mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-02 00:11:59 +00:00
Merge branch 'ssao' into qzdoom
# Conflicts: # src/gl/renderer/gl_postprocess.cpp # src/gl/renderer/gl_renderer.cpp # src/gl/scene/gl_scene.cpp # src/gl/shaders/gl_ambientshader.cpp # src/gl/shaders/gl_ambientshader.h # src/gl/system/gl_cvars.h # wadsrc/static/language.enu # wadsrc/static/menudef.zz
This commit is contained in:
commit
bcb64a3445
8 changed files with 121 additions and 82 deletions
|
@ -100,7 +100,26 @@ CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|||
CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
|
||||
CVAR(Bool, gl_ssao, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
{
|
||||
if (self < 0 || self >= FFXAAShader::Count)
|
||||
{
|
||||
self = 0;
|
||||
}
|
||||
}
|
||||
|
||||
CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
{
|
||||
if (self < 0 || self > 3)
|
||||
self = 0;
|
||||
}
|
||||
|
||||
CUSTOM_CVAR(Int, gl_ssao_portals, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
{
|
||||
if (self < 0)
|
||||
self = 0;
|
||||
}
|
||||
|
||||
CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
CVAR(Bool, gl_ssao_debug, false, 0)
|
||||
CVAR(Float, gl_ssao_bias, 0.5f, 0)
|
||||
|
@ -110,14 +129,6 @@ CUSTOM_CVAR(Float, gl_ssao_blur_amount, 4.0f, 0)
|
|||
if (self < 0.1f) self = 0.1f;
|
||||
}
|
||||
|
||||
CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
{
|
||||
if (self < 0 || self >= FFXAAShader::Count)
|
||||
{
|
||||
self = 0;
|
||||
}
|
||||
}
|
||||
|
||||
EXTERN_CVAR(Float, vid_brightness)
|
||||
EXTERN_CVAR(Float, vid_contrast)
|
||||
|
||||
|
|
|
@ -123,7 +123,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
|
|||
mDepthBlurShader = nullptr;
|
||||
mSSAOShader = nullptr;
|
||||
mSSAOCombineShader = nullptr;
|
||||
|
||||
}
|
||||
|
||||
void gl_LoadModels();
|
||||
|
|
|
@ -158,10 +158,11 @@ void FGLRenderer::Set3DViewport(bool mainview)
|
|||
{
|
||||
if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
|
||||
{
|
||||
mBuffers->BindSceneFB(gl_ssao);
|
||||
bool useSSAO = (gl_ssao != 0);
|
||||
mBuffers->BindSceneFB(useSSAO);
|
||||
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
||||
glDrawBuffers(gl_ssao ? 2 : 1, buffers);
|
||||
gl_RenderState.SetPassType(gl_ssao ? GBUFFER_PASS : NORMAL_PASS);
|
||||
glDrawBuffers(useSSAO ? 2 : 1, buffers);
|
||||
gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
|
||||
gl_RenderState.Apply();
|
||||
}
|
||||
|
||||
|
@ -476,6 +477,7 @@ void FGLRenderer::RenderTranslucent()
|
|||
void FGLRenderer::DrawScene(int drawmode)
|
||||
{
|
||||
static int recursion=0;
|
||||
static int ssao_portals_available = 0;
|
||||
|
||||
if (camera != nullptr)
|
||||
{
|
||||
|
@ -493,8 +495,16 @@ void FGLRenderer::DrawScene(int drawmode)
|
|||
}
|
||||
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
|
||||
|
||||
// If SSAO is active, switch to gbuffer shaders and use the gbuffer framebuffer
|
||||
bool applySSAO = gl_ssao && FGLRenderBuffers::IsEnabled() && drawmode == DM_MAINVIEW;
|
||||
// Decide if we need to do ssao for this scene
|
||||
bool applySSAO = gl_ssao != 0 && FGLRenderBuffers::IsEnabled();
|
||||
switch (drawmode)
|
||||
{
|
||||
case DM_MAINVIEW: ssao_portals_available = gl_ssao_portals; break;
|
||||
case DM_OFFSCREEN: ssao_portals_available = 0; applySSAO = false; break;
|
||||
case DM_PORTAL: applySSAO = applySSAO && (ssao_portals_available > 0); ssao_portals_available--; break;
|
||||
}
|
||||
|
||||
// If SSAO is active, switch to gbuffer shaders and use the framebuffer with gbuffers
|
||||
if (applySSAO)
|
||||
{
|
||||
GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
|
||||
|
|
|
@ -1,42 +1,24 @@
|
|||
/*
|
||||
** 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.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2016 Magnus Norddahl
|
||||
// All rights reserved.
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see http://www.gnu.org/licenses/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "files.h"
|
||||
|
@ -74,32 +56,47 @@ void FLinearDepthShader::Bind(bool multisample)
|
|||
|
||||
void FSSAOShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
auto &shader = mShader[gl_ssao];
|
||||
if (!shader)
|
||||
{
|
||||
const char *defines = R"(
|
||||
#define USE_RANDOM_TEXTURE
|
||||
#define RANDOM_TEXTURE_WIDTH 4.0
|
||||
#define NUM_DIRECTIONS 8.0
|
||||
#define NUM_STEPS 4.0
|
||||
)";
|
||||
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", defines, 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/ssao");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture.Init(mShader, "DepthTexture");
|
||||
RandomTexture.Init(mShader, "RandomTexture");
|
||||
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");
|
||||
AOStrength.Init(mShader, "AOStrength");
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao), 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/ssao");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture.Init(shader, "DepthTexture");
|
||||
RandomTexture.Init(shader, "RandomTexture");
|
||||
UVToViewA.Init(shader, "UVToViewA");
|
||||
UVToViewB.Init(shader, "UVToViewB");
|
||||
InvFullResolution.Init(shader, "InvFullResolution");
|
||||
NDotVBias.Init(shader, "NDotVBias");
|
||||
NegInvR2.Init(shader, "NegInvR2");
|
||||
RadiusToScreen.Init(shader, "RadiusToScreen");
|
||||
AOMultiplier.Init(shader, "AOMultiplier");
|
||||
AOStrength.Init(shader, "AOStrength");
|
||||
}
|
||||
mShader.Bind();
|
||||
shader.Bind();
|
||||
}
|
||||
|
||||
FString FSSAOShader::GetDefines(int mode)
|
||||
{
|
||||
int numDirections, numSteps;
|
||||
switch (gl_ssao)
|
||||
{
|
||||
default:
|
||||
case LowQuality: numDirections = 2; numSteps = 4; break;
|
||||
case MediumQuality: numDirections = 4; numSteps = 4; break;
|
||||
case HighQuality: numDirections = 8; numSteps = 4; break;
|
||||
}
|
||||
|
||||
FString defines;
|
||||
defines.Format(R"(
|
||||
#define USE_RANDOM_TEXTURE
|
||||
#define RANDOM_TEXTURE_WIDTH 4.0
|
||||
#define NUM_DIRECTIONS %d.0
|
||||
#define NUM_STEPS %d.0
|
||||
)", numDirections, numSteps);
|
||||
return defines;
|
||||
}
|
||||
|
||||
void FDepthBlurShader::Bind(bool vertical)
|
||||
|
|
|
@ -39,7 +39,18 @@ public:
|
|||
FBufferedUniform1f AOStrength;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
enum Quality
|
||||
{
|
||||
Off,
|
||||
LowQuality,
|
||||
MediumQuality,
|
||||
HighQuality,
|
||||
NumQualityModes
|
||||
};
|
||||
|
||||
FString GetDefines(int mode);
|
||||
|
||||
FShaderProgram mShader[NumQualityModes];
|
||||
};
|
||||
|
||||
class FDepthBlurShader
|
||||
|
|
|
@ -51,7 +51,8 @@ EXTERN_CVAR(Bool, gl_lens)
|
|||
EXTERN_CVAR(Float, gl_lens_k)
|
||||
EXTERN_CVAR(Float, gl_lens_kcube)
|
||||
EXTERN_CVAR(Float, gl_lens_chromatic)
|
||||
EXTERN_CVAR(Bool, gl_ssao)
|
||||
EXTERN_CVAR(Int, gl_ssao)
|
||||
EXTERN_CVAR(Int, gl_ssao_portals)
|
||||
EXTERN_CVAR(Float, gl_ssao_strength)
|
||||
EXTERN_CVAR(Bool, gl_ssao_debug)
|
||||
EXTERN_CVAR(Float, gl_ssao_bias)
|
||||
|
|
|
@ -2639,7 +2639,8 @@ GLPREFMNU_TONEMAP = "Tonemap Mode";
|
|||
GLPREFMNU_BLOOM = "Bloom effect";
|
||||
GLPREFMNU_LENS = "Lens distortion effect";
|
||||
GLPREFMNU_FXAA = "FXAA Quality";
|
||||
GLPREFMNU_SSAO = "Ambient occlusion";
|
||||
GLPREFMNU_SSAO = "Ambient occlusion quality";
|
||||
GLPREFMNU_SSAO_PORTALS = "Portals with AO";
|
||||
|
||||
// Option Values
|
||||
OPTVAL_SMART = "Smart";
|
||||
|
|
|
@ -58,6 +58,14 @@ OptionValue "FXAAQuality"
|
|||
4, "$OPTVAL_EXTREME"
|
||||
}
|
||||
|
||||
OptionValue "SSAOModes"
|
||||
{
|
||||
0, "$OPTVAL_OFF"
|
||||
1, "$OPTVAL_LOW"
|
||||
2, "$OPTVAL_MEDIUM"
|
||||
3, "$OPTVAL_HIGH"
|
||||
}
|
||||
|
||||
OptionValue "TextureFormats"
|
||||
{
|
||||
0, "$OPTVAL_RGBA8"
|
||||
|
@ -246,5 +254,6 @@ OptionMenu "GLPrefOptions"
|
|||
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
|
||||
Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
|
||||
Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality"
|
||||
Option "$GLPREFMNU_SSAO", gl_ssao, "OnOff"
|
||||
Option "$GLPREFMNU_SSAO", gl_ssao, "SSAOModes"
|
||||
Slider "$GLPREFMNU_SSAO_PORTALS", gl_ssao_portals, 0.0, 4.0, 1.0, 0
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue