mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
Resolve multisampling depth in shader
This commit is contained in:
parent
a246b58673
commit
09bec67821
4 changed files with 54 additions and 29 deletions
|
@ -127,8 +127,7 @@ void FGLRenderer::RenderScreenQuad()
|
|||
|
||||
void FGLRenderer::PostProcessScene()
|
||||
{
|
||||
if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
|
||||
AmbientOccludeScene();
|
||||
mBuffers->BlitSceneToTexture();
|
||||
UpdateCameraExposure();
|
||||
BloomScene();
|
||||
TonemapScene();
|
||||
|
@ -156,6 +155,7 @@ void FGLRenderer::AmbientOccludeScene()
|
|||
const float blurAmount = gl_ssao_blur_amount;
|
||||
int blurSampleCount = gl_ssao_blur_samples;
|
||||
float aoStrength = gl_ssao_strength;
|
||||
bool multisample = gl_multisample > 1;
|
||||
|
||||
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
|
||||
float tanHalfFovy = 1.0f / 1.33333302f; // 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
|
||||
|
@ -168,12 +168,15 @@ void FGLRenderer::AmbientOccludeScene()
|
|||
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
|
||||
glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
|
||||
mBuffers->BindSceneDepthTexture(0);
|
||||
mLinearDepthShader->Bind();
|
||||
mLinearDepthShader->DepthTexture.Set(0);
|
||||
mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
|
||||
mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
|
||||
mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
|
||||
mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
mLinearDepthShader->Bind(multisample);
|
||||
mLinearDepthShader->DepthTexture[multisample].Set(0);
|
||||
if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
|
||||
mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
|
||||
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
|
||||
mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
|
||||
mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
|
||||
RenderScreenQuad();
|
||||
|
||||
// Apply ambient occlusion
|
||||
|
@ -218,7 +221,7 @@ void FGLRenderer::AmbientOccludeScene()
|
|||
RenderScreenQuad();
|
||||
|
||||
// Add SSAO back to scene texture:
|
||||
mBuffers->BindCurrentFB();
|
||||
mBuffers->BindSceneFB();
|
||||
glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
|
|
|
@ -49,22 +49,24 @@
|
|||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_ambientshader.h"
|
||||
|
||||
void FLinearDepthShader::Bind()
|
||||
void FLinearDepthShader::Bind(bool multisample)
|
||||
{
|
||||
if (!mShader)
|
||||
auto &shader = mShader[multisample];
|
||||
if (!shader)
|
||||
{
|
||||
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");
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/lineardepth");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
DepthTexture[multisample].Init(shader, "DepthTexture");
|
||||
SampleCount[multisample].Init(shader, "SampleCount");
|
||||
LinearizeDepthA[multisample].Init(shader, "LinearizeDepthA");
|
||||
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
|
||||
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
|
||||
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
|
||||
}
|
||||
mShader.Bind();
|
||||
shader.Bind();
|
||||
}
|
||||
|
||||
void FSSAOShader::Bind()
|
||||
|
|
|
@ -6,16 +6,17 @@
|
|||
class FLinearDepthShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
void Bind(bool multisample);
|
||||
|
||||
FBufferedUniformSampler DepthTexture;
|
||||
FBufferedUniform1f LinearizeDepthA;
|
||||
FBufferedUniform1f LinearizeDepthB;
|
||||
FBufferedUniform1f InverseDepthRangeA;
|
||||
FBufferedUniform1f InverseDepthRangeB;
|
||||
FBufferedUniformSampler DepthTexture[2];
|
||||
FBufferedUniform1i SampleCount[2];
|
||||
FBufferedUniform1f LinearizeDepthA[2];
|
||||
FBufferedUniform1f LinearizeDepthB[2];
|
||||
FBufferedUniform1f InverseDepthRangeA[2];
|
||||
FBufferedUniform1f InverseDepthRangeB[2];
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
FShaderProgram mShader[2];
|
||||
};
|
||||
|
||||
class FSSAOShader
|
||||
|
|
|
@ -2,7 +2,12 @@
|
|||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
#if defined(MULTISAMPLE)
|
||||
uniform sampler2DMS DepthTexture;
|
||||
uniform int SampleCount;
|
||||
#else
|
||||
uniform sampler2D DepthTexture;
|
||||
#endif
|
||||
uniform float LinearizeDepthA;
|
||||
uniform float LinearizeDepthB;
|
||||
uniform float InverseDepthRangeA;
|
||||
|
@ -10,7 +15,21 @@ uniform float InverseDepthRangeB;
|
|||
|
||||
void main()
|
||||
{
|
||||
#if defined(MULTISAMPLE)
|
||||
ivec2 texSize = textureSize(DepthTexture);
|
||||
ivec2 ipos = ivec2(TexCoord * vec2(texSize));
|
||||
float depth = 0.0;
|
||||
for (int i = 0; i < SampleCount; i++)
|
||||
depth += texelFetch(DepthTexture, ipos, i).x;
|
||||
depth /= float(SampleCount);
|
||||
#else
|
||||
/*ivec2 texSize = textureSize(DepthTexture, 0);
|
||||
ivec2 ipos = ivec2(TexCoord * vec2(texSize));
|
||||
if (ipos.x < 0) ipos.x += texSize.x;
|
||||
if (ipos.y < 0) ipos.y += texSize.y;
|
||||
float depth = texelFetch(DepthTexture, ipos, 0).x;*/
|
||||
float depth = texture(DepthTexture, TexCoord).x;
|
||||
#endif
|
||||
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
||||
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue