mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-01-18 15:11:46 +00:00
Add ssao random texture
This commit is contained in:
parent
240ebf94a1
commit
55ea4a7729
8 changed files with 86 additions and 14 deletions
|
@ -108,6 +108,7 @@ CVAR(Float, gl_lens_kcube, 0.1f, 0)
|
|||
CVAR(Float, gl_lens_chromatic, 1.12f, 0)
|
||||
|
||||
CVAR(Bool, gl_ssao, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
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)
|
||||
CVAR(Float, gl_ssao_radius, 100.0f, 0)
|
||||
|
@ -155,11 +156,13 @@ void FGLRenderer::AmbientOccludeScene()
|
|||
FGLDebug::PushGroup("AmbientOccludeScene");
|
||||
|
||||
FGLPostProcessState savedState;
|
||||
savedState.SaveTextureBinding1();
|
||||
|
||||
float bias = gl_ssao_bias;
|
||||
float aoRadius = gl_ssao_radius;
|
||||
const float blurAmount = gl_ssao_blur_amount;
|
||||
int blurSampleCount = gl_ssao_blur_samples;
|
||||
float aoStrength = gl_ssao_strength;
|
||||
|
||||
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
|
||||
float tanHalfFovy = 1.0f / 1.33333302f; //gl_RenderState.mProjectionMatrix.get()[5];
|
||||
|
@ -185,8 +188,14 @@ void FGLRenderer::AmbientOccludeScene()
|
|||
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
mSSAOShader->Bind();
|
||||
mSSAOShader->DepthTexture.Set(0);
|
||||
mSSAOShader->RandomTexture.Set(1);
|
||||
mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, -2.0f * invFocalLenY);
|
||||
mSSAOShader->UVToViewB.Set(-invFocalLenX, invFocalLenY);
|
||||
mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
|
||||
|
@ -194,6 +203,7 @@ void FGLRenderer::AmbientOccludeScene()
|
|||
mSSAOShader->NegInvR2.Set(-1.0f / r2);
|
||||
mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
|
||||
mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
|
||||
mSSAOShader->AOStrength.Set(aoStrength);
|
||||
RenderScreenQuad();
|
||||
|
||||
// Blur SSAO texture
|
||||
|
|
|
@ -58,7 +58,7 @@ FGLPostProcessState::FGLPostProcessState()
|
|||
{
|
||||
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[0]);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
if (gl.flags & RFL_SAMPLER_OBJECTS)
|
||||
{
|
||||
|
@ -88,6 +88,15 @@ FGLPostProcessState::FGLPostProcessState()
|
|||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
void FGLPostProcessState::SaveTextureBinding1()
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[1]);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
textureBinding1Saved = true;
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Restores state at the end of post processing
|
||||
|
@ -121,6 +130,12 @@ FGLPostProcessState::~FGLPostProcessState()
|
|||
|
||||
glUseProgram(currentProgram);
|
||||
|
||||
if (textureBinding1Saved)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
if (gl.flags & RFL_SAMPLER_OBJECTS)
|
||||
|
@ -128,6 +143,13 @@ FGLPostProcessState::~FGLPostProcessState()
|
|||
glBindSampler(0, samplerBinding[0]);
|
||||
glBindSampler(1, samplerBinding[1]);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, textureBinding);
|
||||
glBindTexture(GL_TEXTURE_2D, textureBinding[0]);
|
||||
|
||||
if (textureBinding1Saved)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, textureBinding[1]);
|
||||
}
|
||||
|
||||
glActiveTexture(activeTex);
|
||||
}
|
||||
|
|
|
@ -14,12 +14,14 @@ public:
|
|||
FGLPostProcessState();
|
||||
~FGLPostProcessState();
|
||||
|
||||
void SaveTextureBinding1();
|
||||
|
||||
private:
|
||||
FGLPostProcessState(const FGLPostProcessState &) = delete;
|
||||
FGLPostProcessState &operator=(const FGLPostProcessState &) = delete;
|
||||
|
||||
GLint activeTex;
|
||||
GLint textureBinding;
|
||||
GLint textureBinding[2];
|
||||
GLint samplerBinding[2];
|
||||
GLboolean blendEnabled;
|
||||
GLboolean scissorEnabled;
|
||||
|
@ -32,6 +34,7 @@ private:
|
|||
GLint blendSrcAlpha;
|
||||
GLint blendDestRgb;
|
||||
GLint blendDestAlpha;
|
||||
bool textureBinding1Saved = false;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -53,6 +53,7 @@
|
|||
#include "w_wad.h"
|
||||
#include "i_system.h"
|
||||
#include "doomerrors.h"
|
||||
#include <random>
|
||||
|
||||
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||
|
@ -129,6 +130,7 @@ void FGLRenderBuffers::ClearAmbientOcclusion()
|
|||
DeleteFrameBuffer(AmbientFB1);
|
||||
DeleteTexture(AmbientTexture0);
|
||||
DeleteTexture(AmbientTexture1);
|
||||
DeleteTexture(AmbientRandomTexture);
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
|
||||
|
