mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-29 15:12:11 +00:00
Added SSAO pass
This commit is contained in:
parent
a1d90e1229
commit
737e700774
14 changed files with 531 additions and 47 deletions
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@ -1113,6 +1113,7 @@ set( FASTMATH_SOURCES
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gl/shaders/gl_shaderprogram.cpp
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gl/shaders/gl_presentshader.cpp
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gl/shaders/gl_bloomshader.cpp
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gl/shaders/gl_ambientshader.cpp
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gl/shaders/gl_blurshader.cpp
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gl/shaders/gl_tonemapshader.cpp
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gl/shaders/gl_lensshader.cpp
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@ -68,6 +68,7 @@
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/shaders/gl_ambientshader.h"
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_tonemapshader.h"
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@ -106,6 +107,20 @@ CVAR(Float, gl_lens_k, -0.12f, 0)
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CVAR(Float, gl_lens_kcube, 0.1f, 0)
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CVAR(Float, gl_lens_chromatic, 1.12f, 0)
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CVAR(Bool, gl_ssao, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_ssao_debug, false, 0)
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CVAR(Float, gl_ssao_bias, 0.5f, 0)
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CVAR(Float, gl_ssao_radius, 100.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur_amount, 6.0f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Int, gl_ssao_blur_samples, 9, 0)
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 9;
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}
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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@ -117,6 +132,95 @@ void FGLRenderer::RenderScreenQuad()
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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()
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{
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if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
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AmbientOccludeScene();
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BloomScene();
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TonemapScene();
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LensDistortScene();
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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()
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{
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if (!gl_ssao || !FGLRenderBuffers::IsEnabled())
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return;
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FGLDebug::PushGroup("AmbientOccludeScene");
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FGLPostProcessState savedState;
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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_amount;
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int blurSampleCount = gl_ssao_blur_samples;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / 1.33333302f; //gl_RenderState.mProjectionMatrix.get()[5];
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float invFocalLenX = tanHalfFovy * (mBuffers->AmbientWidth / (float)mBuffers->AmbientHeight);
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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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// Calculate linear depth values
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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mBuffers->BindSceneDepthTexture(0);
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mLinearDepthShader->Bind();
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mLinearDepthShader->DepthTexture.Set(0);
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mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
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RenderScreenQuad();
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// Apply ambient occlusion
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mSSAOShader->Bind();
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, -2.0f * invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, invFocalLenY);
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mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mSSAOShader->NDotVBias.Set(nDotVBias);
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mSSAOShader->NegInvR2.Set(-1.0f / r2);
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mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
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mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
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RenderScreenQuad();
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// Blur SSAO texture
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mBlurShader->BlurHorizontal(this, blurAmount, blurSampleCount, mBuffers->AmbientTexture1, mBuffers->AmbientFB0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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mBlurShader->BlurVertical(this, blurAmount, blurSampleCount, mBuffers->AmbientTexture0, mBuffers->AmbientFB1, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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// Add SSAO 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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if (gl_ssao_debug)
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glBlendFunc(GL_ONE, GL_ZERO);
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else
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mBloomCombineShader->Bind();
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mBloomCombineShader->BloomTexture.Set(0);
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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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// Adds bloom contribution to scene texture
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@ -126,7 +230,7 @@ void FGLRenderer::RenderScreenQuad()
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void FGLRenderer::BloomScene()
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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 || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
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if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT || gl_ssao_debug)
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return;
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FGLDebug::PushGroup("BloomScene");
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@ -86,15 +86,16 @@ FGLRenderBuffers::~FGLRenderBuffers()
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ClearScene();
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ClearPipeline();
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ClearBloom();
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ClearAmbientOcclusion();
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}
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void FGLRenderBuffers::ClearScene()
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{
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DeleteFrameBuffer(mSceneFB);
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DeleteRenderBuffer(mSceneMultisample);
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DeleteRenderBuffer(mSceneDepthStencil);
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DeleteRenderBuffer(mSceneDepth);
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DeleteRenderBuffer(mSceneStencil);
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DeleteRenderBuffer(mSceneMSColor);
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DeleteRenderBuffer(mSceneMSDepthStencil);
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DeleteRenderBuffer(mSceneMSDepth);
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DeleteRenderBuffer(mSceneMSStencil);
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}
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void FGLRenderBuffers::ClearPipeline()
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@ -104,6 +105,9 @@ void FGLRenderBuffers::ClearPipeline()
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DeleteFrameBuffer(mPipelineFB[i]);
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DeleteTexture(mPipelineTexture[i]);
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}
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DeleteTexture(mPipelineDepthStencil);
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DeleteTexture(mPipelineDepth);
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DeleteTexture(mPipelineStencil);
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}
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void FGLRenderBuffers::ClearBloom()
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@ -119,6 +123,14 @@ void FGLRenderBuffers::ClearBloom()
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}
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}
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void FGLRenderBuffers::ClearAmbientOcclusion()
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{
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DeleteFrameBuffer(AmbientFB0);
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DeleteFrameBuffer(AmbientFB1);
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DeleteTexture(AmbientTexture0);
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DeleteTexture(AmbientTexture1);
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}
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void FGLRenderBuffers::DeleteTexture(GLuint &handle)
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{
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if (handle != 0)
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@ -178,11 +190,12 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
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}
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// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
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if (mBloomWidth != sceneWidth || mBloomHeight != sceneHeight)
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if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
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{
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CreateBloom(sceneWidth, sceneHeight);
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mBloomWidth = sceneWidth;
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mBloomHeight = sceneHeight;
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CreateAmbientOcclusion(sceneWidth, sceneHeight);
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mSceneWidth = sceneWidth;
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mSceneHeight = sceneHeight;
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}
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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@ -198,8 +211,8 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
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mWidth = 0;
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mHeight = 0;
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mSamples = 0;
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mBloomWidth = 0;
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mBloomHeight = 0;
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mSceneWidth = 0;
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mSceneHeight = 0;
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}
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return !FailedCreate;
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@ -216,18 +229,27 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
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ClearScene();
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if (samples > 1)
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mSceneMultisample = CreateRenderBuffer("SceneMultisample", GetHdrFormat(), samples, width, height);
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if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
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{
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mSceneDepth = CreateRenderBuffer("SceneDepth", GL_DEPTH_COMPONENT24, samples, width, height);
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mSceneStencil = CreateRenderBuffer("SceneStencil", GL_STENCIL_INDEX8, samples, width, height);
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mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepth, mSceneStencil, samples > 1);
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mSceneMSColor = CreateRenderBuffer("SceneMSColor", GetHdrFormat(), samples, width, height);
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if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
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{
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mSceneMSDepth = CreateRenderBuffer("SceneMSDepth", GL_DEPTH_COMPONENT24, samples, width, height);
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mSceneMSStencil = CreateRenderBuffer("SceneMSStencil", GL_STENCIL_INDEX8, samples, width, height);
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mSceneFB = CreateFrameBuffer("SceneFB", mSceneMSColor, mSceneMSDepth, mSceneMSStencil, true);
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}
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else
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{
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mSceneMSDepthStencil = CreateRenderBuffer("SceneMSDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
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mSceneFB = CreateFrameBuffer("SceneFB", mSceneMSColor, mSceneMSDepthStencil, true);
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}
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}
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else
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{
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mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
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mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
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if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
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mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mPipelineDepth, mPipelineStencil, false);
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else
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mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mPipelineDepthStencil, false);
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}
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}
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@ -241,10 +263,23 @@ void FGLRenderBuffers::CreatePipeline(int width, int height)
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{
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ClearPipeline();
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if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
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{
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mPipelineDepth = Create2DTexture("PipelineDepth", GL_DEPTH_COMPONENT24, width, height);
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mPipelineStencil = Create2DTexture("PipelineStencil", GL_STENCIL_INDEX8, width, height);
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}
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else
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{
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mPipelineDepthStencil = Create2DTexture("PipelineDepthStencil", GL_DEPTH24_STENCIL8, width, height);
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}
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for (int i = 0; i < NumPipelineTextures; i++)
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{
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mPipelineTexture[i] = Create2DTexture("PipelineTexture", GetHdrFormat(), width, height);
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mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]);
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if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
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mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i], mPipelineDepth, mPipelineStencil, false);
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else
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mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i], mPipelineDepthStencil, false);
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}
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}
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@ -280,6 +315,27 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
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}
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}
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//==========================================================================
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//
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// Creates ambient occlusion working buffers
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//
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//==========================================================================
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void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
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{
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ClearAmbientOcclusion();
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if (width <= 0 || height <= 0)
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return;
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AmbientWidth = width / 2;
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AmbientHeight = height / 2;
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AmbientTexture0 = Create2DTexture("AmbientTexture0", GetHdrFormat(), AmbientWidth, AmbientHeight);
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AmbientTexture1 = Create2DTexture("AmbientTexture1", GetHdrFormat(), AmbientWidth, AmbientHeight);
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AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
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AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
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}
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//==========================================================================
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//
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// Fallback support for older OpenGL where RGBA16F might not be available
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@ -299,12 +355,24 @@ GLuint FGLRenderBuffers::GetHdrFormat()
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GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height)
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{
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GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
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GLuint handle = 0;
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glGenTextures(1, &handle);
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glBindTexture(GL_TEXTURE_2D, handle);
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FGLDebug::LabelObject(GL_TEXTURE, handle, name);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr);
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GLenum dataformat, datatype;
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switch (format) // Special thanks to the designers of OpenGL..
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{
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case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
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case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
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case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
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case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
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case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
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case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
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default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
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}
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -359,34 +427,45 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff
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return handle;
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}
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GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
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GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool fromRenderBuffers)
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{
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GLuint handle = 0;
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_FRAMEBUFFER, handle);
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FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
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if (colorIsARenderBuffer)
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if (fromRenderBuffers)
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{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
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}
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else
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0);
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}
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if (CheckFrameBufferCompleteness())
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ClearFrameBuffer(true, true);
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return handle;
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}
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GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer)
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GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool fromRenderBuffers)
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{
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GLuint handle = 0;
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glGenFramebuffers(1, &handle);
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glBindFramebuffer(GL_FRAMEBUFFER, handle);
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FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
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if (colorIsARenderBuffer)
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if (fromRenderBuffers)
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{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
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}
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else
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencil, 0);
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}
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if (CheckFrameBufferCompleteness())
|
||||
ClearFrameBuffer(true, true);
|
||||
return handle;
|
||||
|
@ -441,7 +520,7 @@ void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
|
|||
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue);
|
||||
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &depthValue);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||||
glClearColor(1.0, 0.0, 0.0, 0.0);
|
||||
glClearDepth(0.0);
|
||||
glClearStencil(0);
|
||||
GLenum flags = GL_COLOR_BUFFER_BIT;
|
||||
|
@ -471,7 +550,7 @@ void FGLRenderBuffers::BlitSceneToTexture()
|
|||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
|
||||
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
||||
{
|
||||
|
@ -494,6 +573,21 @@ void FGLRenderBuffers::BindSceneFB()
|
|||
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds the depth texture to the specified texture unit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindSceneDepthTexture(int index)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
|
||||
glBindTexture(GL_TEXTURE_2D, mPipelineDepth);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, mPipelineDepthStencil);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds the current scene/effect/hud texture to the specified texture unit
|
||||
|
|
|
@ -23,6 +23,7 @@ public:
|
|||
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
