mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-23 12:22:45 +00:00
Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
This commit is contained in:
parent
09bec67821
commit
c7c0ffadb5
5 changed files with 17 additions and 4 deletions
|
@ -177,6 +177,8 @@ void FGLRenderer::AmbientOccludeScene()
|
||||||
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
|
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
|
||||||
mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
|
mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
|
||||||
mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
|
mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
|
||||||
|
mLinearDepthShader->Scale[multisample].Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
|
||||||
|
mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
|
||||||
RenderScreenQuad();
|
RenderScreenQuad();
|
||||||
|
|
||||||
// Apply ambient occlusion
|
// Apply ambient occlusion
|
||||||
|
@ -236,7 +238,6 @@ void FGLRenderer::AmbientOccludeScene()
|
||||||
mSSAOCombineShader->Bind();
|
mSSAOCombineShader->Bind();
|
||||||
mSSAOCombineShader->AODepthTexture.Set(0);
|
mSSAOCombineShader->AODepthTexture.Set(0);
|
||||||
RenderScreenQuad();
|
RenderScreenQuad();
|
||||||
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
|
||||||
|
|
||||||
FGLDebug::PopGroup();
|
FGLDebug::PopGroup();
|
||||||
}
|
}
|
||||||
|
|
|
@ -491,6 +491,8 @@ void FGLRenderer::DrawScene(int drawmode)
|
||||||
|
|
||||||
RenderScene(recursion);
|
RenderScene(recursion);
|
||||||
|
|
||||||
|
AmbientOccludeScene();
|
||||||
|
|
||||||
// Handle all portals after rendering the opaque objects but before
|
// Handle all portals after rendering the opaque objects but before
|
||||||
// doing all translucent stuff
|
// doing all translucent stuff
|
||||||
recursion++;
|
recursion++;
|
||||||
|
|
|
@ -65,6 +65,8 @@ void FLinearDepthShader::Bind(bool multisample)
|
||||||
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
|
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
|
||||||
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
|
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
|
||||||
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
|
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
|
||||||
|
Scale[multisample].Init(shader, "Scale");
|
||||||
|
Offset[multisample].Init(shader, "Offset");
|
||||||
}
|
}
|
||||||
shader.Bind();
|
shader.Bind();
|
||||||
}
|
}
|
||||||
|
|
|
@ -14,6 +14,8 @@ public:
|
||||||
FBufferedUniform1f LinearizeDepthB[2];
|
FBufferedUniform1f LinearizeDepthB[2];
|
||||||
FBufferedUniform1f InverseDepthRangeA[2];
|
FBufferedUniform1f InverseDepthRangeA[2];
|
||||||
FBufferedUniform1f InverseDepthRangeB[2];
|
FBufferedUniform1f InverseDepthRangeB[2];
|
||||||
|
FBufferedUniform2f Scale[2];
|
||||||
|
FBufferedUniform2f Offset[2];
|
||||||
|
|
||||||
private:
|
private:
|
||||||
FShaderProgram mShader[2];
|
FShaderProgram mShader[2];
|
||||||
|
|
|
@ -8,28 +8,34 @@ uniform int SampleCount;
|
||||||
#else
|
#else
|
||||||
uniform sampler2D DepthTexture;
|
uniform sampler2D DepthTexture;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
uniform float LinearizeDepthA;
|
uniform float LinearizeDepthA;
|
||||||
uniform float LinearizeDepthB;
|
uniform float LinearizeDepthB;
|
||||||
uniform float InverseDepthRangeA;
|
uniform float InverseDepthRangeA;
|
||||||
uniform float InverseDepthRangeB;
|
uniform float InverseDepthRangeB;
|
||||||
|
uniform vec2 Scale;
|
||||||
|
uniform vec2 Offset;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
vec2 uv = Offset + TexCoord * Scale;
|
||||||
|
|
||||||
#if defined(MULTISAMPLE)
|
#if defined(MULTISAMPLE)
|
||||||
ivec2 texSize = textureSize(DepthTexture);
|
ivec2 texSize = textureSize(DepthTexture);
|
||||||
ivec2 ipos = ivec2(TexCoord * vec2(texSize));
|
ivec2 ipos = ivec2(uv * vec2(texSize));
|
||||||
float depth = 0.0;
|
float depth = 0.0;
|
||||||
for (int i = 0; i < SampleCount; i++)
|
for (int i = 0; i < SampleCount; i++)
|
||||||
depth += texelFetch(DepthTexture, ipos, i).x;
|
depth += texelFetch(DepthTexture, ipos, i).x;
|
||||||
depth /= float(SampleCount);
|
depth /= float(SampleCount);
|
||||||
#else
|
#else
|
||||||
/*ivec2 texSize = textureSize(DepthTexture, 0);
|
/*ivec2 texSize = textureSize(DepthTexture, 0);
|
||||||
ivec2 ipos = ivec2(TexCoord * vec2(texSize));
|
ivec2 ipos = ivec2(uv * vec2(texSize));
|
||||||
if (ipos.x < 0) ipos.x += texSize.x;
|
if (ipos.x < 0) ipos.x += texSize.x;
|
||||||
if (ipos.y < 0) ipos.y += texSize.y;
|
if (ipos.y < 0) ipos.y += texSize.y;
|
||||||
float depth = texelFetch(DepthTexture, ipos, 0).x;*/
|
float depth = texelFetch(DepthTexture, ipos, 0).x;*/
|
||||||
float depth = texture(DepthTexture, TexCoord).x;
|
float depth = texture(DepthTexture, uv).x;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
||||||
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
|
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue