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https://github.com/ZDoom/qzdoom.git
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Add ssao quality setting
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parent
0397fe185f
commit
3f11c0562c
7 changed files with 76 additions and 33 deletions
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@ -99,7 +99,12 @@ 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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CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 3)
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self = 0;
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}
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CVAR(Float, gl_ssao_strength, 0.7, 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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@ -158,10 +158,11 @@ void FGLRenderer::Set3DViewport(bool mainview)
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{
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if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
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{
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mBuffers->BindSceneFB(gl_ssao);
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bool useSSAO = (gl_ssao != 0);
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mBuffers->BindSceneFB(useSSAO);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(gl_ssao ? 2 : 1, buffers);
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gl_RenderState.SetPassType(gl_ssao ? GBUFFER_PASS : NORMAL_PASS);
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glDrawBuffers(useSSAO ? 2 : 1, buffers);
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gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
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gl_RenderState.Apply();
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}
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@ -494,7 +495,7 @@ void FGLRenderer::DrawScene(int drawmode)
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GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
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// If SSAO is active, switch to gbuffer shaders and use the gbuffer framebuffer
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bool applySSAO = gl_ssao && FGLRenderBuffers::IsEnabled() && drawmode == DM_MAINVIEW;
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bool applySSAO = gl_ssao != 0 && FGLRenderBuffers::IsEnabled() && drawmode == DM_MAINVIEW;
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if (applySSAO)
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{
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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@ -74,32 +74,47 @@ void FLinearDepthShader::Bind(bool multisample)
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void FSSAOShader::Bind()
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{
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if (!mShader)
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auto &shader = mShader[gl_ssao];
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if (!shader)
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{
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const char *defines = R"(
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#define USE_RANDOM_TEXTURE
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#define RANDOM_TEXTURE_WIDTH 4.0
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#define NUM_DIRECTIONS 8.0
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#define NUM_STEPS 4.0
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)";
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", defines, 330);
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/ssao");
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mShader.SetAttribLocation(0, "PositionInProjection");
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DepthTexture.Init(mShader, "DepthTexture");
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RandomTexture.Init(mShader, "RandomTexture");
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UVToViewA.Init(mShader, "UVToViewA");
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UVToViewB.Init(mShader, "UVToViewB");
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InvFullResolution.Init(mShader, "InvFullResolution");
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NDotVBias.Init(mShader, "NDotVBias");
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NegInvR2.Init(mShader, "NegInvR2");
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RadiusToScreen.Init(mShader, "RadiusToScreen");
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AOMultiplier.Init(mShader, "AOMultiplier");
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AOStrength.Init(mShader, "AOStrength");
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao), 330);
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/ssao");
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shader.SetAttribLocation(0, "PositionInProjection");
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DepthTexture.Init(shader, "DepthTexture");
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RandomTexture.Init(shader, "RandomTexture");
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UVToViewA.Init(shader, "UVToViewA");
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UVToViewB.Init(shader, "UVToViewB");
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InvFullResolution.Init(shader, "InvFullResolution");
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NDotVBias.Init(shader, "NDotVBias");
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NegInvR2.Init(shader, "NegInvR2");
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RadiusToScreen.Init(shader, "RadiusToScreen");
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AOMultiplier.Init(shader, "AOMultiplier");
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AOStrength.Init(shader, "AOStrength");
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}
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mShader.Bind();
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shader.Bind();
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}
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FString FSSAOShader::GetDefines(int mode)
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{
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int numDirections, numSteps;
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switch (gl_ssao)
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{
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default:
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case LowQuality: numDirections = 2; numSteps = 4; break;
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case MediumQuality: numDirections = 4; numSteps = 4; break;
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case HighQuality: numDirections = 8; numSteps = 4; break;
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}
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FString defines;
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defines.Format(R"(
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#define USE_RANDOM_TEXTURE
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#define RANDOM_TEXTURE_WIDTH 4.0
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#define NUM_DIRECTIONS %d.0
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#define NUM_STEPS %d.0
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)", numDirections, numSteps);
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return defines;
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}
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void FDepthBlurShader::Bind(bool vertical)
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@ -39,7 +39,18 @@ public:
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FBufferedUniform1f AOStrength;
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private:
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FShaderProgram mShader;
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enum Quality
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{
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Off,
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LowQuality,
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MediumQuality,
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HighQuality,
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NumQualityModes
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};
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FString GetDefines(int mode);
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FShaderProgram mShader[NumQualityModes];
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};
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class FDepthBlurShader
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@ -50,7 +50,7 @@ EXTERN_CVAR(Bool, gl_lens)
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EXTERN_CVAR(Float, gl_lens_k)
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EXTERN_CVAR(Float, gl_lens_kcube)
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EXTERN_CVAR(Float, gl_lens_chromatic)
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EXTERN_CVAR(Bool, gl_ssao)
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EXTERN_CVAR(Int, gl_ssao)
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EXTERN_CVAR(Float, gl_ssao_strength)
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EXTERN_CVAR(Bool, gl_ssao_debug)
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EXTERN_CVAR(Float, gl_ssao_bias)
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@ -2167,6 +2167,9 @@ NETMNU_TICBALANCE = "Latency balancing";
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// Option Values
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OPTVAL_OFF = "Off";
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OPTVAL_ON = "On";
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OPTVAL_LOW = "Low";
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OPTVAL_MEDIUM = "Medium";
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OPTVAL_HIGH = "High";
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OPTVAL_MALE = "Male";
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OPTVAL_FEMALE = "Female";
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OPTVAL_OTHER = "Other";
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@ -2633,7 +2636,7 @@ GLPREFMNU_MULTISAMPLE = "Multisample";
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GLPREFMNU_TONEMAP = "Tonemap Mode";
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GLPREFMNU_BLOOM = "Bloom effect";
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GLPREFMNU_LENS = "Lens distortion effect";
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GLPREFMNU_SSAO = "Ambient occlusion";
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GLPREFMNU_SSAO = "Ambient occlusion quality";
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// Option Values
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OPTVAL_SMART = "Smart";
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@ -42,6 +42,14 @@ OptionValue "TonemapModes"
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5, "$OPTVAL_PALETTE"
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}
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OptionValue "SSAOModes"
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{
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0, "$OPTVAL_OFF"
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1, "$OPTVAL_LOW"
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2, "$OPTVAL_MEDIUM"
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3, "$OPTVAL_HIGH"
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}
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OptionValue "TextureFormats"
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{
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0, "$OPTVAL_RGBA8"
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@ -226,5 +234,5 @@ OptionMenu "GLPrefOptions"
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Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
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Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
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Option "$GLPREFMNU_LENS", gl_lens, "OnOff"
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Option "$GLPREFMNU_SSAO", gl_ssao, "OnOff"
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Option "$GLPREFMNU_SSAO", gl_ssao, "SSAOModes"
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}
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