|
||||
|
||||
void BindSceneFB();
|
||||
void BindSceneDepthTexture(int index);
|
||||
void BlitSceneToTexture();
|
||||
|
||||
void BindCurrentTexture(int index);
|
||||
|
@ -35,6 +36,14 @@ public:
|
|||
enum { NumBloomLevels = 4 };
|
||||
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
|
||||
|
||||
// Ambient occlusion buffers
|
||||
GLuint AmbientTexture0 = 0;
|
||||
GLuint AmbientTexture1 = 0;
|
||||
GLuint AmbientFB0 = 0;
|
||||
GLuint AmbientFB1 = 0;
|
||||
int AmbientWidth = 0;
|
||||
int AmbientHeight = 0;
|
||||
|
||||
static bool IsEnabled();
|
||||
|
||||
int GetWidth() const { return mWidth; }
|
||||
|
@ -44,15 +53,17 @@ private:
|
|||
void ClearScene();
|
||||
void ClearPipeline();
|
||||
void ClearBloom();
|
||||
void ClearAmbientOcclusion();
|
||||
void CreateScene(int width, int height, int samples);
|
||||
void CreatePipeline(int width, int height);
|
||||
void CreateBloom(int width, int height);
|
||||
void CreateAmbientOcclusion(int width, int height);
|
||||
GLuint Create2DTexture(const FString &name, GLuint format, int width, int height);
|
||||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
|
||||
GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool fromRenderBuffers);
|
||||
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool fromRenderBuffers);
|
||||
bool CheckFrameBufferCompleteness();
|
||||
void ClearFrameBuffer(bool stencil, bool depth);
|
||||
void DeleteTexture(GLuint &handle);
|
||||
|
@ -65,22 +76,25 @@ private:
|
|||
int mHeight = 0;
|
||||
int mSamples = 0;
|
||||
int mMaxSamples = 0;
|
||||
int mBloomWidth = 0;
|
||||
int mBloomHeight = 0;
|
||||
int mSceneWidth = 0;
|
||||
int mSceneHeight = 0;
|
||||
|
||||
static const int NumPipelineTextures = 2;
|
||||
int mCurrentPipelineTexture = 0;
|
||||
|
||||
// Buffers for the scene
|
||||
GLuint mSceneMultisample = 0;
|
||||
GLuint mSceneDepthStencil = 0;
|
||||
GLuint mSceneDepth = 0;
|
||||
GLuint mSceneStencil = 0;
|
||||
GLuint mSceneMSColor = 0;
|
||||
GLuint mSceneMSDepthStencil = 0;
|
||||
GLuint mSceneMSDepth = 0;
|
||||
GLuint mSceneMSStencil = 0;
|
||||
GLuint mSceneFB = 0;
|
||||
|
||||
// Effect/HUD buffers
|
||||
GLuint mPipelineTexture[NumPipelineTextures];
|
||||
GLuint mPipelineFB[NumPipelineTextures];
|
||||
GLuint mPipelineDepthStencil = 0;
|
||||
GLuint mPipelineDepth = 0;
|
||||
GLuint mPipelineStencil = 0;
|
||||
|
||||
// Back buffer frame buffer
|
||||
GLuint mOutputFB = 0;
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
#include "gl/data/gl_vertexbuffer.h"
|
||||
#include "gl/scene/gl_drawinfo.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/shaders/gl_ambientshader.h"
|
||||
#include "gl/shaders/gl_bloomshader.h"
|
||||
#include "gl/shaders/gl_blurshader.h"
|
||||
#include "gl/shaders/gl_tonemapshader.h"
|
||||
|
@ -120,6 +121,8 @@ void gl_FlushModels();
|
|||
void FGLRenderer::Initialize(int width, int height)
|
||||
{
|
||||
mBuffers = new FGLRenderBuffers();
|
||||
mLinearDepthShader = new FLinearDepthShader();
|
||||
mSSAOShader = new FSSAOShader();
|
||||
mBloomExtractShader = new FBloomExtractShader();
|
||||
mBloomCombineShader = new FBloomCombineShader();
|
||||
mBlurShader = new FBlurShader();
|
||||
|
@ -179,6 +182,8 @@ FGLRenderer::~FGLRenderer()
|
|||
}
|
||||
if (mBuffers) delete mBuffers;
|
||||
if (mPresentShader) delete mPresentShader;
|
||||
if (mLinearDepthShader) delete mLinearDepthShader;
|
||||
if (mSSAOShader) delete mSSAOShader;
|
||||
if (mBloomExtractShader) delete mBloomExtractShader;
|
||||
if (mBloomCombineShader) delete mBloomCombineShader;
|
||||
if (mBlurShader) delete mBlurShader;
|
||||
|
|
|
@ -19,6 +19,8 @@ class FLightBuffer;
|
|||
class FSamplerManager;
|
||||
class DPSprite;
|
||||
class FGLRenderBuffers;
|
||||
class FLinearDepthShader;
|
||||
class FSSAOShader;
|
||||
class FBloomExtractShader;
|
||||
class FBloomCombineShader;
|
||||
class FBlurShader;
|
||||
|
@ -89,6 +91,8 @@ public:
|
|||
int mOldFBID;
|
||||
|
||||
FGLRenderBuffers *mBuffers;
|
||||
FLinearDepthShader *mLinearDepthShader;
|
||||
FSSAOShader *mSSAOShader;
|
||||
FBloomExtractShader *mBloomExtractShader;
|
||||
FBloomCombineShader *mBloomCombineShader;
|
||||
FBlurShader *mBlurShader;
|
||||
|
@ -164,6 +168,8 @@ public:
|
|||
void SetFixedColormap (player_t *player);
|
||||
void WriteSavePic (player_t *player, FILE *file, int width, int height);
|
||||
void EndDrawScene(sector_t * viewsector);
|
||||
void PostProcessScene();
|
||||
void AmbientOccludeScene();
|
||||
void BloomScene();
|
||||
void TonemapScene();
|
||||
void BindTonemapPalette(int texunit);
|
||||
|
@ -186,6 +192,9 @@ public:
|
|||
void FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
|
||||
double originx, double originy, double scalex, double scaley,
|
||||
DAngle rotation, FDynamicColormap *colormap, int lightlevel);
|
||||
|
||||
static float GetZNear() { return 5.f; }
|
||||
static float GetZFar() { return 65536.f; }
|
||||
};
|
||||
|
||||
// Global functions. Make them members of GLRenderer later?
|
||||
|
|
|
@ -221,7 +221,7 @@ void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
|
|||
{
|
||||
|
||||
float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio));
|
||||
gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, 5.f, 65536.f);
|
||||
gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, GetZNear(), GetZFar());
|
||||
}
|
||||
|
||||
// raw matrix input from stereo 3d modes
|
||||
|
@ -855,13 +855,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
|
||||
ProcessScene(toscreen);
|
||||
if (mainview && toscreen) EndDrawScene(retval); // do not call this for camera textures.
|
||||
if (mainview)
|
||||
{
|
||||
if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
|
||||
BloomScene();
|
||||
TonemapScene();
|
||||
LensDistortScene();
|
||||
}
|
||||
if (mainview) PostProcessScene();
|
||||
mDrawingScene2D = false;
|
||||
eye->TearDown();
|
||||
}
|
||||
|
|
89
src/gl/shaders/gl_ambientshader.cpp
Normal file
89
src/gl/shaders/gl_ambientshader.cpp
Normal file
|
@ -0,0 +1,89 @@
|
|||
/*
|
||||
** gl_bloomshader.cpp
|
||||
** Shaders used for screen space ambient occlusion
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** 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_ambientshader.h"
|
||||
|
||||
void FLinearDepthShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", "", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/lineardepth");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture.Init(mShader, "DepthTexture");
|
||||
LinearizeDepthA.Init(mShader, "LinearizeDepthA");
|
||||
LinearizeDepthB.Init(mShader, "LinearizeDepthB");
|
||||
InverseDepthRangeA.Init(mShader, "InverseDepthRangeA");
|
||||
InverseDepthRangeB.Init(mShader, "InverseDepthRangeB");
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
||||
|
||||
void FSSAOShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", "", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/ssao");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture.Init(mShader, "DepthTexture");
|
||||
UVToViewA.Init(mShader, "UVToViewA");
|
||||
UVToViewB.Init(mShader, "UVToViewB");
|
||||
InvFullResolution.Init(mShader, "InvFullResolution");
|
||||
NDotVBias.Init(mShader, "NDotVBias");
|
||||
NegInvR2.Init(mShader, "NegInvR2");
|
||||
RadiusToScreen.Init(mShader, "RadiusToScreen");
|
||||
AOMultiplier.Init(mShader, "AOMultiplier");
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
39
src/gl/shaders/gl_ambientshader.h
Normal file
39
src/gl/shaders/gl_ambientshader.h
Normal file
|
@ -0,0 +1,39 @@
|
|||
#ifndef __GL_AMBIENTSHADER_H
|
||||
#define __GL_AMBIENTSHADER_H
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
|
||||
class FLinearDepthShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniformSampler DepthTexture;
|
||||
FBufferedUniform1f LinearizeDepthA;
|
||||
FBufferedUniform1f LinearizeDepthB;
|
||||
FBufferedUniform1f InverseDepthRangeA;
|
||||
FBufferedUniform1f InverseDepthRangeB;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
class FSSAOShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniformSampler DepthTexture;
|
||||
FBufferedUniform2f UVToViewA;
|
||||
