/* ** 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 "colormatcher.h" #include "gl/gl_functions.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_framebuffer.h" #include "gl/system/gl_cvars.h" #include "gl/system/gl_debug.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderbuffers.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_postprocessstate.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/shaders/gl_bloomshader.h" #include "gl/shaders/gl_blurshader.h" #include "gl/shaders/gl_tonemapshader.h" #include "gl/shaders/gl_colormapshader.h" #include "gl/shaders/gl_lensshader.h" #include "gl/shaders/gl_presentshader.h" #include "gl/renderer/gl_2ddrawer.h" //========================================================================== // // CVARs // //========================================================================== CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, 0) { if (self < 0.1f) self = 0.1f; } CVAR(Float, gl_exposure, 0.0f, 0) CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) { if (self < 0 || self > 5) self = 0; } CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0) { if (self < 3 || self > 15 || self % 2 == 0) self = 7; } CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, gl_lens_k, -0.12f, 0) CVAR(Float, gl_lens_kcube, 0.1f, 0) CVAR(Float, gl_lens_chromatic, 1.12f, 0) EXTERN_CVAR(Float, vid_brightness) EXTERN_CVAR(Float, vid_contrast) void FGLRenderer::RenderScreenQuad() { mVBO->BindVBO(); gl_RenderState.ResetVertexBuffer(); GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4); } //----------------------------------------------------------------------------- // // Adds bloom contribution to scene texture // //----------------------------------------------------------------------------- void FGLRenderer::BloomScene() { // Only bloom things if enabled and no special fixed light mode is active if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT) return; FGLDebug::PushGroup("BloomScene"); FGLPostProcessState savedState; const float blurAmount = gl_bloom_amount; int sampleCount = gl_bloom_kernel_size; const auto &level0 = mBuffers->BloomLevels[0]; // Extract blooming pixels from scene texture: glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer); glViewport(0, 0, level0.Width, level0.Height); mBuffers->BindCurrentTexture(0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); mBloomExtractShader->Bind(); mBloomExtractShader->SceneTexture.Set(0); mBloomExtractShader->Exposure.Set(mCameraExposure); mBloomExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height); mBloomExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height); RenderScreenQuad(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Blur and downscale: for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++) { const auto &level = mBuffers->BloomLevels[i]; const auto &next = mBuffers->BloomLevels[i + 1]; mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height); mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height); } // Blur and upscale: for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--) { const auto &level = mBuffers->BloomLevels[i]; const auto &next = mBuffers->BloomLevels[i - 1]; mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height); mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height); // Linear upscale: glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer); glViewport(0, 0, next.Width, next.Height); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, level.VTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); mBloomCombineShader->Bind(); mBloomCombineShader->BloomTexture.Set(0); RenderScreenQuad(); } mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height); mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height); // Add bloom back to scene texture: mBuffers->BindCurrentFB(); glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, level0.VTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); mBloomCombineShader->Bind(); mBloomCombineShader->BloomTexture.Set(0); RenderScreenQuad(); glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); FGLDebug::PopGroup(); } //----------------------------------------------------------------------------- // // Tonemap scene texture and place the result in the HUD/2D texture // //----------------------------------------------------------------------------- void FGLRenderer::TonemapScene() { if (gl_tonemap == 0) return; FGLDebug::PushGroup("TonemapScene"); FGLPostProcessState savedState; mBuffers->BindNextFB(); mBuffers->BindCurrentTexture(0); mTonemapShader->Bind(); mTonemapShader->SceneTexture.Set(0); if (mTonemapShader->IsPaletteMode()) { mTonemapShader->PaletteLUT.Set(1); BindTonemapPalette(1); } else { mTonemapShader->Exposure.Set(mCameraExposure); } RenderScreenQuad(); mBuffers->NextTexture(); FGLDebug::PopGroup(); } void FGLRenderer::BindTonemapPalette(int texunit) { if (mTonemapPalette) { mTonemapPalette->Bind(texunit, 0, false); } else { TArray lut; lut.Resize(512 * 512 * 4); for (int r = 0; r < 64; r++) { for (int g = 0; g < 64; g++) { for (int b = 0; b < 64; b++) { PalEntry color = GPalette.BaseColors[ColorMatcher.Pick((r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4))]; int index = ((r * 64 + g) * 64 + b) * 4; lut[index] = color.r; lut[index + 1] = color.g; lut[index + 2] = color.b; lut[index + 3] = 255; } } } mTonemapPalette = new FHardwareTexture(512, 512, true); mTonemapPalette->CreateTexture(&lut[0], 512, 512, texunit, false, 0, "mTonemapPalette"); glActiveTexture(GL_TEXTURE0 + texunit); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glActiveTexture(GL_TEXTURE0); } } void FGLRenderer::ClearTonemapPalette() { delete mTonemapPalette; mTonemapPalette = nullptr; } //----------------------------------------------------------------------------- // // Colormap scene texture and place the result in the HUD/2D texture // //----------------------------------------------------------------------------- void FGLRenderer::ColormapScene() { if (gl_fixedcolormap < CM_FIRSTSPECIALCOLORMAP || gl_fixedcolormap >= CM_MAXCOLORMAP) return; FGLDebug::PushGroup("ColormapScene"); FGLPostProcessState savedState; mBuffers->BindNextFB(); mBuffers->BindCurrentTexture(0); mColormapShader->Bind(); FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP]; float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0], scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f }; mColormapShader->MapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f); mColormapShader->MapRange.Set(m); RenderScreenQuad(); mBuffers->NextTexture(); FGLDebug::PopGroup(); } //----------------------------------------------------------------------------- // // Apply lens distortion and place the result in the HUD/2D texture // //----------------------------------------------------------------------------- void FGLRenderer::LensDistortScene() { if (gl_lens == 0) return; FGLDebug::PushGroup("LensDistortScene"); float k[4] = { gl_lens_k, gl_lens_k * gl_lens_chromatic, gl_lens_k * gl_lens_chromatic * gl_lens_chromatic, 0.0f }; float kcube[4] = { gl_lens_kcube, gl_lens_kcube * gl_lens_chromatic, gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic, 0.0f }; float aspect = mSceneViewport.width / mSceneViewport.height; // Scale factor to keep sampling within the input texture float r2 = aspect * aspect * 0.25 + 0.25f; float sqrt_r2 = sqrt(r2); float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f); float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f); float f = MAX(f0, f2); float scale = 1.0f / f; FGLPostProcessState savedState; mBuffers->BindNextFB(); mBuffers->BindCurrentTexture(0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); mLensShader->Bind(); mLensShader->InputTexture.Set(0); mLensShader->AspectRatio.Set(aspect); mLensShader->Scale.Set(scale); mLensShader->LensDistortionCoefficient.Set(k); mLensShader->CubicDistortionValue.Set(kcube); RenderScreenQuad(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); mBuffers->NextTexture(); FGLDebug::PopGroup(); } //----------------------------------------------------------------------------- // // Gamma correct while copying to frame buffer // //----------------------------------------------------------------------------- void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma) { m2DDrawer->Flush(); // draw all pending 2D stuff before copying the buffer FGLDebug::PushGroup("CopyToBackbuffer"); if (FGLRenderBuffers::IsEnabled()) { FGLPostProcessState savedState; mBuffers->BindOutputFB(); GL_IRECT box; if (bounds) { box = *bounds; } else { ClearBorders(); box = mOutputLetterbox; } // Present what was rendered: glViewport(box.left, box.top, box.width, box.height); mPresentShader->Bind(); mPresentShader->InputTexture.Set(0); if (!applyGamma || framebuffer->IsHWGammaActive()) { mPresentShader->InvGamma.Set(1.0f); mPresentShader->Contrast.Set(1.0f); mPresentShader->Brightness.Set(0.0f); } else { mPresentShader->InvGamma.Set(1.0f / clamp(Gamma, 0.1f, 4.f)); mPresentShader->Contrast.Set(clamp(vid_contrast, 0.1f, 3.f)); mPresentShader->Brightness.Set(clamp(vid_brightness, -0.8f, 0.8f)); } mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight()); mBuffers->BindCurrentTexture(0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); RenderScreenQuad(); } else if (!bounds) { FGLPostProcessState savedState; ClearBorders(); } FGLDebug::PopGroup(); } //----------------------------------------------------------------------------- // // Fills the black bars around the screen letterbox // //----------------------------------------------------------------------------- void FGLRenderer::ClearBorders() { const auto &box = mOutputLetterbox; int clientWidth = framebuffer->GetClientWidth(); int clientHeight = framebuffer->GetClientHeight(); glViewport(0, 0, clientWidth, clientHeight); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_SCISSOR_TEST); if (box.top > 0) { glScissor(0, 0, clientWidth, box.top); glClear(GL_COLOR_BUFFER_BIT); } if (clientHeight - box.top - box.height > 0) { glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height); glClear(GL_COLOR_BUFFER_BIT); } if (box.left > 0) { glScissor(0, box.top, box.left, box.height); glClear(GL_COLOR_BUFFER_BIT); } if (clientWidth - box.left - box.width > 0) { glScissor(box.left + box.width, box.top, clientWidth - box.left - box.width, box.height); glClear(GL_COLOR_BUFFER_BIT); } glDisable(GL_SCISSOR_TEST); }