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796 lines
25 KiB
C++
796 lines
25 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_postprocess.cpp
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** Post processing effects in the render pipeline
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**
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*/
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#include "gl_load/gl_system.h"
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#include "gi.h"
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#include "m_png.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "gl/system/gl_framebuffer.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "hwrenderer/postprocessing/hw_ambientshader.h"
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#include "hwrenderer/postprocessing/hw_bloomshader.h"
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#include "hwrenderer/postprocessing/hw_blurshader.h"
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#include "hwrenderer/postprocessing/hw_tonemapshader.h"
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#include "hwrenderer/postprocessing/hw_colormapshader.h"
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#include "hwrenderer/postprocessing/hw_lensshader.h"
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#include "hwrenderer/postprocessing/hw_fxaashader.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "gl/shaders/gl_postprocessshaderinstance.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "r_videoscale.h"
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void FGLRenderer::RenderScreenQuad()
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{
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mVBO->BindVBO();
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gl_RenderState.ResetVertexBuffer();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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mBuffers->BlitSceneToTexture();
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UpdateCameraExposure();
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mCustomPostProcessShaders->Run("beforebloom");
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BloomScene(fixedcm);
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mBuffers->BindCurrentFB();
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afterBloomDrawEndScene2D();
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TonemapScene();
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ColormapScene(fixedcm);
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LensDistortScene();
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ApplyFXAA();
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mCustomPostProcessShaders->Run("scene");
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}
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//-----------------------------------------------------------------------------
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//
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// Adds ambient occlusion to the scene
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::AmbientOccludeScene(float m5)
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{
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FGLDebug::PushGroup("AmbientOccludeScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(3);
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float bias = gl_ssao_bias;
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float aoRadius = gl_ssao_radius;
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const float blurAmount = gl_ssao_blur;
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float aoStrength = gl_ssao_strength;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / m5;
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float invFocalLenX = tanHalfFovy * (mBuffers->GetSceneWidth() / (float)mBuffers->GetSceneHeight());
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float invFocalLenY = tanHalfFovy;
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float nDotVBias = clamp(bias, 0.0f, 1.0f);
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float r2 = aoRadius * aoRadius;
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float blurSharpness = 1.0f / blurAmount;
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auto sceneScale = screen->SceneScale();
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auto sceneOffset = screen->SceneOffset();
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int randomTexture = clamp(gl_ssao - 1, 0, FGLRenderBuffers::NumAmbientRandomTextures - 1);
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// Calculate linear depth values
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mBuffers->LinearDepthFB.Bind();
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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mBuffers->BindSceneDepthTexture(0);
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mBuffers->BindSceneColorTexture(1);
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mLinearDepthShader->Bind(NOQUEUE);
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if (gl_multisample > 1) mLinearDepthShader->Uniforms->SampleIndex = 0;
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mLinearDepthShader->Uniforms->LinearizeDepthA = 1.0f / GetZFar() - 1.0f / GetZNear();
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mLinearDepthShader->Uniforms->LinearizeDepthB = MAX(1.0f / GetZNear(), 1.e-8f);
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mLinearDepthShader->Uniforms->InverseDepthRangeA = 1.0f;
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mLinearDepthShader->Uniforms->InverseDepthRangeB = 0.0f;
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mLinearDepthShader->Uniforms->Scale = sceneScale;
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mLinearDepthShader->Uniforms->Offset = sceneOffset;
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mLinearDepthShader->Uniforms.Set();
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RenderScreenQuad();
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// Apply ambient occlusion
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mBuffers->AmbientFB1.Bind();
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mBuffers->LinearDepthTexture.Bind(0);
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mBuffers->AmbientRandomTexture[randomTexture].Bind(2, GL_NEAREST, GL_REPEAT);
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mBuffers->BindSceneNormalTexture(1);
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mSSAOShader->Bind(NOQUEUE);
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if (gl_multisample > 1) mSSAOShader->Uniforms->SampleIndex = 0;
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mSSAOShader->Uniforms->UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
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mSSAOShader->Uniforms->UVToViewB = { -invFocalLenX, -invFocalLenY };
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mSSAOShader->Uniforms->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
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mSSAOShader->Uniforms->NDotVBias = nDotVBias;
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mSSAOShader->Uniforms->NegInvR2 = -1.0f / r2;
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mSSAOShader->Uniforms->RadiusToScreen = aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight;
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mSSAOShader->Uniforms->AOMultiplier = 1.0f / (1.0f - nDotVBias);
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mSSAOShader->Uniforms->AOStrength = aoStrength;
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mSSAOShader->Uniforms->Scale = sceneScale;
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mSSAOShader->Uniforms->Offset = sceneOffset;
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mSSAOShader->Uniforms.Set();
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RenderScreenQuad();
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// Blur SSAO texture
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if (gl_ssao_debug < 2)
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{
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mBuffers->AmbientFB0.Bind();
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mBuffers->AmbientTexture1.Bind(0);
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mDepthBlurShader->Bind(NOQUEUE, false);
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mDepthBlurShader->Uniforms[false]->BlurSharpness = blurSharpness;
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mDepthBlurShader->Uniforms[false]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
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mDepthBlurShader->Uniforms[false].Set();
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RenderScreenQuad();
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mBuffers->AmbientFB1.Bind();
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mBuffers->AmbientTexture0.Bind(0);
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mDepthBlurShader->Bind(NOQUEUE, true);
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mDepthBlurShader->Uniforms[true]->BlurSharpness = blurSharpness;
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mDepthBlurShader->Uniforms[true]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
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mDepthBlurShader->Uniforms[true]->PowExponent = gl_ssao_exponent;
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mDepthBlurShader->Uniforms[true].Set();
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RenderScreenQuad();
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}
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// Add SSAO back to scene texture:
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mBuffers->BindSceneFB(false);
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glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (gl_ssao_debug != 0)
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{
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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mBuffers->AmbientTexture1.Bind(0, GL_LINEAR);
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mBuffers->BindSceneFogTexture(1);
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mSSAOCombineShader->Bind(NOQUEUE);
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if (gl_multisample > 1) mSSAOCombineShader->Uniforms->SampleCount = gl_multisample;
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mSSAOCombineShader->Uniforms->Scale = screen->SceneScale();
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mSSAOCombineShader->Uniforms->Offset = screen->SceneOffset();
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mSSAOCombineShader->Uniforms.Set();
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RenderScreenQuad();
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Extracts light average from the scene and updates the camera exposure texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::UpdateCameraExposure()
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{
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if (!gl_bloom && gl_tonemap == 0)
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return;
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FGLDebug::PushGroup("UpdateCameraExposure");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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// Extract light level from scene texture:
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auto &level0 = mBuffers->ExposureLevels[0];
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level0.Framebuffer.Bind();
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0, GL_LINEAR);
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mExposureExtractShader->Bind(NOQUEUE);
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mExposureExtractShader->Uniforms->Scale = screen->SceneScale();
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mExposureExtractShader->Uniforms->Offset = screen->SceneOffset();
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mExposureExtractShader->Uniforms.Set();
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RenderScreenQuad();
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// Find the average value:
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for (unsigned int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
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{
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auto &level = mBuffers->ExposureLevels[i];
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auto &next = mBuffers->ExposureLevels[i + 1];
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next.Framebuffer.Bind();
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glViewport(0, 0, next.Width, next.Height);
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level.Texture.Bind(0);
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mExposureAverageShader->Bind(NOQUEUE);
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RenderScreenQuad();
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}
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// Combine average value with current camera exposure:
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mBuffers->ExposureFB.Bind();
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glViewport(0, 0, 1, 1);
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if (!mBuffers->FirstExposureFrame)
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{
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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mBuffers->FirstExposureFrame = false;
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}
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mBuffers->ExposureLevels.Last().Texture.Bind(0);
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mExposureCombineShader->Bind(NOQUEUE);
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mExposureCombineShader->Uniforms->ExposureBase = gl_exposure_base;
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mExposureCombineShader->Uniforms->ExposureMin = gl_exposure_min;
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mExposureCombineShader->Uniforms->ExposureScale = gl_exposure_scale;
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mExposureCombineShader->Uniforms->ExposureSpeed = gl_exposure_speed;
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mExposureCombineShader->Uniforms.Set();
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RenderScreenQuad();
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const auto &mScreenViewport = screen->mScreenViewport;
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Adds bloom contribution to scene texture
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//
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//-----------------------------------------------------------------------------
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static float ComputeBlurGaussian(float n, float theta) // theta = Blur Amount
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{
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return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
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}
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static void ComputeBlurSamples(int sampleCount, float blurAmount, float *sampleWeights)
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{
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sampleWeights[0] = ComputeBlurGaussian(0, blurAmount);
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float totalWeights = sampleWeights[0];
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for (int i = 0; i < sampleCount / 2; i++)
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{
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float weight = ComputeBlurGaussian(i + 1.0f, blurAmount);
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sampleWeights[i * 2 + 1] = weight;
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sampleWeights[i * 2 + 2] = weight;
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totalWeights += weight * 2;
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}
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for (int i = 0; i < sampleCount; i++)
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{
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sampleWeights[i] /= totalWeights;
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}
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}
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static void RenderBlur(FGLRenderer *renderer, float blurAmount, PPTexture input, PPFrameBuffer output, int width, int height, bool vertical)
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{
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ComputeBlurSamples(7, blurAmount, renderer->mBlurShader->Uniforms[vertical]->SampleWeights);
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renderer->mBlurShader->Bind(NOQUEUE, vertical);
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renderer->mBlurShader->Uniforms[vertical].Set(POSTPROCESS_BINDINGPOINT);
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input.Bind(0);
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output.Bind();
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glViewport(0, 0, width, height);
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glDisable(GL_BLEND);
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renderer->RenderScreenQuad();
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}
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void FGLRenderer::BloomScene(int fixedcm)
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{
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// Only bloom things if enabled and no special fixed light mode is active
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if (!gl_bloom || fixedcm != CM_DEFAULT || gl_ssao_debug)
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return;
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FGLDebug::PushGroup("BloomScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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const float blurAmount = gl_bloom_amount;
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auto &level0 = mBuffers->BloomLevels[0];
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// Extract blooming pixels from scene texture:
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level0.VFramebuffer.Bind();
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0, GL_LINEAR);
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mBuffers->ExposureTexture.Bind(1);
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mBloomExtractShader->Bind(NOQUEUE);
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mBloomExtractShader->Uniforms->Scale = screen->SceneScale();
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mBloomExtractShader->Uniforms->Offset = screen->SceneOffset();
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mBloomExtractShader->Uniforms.Set();
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RenderScreenQuad();
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// Blur and downscale:
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for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
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{
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auto &level = mBuffers->BloomLevels[i];
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auto &next = mBuffers->BloomLevels[i + 1];
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RenderBlur(this, blurAmount, level.VTexture, level.HFramebuffer, level.Width, level.Height, false);
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RenderBlur(this, blurAmount, level.HTexture, next.VFramebuffer, next.Width, next.Height, true);
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}
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// Blur and upscale:
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for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
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{
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auto &level = mBuffers->BloomLevels[i];
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auto &next = mBuffers->BloomLevels[i - 1];
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RenderBlur(this, blurAmount, level.VTexture, level.HFramebuffer, level.Width, level.Height, false);
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RenderBlur(this, blurAmount, level.HTexture, level.VFramebuffer, level.Width, level.Height, true);
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// Linear upscale:
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next.VFramebuffer.Bind();
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glViewport(0, 0, next.Width, next.Height);
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level.VTexture.Bind(0, GL_LINEAR);
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mBloomCombineShader->Bind(NOQUEUE);
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RenderScreenQuad();
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}
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RenderBlur(this, blurAmount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height, false);
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RenderBlur(this, blurAmount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height, true);
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const auto &mSceneViewport = screen->mSceneViewport;
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const auto &mScreenViewport = screen->mScreenViewport;
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// Add bloom back to scene texture:
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mBuffers->BindCurrentFB();
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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level0.VTexture.Bind(0, GL_LINEAR);
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mBloomCombineShader->Bind(NOQUEUE);
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RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Blur the scene
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::BlurScene(float gameinfobluramount)
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{
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// first, respect the CVar
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float blurAmount = gl_menu_blur;
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// if CVar is negative, use the gameinfo entry
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if (gl_menu_blur < 0)
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blurAmount = gameinfobluramount;
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// if blurAmount == 0 or somehow still returns negative, exit to prevent a crash, clearly we don't want this
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if (blurAmount <= 0.0)
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return;
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FGLDebug::PushGroup("BlurScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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int numLevels = 3; // Must be 4 or less (since FGLRenderBuffers::NumBloomLevels is 4 and we are using its buffers).