@ -334,6 +336,26 @@ void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
|
|||
AmbientTexture1 = Create2DTexture("AmbientTexture1", GetHdrFormat(), AmbientWidth, AmbientHeight);
|
||||
AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0);
|
||||
AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1);
|
||||
|
||||
int16_t randomValues[16 * 4];
|
||||
std::mt19937 generator(1337);
|
||||
std::uniform_real_distribution<double> distribution(-1.0, 1.0);
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
double num_directions = 8.0; // Must be same as the define in ssao.fp
|
||||
double angle = 2.0 * M_PI * distribution(generator) / num_directions;
|
||||
double x = cos(angle);
|
||||
double y = sin(angle);
|
||||
double z = distribution(generator);
|
||||
double w = distribution(generator);
|
||||
|
||||
randomValues[i * 4 + 0] = (int16_t)clamp(x * 32768.0, -32767.0, 32768.0);
|
||||
randomValues[i * 4 + 1] = (int16_t)clamp(y * 32768.0, -32767.0, 32768.0);
|
||||
randomValues[i * 4 + 2] = (int16_t)clamp(z * 32768.0, -32767.0, 32768.0);
|
||||
randomValues[i * 4 + 3] = (int16_t)clamp(w * 32768.0, -32767.0, 32768.0);
|
||||
}
|
||||
|
||||
AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -353,7 +375,7 @@ GLuint FGLRenderBuffers::GetHdrFormat()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height)
|
||||
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenTextures(1, &handle);
|
||||
|
@ -369,10 +391,11 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int
|
|||
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
|
||||
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
|
||||
case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
|
||||
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
|
||||
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
|
||||
}
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, nullptr);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
|
|
|
@ -43,6 +43,7 @@ public:
|
|||
GLuint AmbientFB1 = 0;
|
||||
int AmbientWidth = 0;
|
||||
int AmbientHeight = 0;
|
||||
GLuint AmbientRandomTexture = 0;
|
||||
|
||||
static bool IsEnabled();
|
||||
|
||||
|
@ -58,7 +59,7 @@ private:
|
|||
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 Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr);
|
||||
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);
|
||||
|
|
|
@ -71,12 +71,20 @@ void FSSAOShader::Bind()
|
|||
{
|
||||
if (!mShader)
|
||||
{
|
||||
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", "", 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");
|
||||
|
@ -84,6 +92,7 @@ void FSSAOShader::Bind()
|
|||
NegInvR2.Init(mShader, "NegInvR2");
|
||||
RadiusToScreen.Init(mShader, "RadiusToScreen");
|
||||
AOMultiplier.Init(mShader, "AOMultiplier");
|
||||
AOStrength.Init(mShader, "AOStrength");
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
||||
|
|
|
@ -24,6 +24,7 @@ public:
|
|||
void Bind();
|
||||
|
||||
FBufferedUniformSampler DepthTexture;
|
||||
FBufferedUniformSampler RandomTexture;
|
||||
FBufferedUniform2f UVToViewA;
|
||||
FBufferedUniform2f UVToViewB;
|
||||
FBufferedUniform2f InvFullResolution;
|
||||
|
@ -31,6 +32,7 @@ public:
|
|||
FBufferedUniform1f NegInvR2;
|
||||
FBufferedUniform1f RadiusToScreen;
|
||||
FBufferedUniform1f AOMultiplier;
|
||||
FBufferedUniform1f AOStrength;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
|
|
|
@ -11,15 +11,14 @@ uniform float NegInvR2;
|
|||
uniform float RadiusToScreen;
|
||||
uniform float AOMultiplier;
|
||||
|
||||
uniform float AOStrength;
|
||||
|
||||
uniform sampler2D DepthTexture;
|
||||
|
||||
#if USE_RANDOM_TEXTURE
|
||||
#if defined(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
|
||||
|
@ -54,13 +53,12 @@ vec2 RotateDirection(vec2 dir, vec2 cossin)
|
|||
|
||||
vec4 GetJitter()
|
||||
{
|
||||
#if !USE_RANDOM_TEXTURE
|
||||
#if !defined(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
|
||||
}
|
||||
|
@ -109,7 +107,11 @@ void main()
|
|||
{
|
||||
vec3 viewPosition = FetchViewPos(TexCoord);
|
||||
vec3 viewNormal = ReconstructNormal(viewPosition);
|
||||
float occlusion = ComputeAO(viewPosition, viewNormal);
|
||||
float occlusion = ComputeAO(viewPosition, viewNormal) * AOStrength + (1.0 - AOStrength);
|
||||
|
||||
// GZDoom does not use linear buffers at the moment, apply some gamma to get it closer to correct
|
||||
occlusion = occlusion * occlusion;
|
||||
|
||||
//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);
|
||||
|
|
Loading…
Reference in a new issue