlushModels();
|
||||||
void FGLRenderer::Initialize()
|
void FGLRenderer::Initialize()
|
||||||
{
|
{
|
||||||
mBuffers = new FGLRenderBuffers();
|
mBuffers = new FGLRenderBuffers();
|
||||||
|
mBloomExtractShader = new FBloomExtractShader();
|
||||||
|
mBloomCombineShader = new FBloomCombineShader();
|
||||||
|
mBlurShader = new FBlurShader();
|
||||||
|
mTonemapShader = new FTonemapShader();
|
||||||
mPresentShader = new FPresentShader();
|
mPresentShader = new FPresentShader();
|
||||||
|
|
||||||
// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
|
// 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 (mBuffers) delete mBuffers;
|
||||||
if (mPresentShader) delete mPresentShader;
|
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()
|
void FGLRenderer::Begin2D()
|
||||||
{
|
{
|
||||||
if (FGLRenderBuffers::IsSupported())
|
if (FGLRenderBuffers::IsEnabled())
|
||||||
{
|
{
|
||||||
mBuffers->Setup(framebuffer->GetWidth(), framebuffer->GetHeight());
|
mBuffers->Setup(framebuffer->GetWidth(), framebuffer->GetHeight());
|
||||||
mBuffers->BindSceneFB();
|
if (mDrawingScene2D)
|
||||||
|
mBuffers->BindSceneFB();
|
||||||
|
else
|
||||||
|
mBuffers->BindHudFB();
|
||||||
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
|
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
|
@ -19,6 +19,10 @@ class FLightBuffer;
|
||||||
class FSamplerManager;
|
class FSamplerManager;
|
||||||
class DPSprite;
|
class DPSprite;
|
||||||
class FGLRenderBuffers;
|
class FGLRenderBuffers;
|
||||||
|
class FBloomExtractShader;
|
||||||
|
class FBloomCombineShader;
|
||||||
|
class FBlurShader;
|
||||||
|
class FTonemapShader;
|
||||||
class FPresentShader;
|
class FPresentShader;
|
||||||
|
|
||||||
inline float DEG2RAD(float deg)
|
inline float DEG2RAD(float deg)
|
||||||
|
@ -82,6 +86,10 @@ public:
|
||||||
int mOldFBID;
|
int mOldFBID;
|
||||||
|
|
||||||
FGLRenderBuffers *mBuffers;
|
FGLRenderBuffers *mBuffers;
|
||||||
|
FBloomExtractShader *mBloomExtractShader;
|
||||||
|
FBloomCombineShader *mBloomCombineShader;
|
||||||
|
FBlurShader *mBlurShader;
|
||||||
|
FTonemapShader *mTonemapShader;
|
||||||
FPresentShader *mPresentShader;
|
FPresentShader *mPresentShader;
|
||||||
|
|
||||||
FTexture *gllight;
|
FTexture *gllight;
|
||||||
|
@ -100,6 +108,8 @@ public:
|
||||||
|
|
||||||
GL_IRECT mOutputViewportLB;
|
GL_IRECT mOutputViewportLB;
|
||||||
GL_IRECT mOutputViewport;
|
GL_IRECT mOutputViewport;
|
||||||
|
bool mDrawingScene2D = false;
|
||||||
|
float mCameraExposure = 1.0f;
|
||||||
|
|
||||||
FGLRenderer(OpenGLFrameBuffer *fb);
|
FGLRenderer(OpenGLFrameBuffer *fb);
|
||||||
~FGLRenderer() ;
|
~FGLRenderer() ;
|
||||||
|
@ -107,7 +117,7 @@ public:
|
||||||
angle_t FrustumAngle();
|
angle_t FrustumAngle();
|
||||||
void SetViewArea();
|
void SetViewArea();
|
||||||
void SetOutputViewport(GL_IRECT *bounds);
|
void SetOutputViewport(GL_IRECT *bounds);
|
||||||
void Set3DViewport();
|
void Set3DViewport(bool toscreen);
|
||||||
void Reset3DViewport();
|
void Reset3DViewport();
|
||||||
sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
|
sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
|
||||||
void RenderView(player_t *player);
|
void RenderView(player_t *player);
|
||||||
|
@ -147,6 +157,8 @@ public:
|
||||||
void SetFixedColormap (player_t *player);
|
void SetFixedColormap (player_t *player);
|
||||||
void WriteSavePic (player_t *player, FILE *file, int width, int height);
|
void WriteSavePic (player_t *player, FILE *file, int width, int height);
|
||||||
void EndDrawScene(sector_t * viewsector);
|
void EndDrawScene(sector_t * viewsector);
|
||||||
|
void BloomScene();
|
||||||
|
void TonemapScene();
|
||||||
void Flush();
|
void Flush();
|
||||||
|
|
||||||
void SetProjection(float fov, float ratio, float fovratio);
|
void SetProjection(float fov, float ratio, float fovratio);
|
||||||
|
|
|
@ -72,7 +72,6 @@
|
||||||
#include "gl/scene/gl_drawinfo.h"
|
#include "gl/scene/gl_drawinfo.h"
|
||||||
#include "gl/scene/gl_portal.h"
|
#include "gl/scene/gl_portal.h"
|
||||||
#include "gl/shaders/gl_shader.h"
|
#include "gl/shaders/gl_shader.h"
|
||||||
#include "gl/shaders/gl_presentshader.h"
|
|
||||||
#include "gl/stereo3d/gl_stereo3d.h"
|
#include "gl/stereo3d/gl_stereo3d.h"
|
||||||
#include "gl/stereo3d/scoped_view_shifter.h"
|
#include "gl/stereo3d/scoped_view_shifter.h"
|
||||||
#include "gl/textures/gl_translate.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, cl_capfps)
|
||||||
EXTERN_CVAR (Bool, r_deathcamera)
|
EXTERN_CVAR (Bool, r_deathcamera)
|
||||||
EXTERN_CVAR(Float, vid_brightness)
|
|
||||||
EXTERN_CVAR(Float, vid_contrast)
|
|
||||||
|
|
||||||
|
|
||||||
extern int viewpitch;
|
extern int viewpitch;
|
||||||
|
@ -160,7 +157,7 @@ void FGLRenderer::SetViewArea()
|
||||||
|
|
||||||
void FGLRenderer::Reset3DViewport()
|
void FGLRenderer::Reset3DViewport()
|
||||||
{
|
{
|
||||||
if (FGLRenderBuffers::IsSupported())
|
if (FGLRenderBuffers::IsEnabled())
|
||||||
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
|
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
|
||||||
else
|
else
|
||||||
glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
|
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;
|
const auto &bounds = mOutputViewportLB;
|
||||||
if (FGLRenderBuffers::IsSupported())
|
if (toscreen && FGLRenderBuffers::IsEnabled())
|
||||||
{
|
{
|
||||||
mBuffers->Setup(mOutputViewport.width, mOutputViewport.height);
|
mBuffers->Setup(mOutputViewport.width, mOutputViewport.height);
|
||||||
mBuffers->BindSceneFB();
|
mBuffers->BindSceneFB();
|
||||||
|
@ -204,97 +201,6 @@ void FGLRenderer::Set3DViewport()
|
||||||
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
|
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, ¤tProgram);
|
|
||||||
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
|
// Setup the camera position
|
||||||
|
@ -914,6 +820,20 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
||||||
mViewActor=camera;
|
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.
|
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
|
||||||
retval = viewsector;
|
retval = viewsector;
|
||||||
|
|
||||||
|
@ -927,7 +847,8 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
||||||
eye->SetUp();
|
eye->SetUp();
|
||||||
// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
|
// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
|
||||||
SetOutputViewport(bounds);
|
SetOutputViewport(bounds);
|
||||||
Set3DViewport();
|
Set3DViewport(toscreen);
|
||||||
|
mDrawingScene2D = true;
|
||||||
mCurrentFoV = fov;
|
mCurrentFoV = fov;
|
||||||
// Stereo mode specific perspective projection
|
// Stereo mode specific perspective projection
|
||||||
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
|
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
|
||||||
|
@ -945,6 +866,12 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
||||||
|
|
||||||
ProcessScene(toscreen);
|
ProcessScene(toscreen);
|
||||||
if (mainview) EndDrawScene(retval); // do not call this for camera textures.
|
if (mainview) EndDrawScene(retval); // do not call this for camera textures.
|
||||||
|
if (toscreen)
|
||||||
|
{
|
||||||
|
BloomScene();
|
||||||
|
TonemapScene();
|
||||||
|
}
|
||||||
|
mDrawingScene2D = false;
|
||||||
eye->TearDown();
|
eye->TearDown();
|
||||||
}
|
}
|
||||||
stereo3dMode.TearDown();
|
stereo3dMode.TearDown();
|
||||||
|
|
79
src/gl/shaders/gl_bloomshader.cpp
Normal file
79
src/gl/shaders/gl_bloomshader.cpp
Normal 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();
|
||||||
|
}
|
29
src/gl/shaders/gl_bloomshader.h
Normal file
29
src/gl/shaders/gl_bloomshader.h
Normal 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
|
257
src/gl/shaders/gl_blurshader.cpp
Normal file
257
src/gl/shaders/gl_blurshader.cpp
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
39
src/gl/shaders/gl_blurshader.h
Normal file
39
src/gl/shaders/gl_blurshader.h
Normal 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
|
|
@ -53,8 +53,8 @@ void FPresentShader::Bind()
|
||||||
{
|
{
|
||||||
if (!mShader)
|
if (!mShader)
|
||||||
{
|
{
|
||||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp");
|
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp", "", 330);
|
||||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp");
|
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
|
||||||
mShader.SetFragDataLocation(0, "FragColor");
|
mShader.SetFragDataLocation(0, "FragColor");
|
||||||
mShader.Link("shaders/glsl/present");
|
mShader.Link("shaders/glsl/present");
|
||||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||||
|
|
|
@ -56,48 +56,10 @@
|
||||||
#include "gl/renderer/gl_renderstate.h"
|
#include "gl/renderer/gl_renderstate.h"
|
||||||
#include "gl/system/gl_cvars.h"
|
#include "gl/system/gl_cvars.h"
|
||||||
#include "gl/shaders/gl_shader.h"
|
#include "gl/shaders/gl_shader.h"
|
||||||
|
#include "gl/shaders/gl_shaderprogram.h"
|
||||||
#include "gl/textures/gl_material.h"
|
#include "gl/textures/gl_material.h"
|
||||||
#include "gl/dynlights/gl_lightbuffer.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)
|
if (gl.glslversion < 1.3)
|
||||||
{
|
{
|
||||||
PatchVertShader(vp_comb);
|
FShaderProgram::PatchVertShader(vp_comb);
|
||||||
PatchFragShader(fp_comb);
|
FShaderProgram::PatchFragShader(fp_comb);
|
||||||
}
|
}
|
||||||
|
|
||||||
hVertProg = glCreateShader(GL_VERTEX_SHADER);
|
hVertProg = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
|
|
@ -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);
|
CreateShader(type);
|
||||||
|
|
||||||
const auto &handle = mShaders[type];
|
const auto &handle = mShaders[type];
|
||||||
|
|
||||||
int lump = Wads.CheckNumForFullName(lumpName);
|
FString patchedCode = PatchShader(type, code, defines, maxGlslVersion);
|
||||||
if (lump == -1) I_Error("Unable to load '%s'", lumpName);
|
int lengths[1] = { (int)patchedCode.Len() };
|
||||||
FString code = Wads.ReadLump(lump).GetString().GetChars();
|
const char *sources[1] = { patchedCode.GetChars() };
|
||||||
|
|
||||||
int lengths[1] = { (int)code.Len() };
|
|
||||||
const char *sources[1] = { code.GetChars() };
|
|
||||||
glShaderSource(handle, 1, sources, lengths);
|
glShaderSource(handle, 1, sources, lengths);
|
||||||
|
|
||||||
glCompileShader(handle);
|
glCompileShader(handle);
|
||||||
|
@ -113,7 +118,7 @@ void FShaderProgram::Compile(ShaderType type, const char *lumpName)
|
||||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||||
if (status == GL_FALSE)
|
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
|
else
|
||||||
{
|
{
|
||||||
|
@ -148,7 +153,7 @@ void FShaderProgram::Link(const char *name)
|
||||||
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
|
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
|
||||||
if (status == GL_FALSE)
|
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);
|
glGetProgramInfoLog(handle, 10000, &length, buffer);
|
||||||
return FString(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(");
|
||||||
|
}
|
||||||
|
|
|
@ -15,7 +15,8 @@ public:
|
||||||
NumShaderTypes
|
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 SetFragDataLocation(int index, const char *name);
|
||||||
void Link(const char *name);
|
void Link(const char *name);
|
||||||
void SetAttribLocation(int index, const char *name);
|
void SetAttribLocation(int index, const char *name);
|
||||||
|
@ -24,7 +25,14 @@ public:
|
||||||
operator GLuint() const { return mProgram; }
|
operator GLuint() const { return mProgram; }
|
||||||
explicit operator bool() const { return mProgram != 0; }
|
explicit operator bool() const { return mProgram != 0; }
|
||||||
|
|
||||||
|
// Needed by FShader
|
||||||
|
static void PatchVertShader(FString &code);
|
||||||
|
static void PatchFragShader(FString &code);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
static FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
|
||||||
|
static void PatchCommon(FString &code);
|
||||||
|
|
||||||
void CreateShader(ShaderType type);
|
void CreateShader(ShaderType type);
|
||||||
FString GetShaderInfoLog(GLuint handle);
|
FString GetShaderInfoLog(GLuint handle);
|
||||||
FString GetProgramInfoLog(GLuint handle);
|
FString GetProgramInfoLog(GLuint handle);
|
||||||
|
|
78
src/gl/shaders/gl_tonemapshader.cpp
Normal file
78
src/gl/shaders/gl_tonemapshader.cpp
Normal 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";
|
||||||
|
}
|
||||||
|
}
|
30
src/gl/shaders/gl_tonemapshader.h
Normal file
30
src/gl/shaders/gl_tonemapshader.h
Normal 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
|
|
@ -41,4 +41,12 @@ EXTERN_CVAR(Bool, gl_seamless)
|
||||||
EXTERN_CVAR(Float, gl_mask_threshold)
|
EXTERN_CVAR(Float, gl_mask_threshold)
|
||||||
EXTERN_CVAR(Float, gl_mask_sprite_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
|
#endif // _GL_INTERN_H
|
||||||
|
|
|
@ -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.
|
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;
|
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)
|
else if (gl.version < 4.f)
|
||||||
{
|
{
|
||||||
|
|
|
@ -20,6 +20,9 @@ enum RenderFlags
|
||||||
RFL_SHADER_STORAGE_BUFFER = 4,
|
RFL_SHADER_STORAGE_BUFFER = 4,
|
||||||
RFL_BUFFER_STORAGE = 8,
|
RFL_BUFFER_STORAGE = 8,
|
||||||
RFL_SAMPLER_OBJECTS = 16,
|
RFL_SAMPLER_OBJECTS = 16,
|
||||||
|
|
||||||
|
RFL_NO_RGBA16F = 32,
|
||||||
|
RFL_NO_DEPTHSTENCIL = 64
|
||||||
};
|
};
|
||||||
|
|
||||||
enum TexMode
|
enum TexMode
|
||||||
|
|
|
@ -156,9 +156,9 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
|
||||||
glFinish();
|
glFinish();
|
||||||
wipestartscreen->Bind(0, false, false);
|
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);
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -192,8 +192,8 @@ void OpenGLFrameBuffer::WipeEndScreen()
|
||||||
glFinish();
|
glFinish();
|
||||||
wipeendscreen->Bind(0, false, false);
|
wipeendscreen->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);
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
@ -230,9 +230,9 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
glDepthMask(false);
|
glDepthMask(false);
|
||||||
|
|
||||||
if (FGLRenderBuffers::IsSupported())
|
if (FGLRenderBuffers::IsEnabled())
|
||||||
{
|
{
|
||||||
GLRenderer->mBuffers->BindSceneFB();
|
GLRenderer->mBuffers->BindHudFB();
|
||||||
glViewport(0, 0, GLRenderer->mOutputViewport.width, GLRenderer->mOutputViewport.height);
|
glViewport(0, 0, GLRenderer->mOutputViewport.width, GLRenderer->mOutputViewport.height);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -2618,6 +2618,8 @@ GLPREFMNU_AMBLIGHT = "Ambient light level";
|
||||||
GLPREFMNU_RENDERQUALITY = "Rendering quality";
|
GLPREFMNU_RENDERQUALITY = "Rendering quality";
|
||||||
GLPREFMNU_VRMODE = "Stereo 3D VR";
|
GLPREFMNU_VRMODE = "Stereo 3D VR";
|
||||||
GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo";
|
GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo";
|
||||||
|
GLPREFMNU_TONEMAP = "Tonemap Mode";
|
||||||
|
GLPREFMNU_BLOOM = "Bloom effect";
|
||||||
|
|
||||||
// Option Values
|
// Option Values
|
||||||
OPTVAL_SMART = "Smart";
|
OPTVAL_SMART = "Smart";
|
||||||
|
@ -2686,3 +2688,6 @@ OPTVAL_AMBERBLUE = "Amber/Blue";
|
||||||
OPTVAL_LEFTEYE = "Left Eye";
|
OPTVAL_LEFTEYE = "Left Eye";
|
||||||
OPTVAL_RIGHTEYE = "Right Eye";
|
OPTVAL_RIGHTEYE = "Right Eye";
|
||||||
OPTVAL_QUADBUFFERED = "Quad-buffered";
|
OPTVAL_QUADBUFFERED = "Quad-buffered";
|
||||||
|
OPTVAL_UNCHARTED2 = "Uncharted 2";
|
||||||
|
OPTVAL_HEJLDAWSON = "Hejl Dawson";
|
||||||
|
OPTVAL_REINHARD = "Reinhard";
|
|
@ -32,6 +32,15 @@ OptionValue "HWGammaModes"
|
||||||
2, "$OPTVAL_FULLSCREENONLY"
|
2, "$OPTVAL_FULLSCREENONLY"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
OptionValue "TonemapModes"
|
||||||
|
{
|
||||||
|
0, "$OPTVAL_OFF"
|
||||||
|
1, "$OPTVAL_UNCHARTED2"
|
||||||
|
2, "$OPTVAL_HEJLDAWSON"
|
||||||
|
3, "$OPTVAL_REINHARD"
|
||||||
|
4, "$OPTVAL_LINEAR"
|
||||||
|
}
|
||||||
|
|
||||||
OptionValue "TextureFormats"
|
OptionValue "TextureFormats"
|
||||||
{
|
{
|
||||||
0, "$OPTVAL_RGBA8"
|
0, "$OPTVAL_RGBA8"
|
||||||
|
@ -198,4 +207,6 @@ OptionMenu "GLPrefOptions"
|
||||||
Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
|
Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
|
||||||
Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
|
Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
|
||||||
Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
|
Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
|
||||||
|
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
|
||||||
|
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
|
||||||
}
|
}
|
||||||
|
|
10
wadsrc/static/shaders/glsl/bloomcombine.fp
Normal file
10
wadsrc/static/shaders/glsl/bloomcombine.fp
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
|
||||||
|
in vec2 TexCoord;
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
uniform sampler2D Bloom;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
FragColor = vec4(texture(Bloom, TexCoord).rgb, 0.0);
|
||||||
|
}
|
9
wadsrc/static/shaders/glsl/bloomcombine.vp
Normal file
9
wadsrc/static/shaders/glsl/bloomcombine.vp
Normal file
|
@ -0,0 +1,9 @@
|
||||||
|
|
||||||
|
in vec4 PositionInProjection;
|
||||||
|
out vec2 TexCoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = PositionInProjection;
|
||||||
|
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||||
|
}
|
12
wadsrc/static/shaders/glsl/bloomextract.fp
Normal file
12
wadsrc/static/shaders/glsl/bloomextract.fp
Normal 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));
|
||||||
|
}
|
9
wadsrc/static/shaders/glsl/bloomextract.vp
Normal file
9
wadsrc/static/shaders/glsl/bloomextract.vp
Normal file
|
@ -0,0 +1,9 @@
|
||||||
|
|
||||||
|
in vec4 PositionInProjection;
|
||||||
|
out vec2 TexCoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = PositionInProjection;
|
||||||
|
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||||
|
}
|
|
@ -1,6 +1,4 @@
|
||||||
|
|
||||||
#version 330
|
|
||||||
|
|
||||||
in vec2 TexCoord;
|
in vec2 TexCoord;
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
|
|
@ -1,6 +1,4 @@
|
||||||
|
|
||||||
#version 330
|
|
||||||
|
|
||||||
in vec4 PositionInProjection;
|
in vec4 PositionInProjection;
|
||||||
out vec2 TexCoord;
|
out vec2 TexCoord;
|
||||||
|
|
||||||
|
|
73
wadsrc/static/shaders/glsl/tonemap.fp
Normal file
73
wadsrc/static/shaders/glsl/tonemap.fp
Normal 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);
|
||||||
|
}
|
9
wadsrc/static/shaders/glsl/tonemap.vp
Normal file
9
wadsrc/static/shaders/glsl/tonemap.vp
Normal file
|
@ -0,0 +1,9 @@
|
||||||
|
|
||||||
|
in vec4 PositionInProjection;
|
||||||
|
out vec2 TexCoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = PositionInProjection;
|
||||||
|
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||||
|
}
|
Loading…
Reference in a new issue