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assert(numLevels <= FGLRenderBuffers::NumBloomLevels);
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const auto &viewport = screen->mScreenViewport; // The area we want to blur. Could also be mSceneViewport if only the scene area is to be blured
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const auto &level0 = mBuffers->BloomLevels[0];
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// Grab the area we want to bloom:
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mBuffers->BlitLinear(mBuffers->GetCurrentFB(), level0.VFramebuffer, viewport.left, viewport.top, viewport.width, viewport.height, 0, 0, level0.Width, level0.Height);
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// Blur and downscale:
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for (int i = 0; i < numLevels - 1; i++)
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{
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auto &level = mBuffers->BloomLevels[i];
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auto &next = mBuffers->BloomLevels[i + 1];
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RenderBlur(this, blurAmount, level.VTexture, level.HFramebuffer, level.Width, level.Height, false);
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RenderBlur(this, blurAmount, level.HTexture, next.VFramebuffer, next.Width, next.Height, true);
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}
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// Blur and upscale:
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for (int i = numLevels - 1; i > 0; i--)
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{
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auto &level = mBuffers->BloomLevels[i];
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auto &next = mBuffers->BloomLevels[i - 1];
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RenderBlur(this, blurAmount, level.VTexture, level.HFramebuffer, level.Width, level.Height, false);
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RenderBlur(this, blurAmount, level.HTexture, level.VFramebuffer, level.Width, level.Height, true);
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// Linear upscale:
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next.VFramebuffer.Bind();
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glViewport(0, 0, next.Width, next.Height);
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level.VTexture.Bind(0, GL_LINEAR);
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mBloomCombineShader->Bind(NOQUEUE);
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RenderScreenQuad();
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}
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RenderBlur(this, blurAmount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height, false);
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RenderBlur(this, blurAmount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height, true);
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// Copy blur back to scene texture:
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mBuffers->BlitLinear(level0.VFramebuffer, mBuffers->GetCurrentFB(), 0, 0, level0.Width, level0.Height, viewport.left, viewport.top, viewport.width, viewport.height);
|
|
|
|
glViewport(viewport.left, viewport.top, viewport.width, viewport.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");
|
|
|
|
CreateTonemapPalette();
|
|
|
|
FGLPostProcessState savedState;
|
|
savedState.SaveTextureBindings(2);
|
|
|
|
mBuffers->BindNextFB();
|
|
mBuffers->BindCurrentTexture(0);
|
|
mTonemapShader->Bind(NOQUEUE);
|
|
|
|
if (mTonemapShader->IsPaletteMode())
|
|
{
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, mTonemapPalette->GetTextureHandle(0));
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
mBuffers->ExposureTexture.Bind(1);
|
|
}
|
|
|
|
RenderScreenQuad();
|
|
mBuffers->NextTexture();
|
|
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
void FGLRenderer::CreateTonemapPalette()
|
|
{
|
|
if (!mTonemapPalette)
|
|
{
|
|
TArray<unsigned char> 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[(uint8_t)PTM_BestColor((uint32_t *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4),
|
|
gl_paltonemap_reverselookup, gl_paltonemap_powtable, 0, 256)];
|
|
int index = ((r * 64 + g) * 64 + b) * 4;
|
|
lut[index] = color.b;
|
|
lut[index + 1] = color.g;
|
|
lut[index + 2] = color.r;
|
|
lut[index + 3] = 255;
|
|
}
|
|
}
|
|
}
|
|
|
|
mTonemapPalette = new FHardwareTexture(true);
|
|
mTonemapPalette->CreateTexture(&lut[0], 512, 512, 0, false, 0, "mTonemapPalette");
|
|
}
|
|
}
|
|
|
|
void FGLRenderer::ClearTonemapPalette()
|
|
{
|
|
if (mTonemapPalette)
|
|
{
|
|
delete mTonemapPalette;
|
|
mTonemapPalette = nullptr;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Colormap scene texture and place the result in the HUD/2D texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::ColormapScene(int fixedcm)