FBufferedUniform2f UVToViewB;
|
||||
FBufferedUniform2f InvFullResolution;
|
||||
FBufferedUniform1f NDotVBias;
|
||||
FBufferedUniform1f NegInvR2;
|
||||
FBufferedUniform1f RadiusToScreen;
|
||||
FBufferedUniform1f AOMultiplier;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -49,7 +49,7 @@ VSMatrix EyePose::GetProjection(float fov, float aspectRatio, float fovRatio) co
|
|||
|
||||
// Lifted from gl_scene.cpp FGLRenderer::SetProjection()
|
||||
float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio)));
|
||||
result.perspective(fovy, aspectRatio, 5.f, 65536.f);
|
||||
result.perspective(fovy, aspectRatio, FGLRenderer::GetZNear(), FGLRenderer::GetZFar());
|
||||
|
||||
return result;
|
||||
}
|
||||
|
|
|
@ -2634,6 +2634,7 @@ GLPREFMNU_MULTISAMPLE = "Multisample";
|
|||
GLPREFMNU_TONEMAP = "Tonemap Mode";
|
||||
GLPREFMNU_BLOOM = "Bloom effect";
|
||||
GLPREFMNU_LENS = "Lens distortion effect";
|
||||
GLPREFMNU_SSAO = "Ambient occlusion";
|
||||
|
||||
// Option Values
|
||||
OPTVAL_SMART = "Smart";
|
||||
|
|
|
@ -230,4 +230,5 @@ OptionMenu "GLPrefOptions"
|
|||
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
|
||||
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
|
||||
Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
|
||||
Option "$GLPREFMNU_SSAO", gl_ssao, "OnOff"
|
||||
}
|
||||
|
|
16
wadsrc/static/shaders/glsl/lineardepth.fp
Normal file
16
wadsrc/static/shaders/glsl/lineardepth.fp
Normal file
|
@ -0,0 +1,16 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D DepthTexture;
|
||||
uniform float LinearizeDepthA;
|
||||
uniform float LinearizeDepthB;
|
||||
uniform float InverseDepthRangeA;
|
||||
uniform float InverseDepthRangeB;
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = texture(DepthTexture, TexCoord).x;
|
||||
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
||||
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
|
||||
}
|
117
wadsrc/static/shaders/glsl/ssao.fp
Normal file
117
wadsrc/static/shaders/glsl/ssao.fp
Normal file
|
@ -0,0 +1,117 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec2 UVToViewA;
|
||||
uniform vec2 UVToViewB;
|
||||
uniform vec2 InvFullResolution;
|
||||
|
||||
uniform float NDotVBias;
|
||||
uniform float NegInvR2;
|
||||
uniform float RadiusToScreen;
|
||||
uniform float AOMultiplier;
|
||||
|
||||
uniform sampler2D DepthTexture;
|
||||
|
||||
#if USE_RANDOM_TEXTURE
|
||||
uniform sampler2D RandomTexture;
|
||||
#endif
|
||||
|
||||
#define NUM_DIRECTIONS 8.0
|
||||
#define NUM_STEPS 4.0
|
||||
|
||||
#define PI 3.14159265358979323846
|
||||
|
||||
// Calculate eye space position for the specified texture coordinate
|
||||
vec3 FetchViewPos(vec2 uv)
|
||||
{
|
||||
float z = texture(DepthTexture, uv).x;
|
||||
return vec3((UVToViewA * uv + UVToViewB) * z, z);
|
||||
}
|
||||
|
||||
vec3 MinDiff(vec3 p, vec3 pr, vec3 pl)
|
||||
{
|
||||
vec3 v1 = pr - p;
|
||||
vec3 v2 = p - pl;
|
||||
return (dot(v1, v1) < dot(v2, v2)) ? v1 : v2;
|
||||
}
|
||||
|
||||
// Reconstruct eye space normal from nearest neighbors
|
||||
vec3 ReconstructNormal(vec3 p)
|
||||
{
|
||||
vec3 pr = FetchViewPos(TexCoord + vec2(InvFullResolution.x, 0));
|
||||
vec3 pl = FetchViewPos(TexCoord + vec2(-InvFullResolution.x, 0));
|
||||
vec3 pt = FetchViewPos(TexCoord + vec2(0, InvFullResolution.y));
|
||||
vec3 pb = FetchViewPos(TexCoord + vec2(0, -InvFullResolution.y));
|
||||
return normalize(cross(MinDiff(p, pr, pl), MinDiff(p, pt, pb)));
|
||||
}
|
||||
|
||||
// Compute normalized 2D direction
|
||||
vec2 RotateDirection(vec2 dir, vec2 cossin)
|
||||
{
|
||||
return vec2(dir.x * cossin.x - dir.y * cossin.y, dir.x * cossin.y + dir.y * cossin.x);
|
||||
}
|
||||
|
||||
vec4 GetJitter()
|
||||
{
|
||||
#if !USE_RANDOM_TEXTURE
|
||||
return vec4(1,0,1,1);
|
||||
//vec3 rand = noise3(TexCoord.x + TexCoord.y);
|
||||
//float angle = 2.0 * PI * rand.x / NUM_DIRECTIONS;
|
||||
//return vec4(cos(angle), sin(angle), rand.y, rand.z);
|
||||
#else
|
||||
#define RANDOM_TEXTURE_WIDTH 4.0
|
||||
return texture(RandomTexture, gl_FragCoord.xy / RANDOM_TEXTURE_WIDTH);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Calculates the ambient occlusion of a sample
|
||||
float ComputeSampleAO(vec3 kernelPos, vec3 normal, vec3 samplePos)
|
||||
{
|
||||
vec3 v = samplePos - kernelPos;
|
||||
float distanceSquare = dot(v, v);
|
||||
float nDotV = dot(normal, v) * inversesqrt(distanceSquare);
|
||||
return clamp(nDotV - NDotVBias, 0.0, 1.0) * clamp(distanceSquare * NegInvR2 + 1.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
// Calculates the total ambient occlusion for the entire fragment
|
||||
float ComputeAO(vec3 viewPosition, vec3 viewNormal)
|
||||
{
|
||||
vec4 rand = GetJitter();
|
||||
|
||||
float radiusPixels = RadiusToScreen / viewPosition.z;
|
||||
float stepSizePixels = radiusPixels / (NUM_STEPS + 1.0);
|
||||
|
||||
const float directionAngleStep = 2.0 * PI / NUM_DIRECTIONS;
|
||||
float ao = 0.0;
|
||||
|
||||
for (float directionIndex = 0.0; directionIndex < NUM_DIRECTIONS; ++directionIndex)
|
||||
{
|
||||
float angle = directionAngleStep * directionIndex;
|
||||
|
||||
vec2 direction = RotateDirection(vec2(cos(angle), sin(angle)), rand.xy);
|
||||
float rayPixels = (rand.z * stepSizePixels + 1.0);
|
||||
|
||||
for (float StepIndex = 0.0; StepIndex < NUM_STEPS; ++StepIndex)
|
||||
{
|
||||
vec2 sampleUV = round(rayPixels * direction) * InvFullResolution + TexCoord;
|
||||
vec3 samplePos = FetchViewPos(sampleUV);
|
||||
ao += ComputeSampleAO(viewPosition, viewNormal, samplePos);
|
||||
rayPixels += stepSizePixels;
|
||||
}
|
||||
}
|
||||
|
||||
ao *= AOMultiplier / (NUM_DIRECTIONS * NUM_STEPS);
|
||||
return clamp(1.0 - ao * 2.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 viewPosition = FetchViewPos(TexCoord);
|
||||
vec3 viewNormal = ReconstructNormal(viewPosition);
|
||||
float occlusion = ComputeAO(viewPosition, viewNormal);
|
||||
//FragColor = vec4(viewPosition.x * 0.001 + 0.5, viewPosition.y * 0.001 + 0.5, viewPosition.z * 0.001, 1.0);
|
||||
//FragColor = vec4(viewNormal.x * 0.5 + 0.5, viewNormal.y * 0.5 + 0.5, viewNormal.z * 0.5 + 0.5, 1.0);
|
||||
//FragColor = vec4(occlusion, viewPosition.z, 0.0, 1.0);
|
||||
FragColor = vec4(occlusion, occlusion, occlusion, 1.0);
|
||||
}
|
Loading…
Reference in a new issue