|
|
{
|
|
if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP)
|
|
return;
|
|
|
|
FGLDebug::PushGroup("ColormapScene");
|
|
|
|
FGLPostProcessState savedState;
|
|
|
|
mBuffers->BindNextFB();
|
|
mBuffers->BindCurrentTexture(0);
|
|
mColormapShader->Bind(NOQUEUE);
|
|
|
|
FSpecialColormap *scm = &SpecialColormaps[fixedcm - 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->Uniforms->MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
|
|
mColormapShader->Uniforms->MapRange = m;
|
|
mColormapShader->Uniforms.Set();
|
|
|
|
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 = screen->mSceneViewport.width / (float)screen->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, GL_LINEAR);
|
|
mLensShader->Bind(NOQUEUE);
|
|
mLensShader->Uniforms->AspectRatio = aspect;
|
|
mLensShader->Uniforms->Scale = scale;
|
|
mLensShader->Uniforms->LensDistortionCoefficient = k;
|
|
mLensShader->Uniforms->CubicDistortionValue = kcube;
|
|
mLensShader->Uniforms.Set();
|
|
RenderScreenQuad();
|
|
mBuffers->NextTexture();
|
|
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Apply FXAA and place the result in the HUD/2D texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::ApplyFXAA()
|
|
{
|
|
if (0 == gl_fxaa)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FGLDebug::PushGroup("ApplyFXAA");
|
|
|
|
FGLPostProcessState savedState;
|
|
|
|
mBuffers->BindNextFB();
|
|
mBuffers->BindCurrentTexture(0);
|
|
mFXAALumaShader->Bind(NOQUEUE);
|
|
RenderScreenQuad();
|
|
mBuffers->NextTexture();
|
|
|
|
mBuffers->BindNextFB();
|
|
mBuffers->BindCurrentTexture(0, GL_LINEAR);
|
|
mFXAAShader->Bind(NOQUEUE);
|
|
mFXAAShader->Uniforms->ReciprocalResolution = { 1.0f / mBuffers->GetWidth(), 1.0f / mBuffers->GetHeight() };
|
|
mFXAAShader->Uniforms.Set();
|
|
RenderScreenQuad();
|
|
mBuffers->NextTexture();
|
|
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Copies the rendered screen to its final destination
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::Flush()
|
|
{
|
|
const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
|
|
const auto &mSceneViewport = screen->mSceneViewport;
|
|
const auto &mScreenViewport = screen->mScreenViewport;
|
|
|
|
if (stereo3dMode.IsMono())
|
|
{
|
|
CopyToBackbuffer(nullptr, true);
|
|
}
|
|
else
|
|
{
|
|
// Render 2D to eye textures
|
|
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
|
|
{
|
|
FGLDebug::PushGroup("Eye2D");
|
|
mBuffers->BindEyeFB(eye_ix);
|
|
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
|
glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
|
screen->Draw2D();
|
|
FGLDebug::PopGroup();
|
|
}
|
|
screen->Clear2D();
|
|
|
|
FGLPostProcessState savedState;
|
|
FGLDebug::PushGroup("PresentEyes");
|
|
stereo3dMode.Present();
|
|
FGLDebug::PopGroup();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Gamma correct while copying to frame buffer
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
|
|
{
|
|
screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
|
|
screen->Clear2D();
|
|
|
|
mCustomPostProcessShaders->Run("screen");
|
|
|
|
FGLDebug::PushGroup("CopyToBackbuffer");
|
|
FGLPostProcessState savedState;
|
|
mBuffers->BindOutputFB();
|
|
|
|
IntRect box;
|
|
if (bounds)
|
|
{
|
|
box = *bounds;
|
|
}
|
|
else
|
|
{
|
|
ClearBorders();
|
|
box = screen->mOutputLetterbox;
|
|
}
|
|
|
|
mBuffers->BindCurrentTexture(0);
|
|
DrawPresentTexture(box, applyGamma);
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
|
|
{
|
|
glViewport(box.left, box.top, box.width, box.height);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
if (ViewportLinearScale())
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
else
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
}
|
|
|
|
mPresentShader->Bind(NOQUEUE);
|
|
if (!applyGamma || framebuffer->IsHWGammaActive())
|
|
{
|
|
mPresentShader->Uniforms->InvGamma = 1.0f;
|
|
mPresentShader->Uniforms->Contrast = 1.0f;
|
|
mPresentShader->Uniforms->Brightness = 0.0f;
|
|
mPresentShader->Uniforms->Saturation = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
|
|
mPresentShader->Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
|
|
mPresentShader->Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
|
|
mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
|
|
mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
|
|
}
|
|
mPresentShader->Uniforms->Scale = screen->SceneScale();
|
|
mPresentShader->Uniforms.Set();
|
|
RenderScreenQuad();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Fills the black bars around the screen letterbox
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::ClearBorders()
|
|
{
|
|
const auto &box = screen->mOutputLetterbox;
|
|
|
|
int clientWidth = framebuffer->GetClientWidth();
|
|
int clientHeight = framebuffer->GetClientHeight();
|
|
if (clientWidth == 0 || clientHeight == 0)
|
|
return;
|
|
|
|
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);
|
|
}
|
|
|