mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- change ssao pass to use an uniform block
This commit is contained in:
parent
29d2e77840
commit
763c5c9769
9 changed files with 283 additions and 113 deletions
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@ -118,13 +118,14 @@ void FGLRenderer::AmbientOccludeScene()
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mLinearDepthShader->Bind();
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mLinearDepthShader->DepthTexture.Set(0);
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mLinearDepthShader->ColorTexture.Set(1);
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if (gl_multisample > 1) mLinearDepthShader->SampleIndex.Set(0);
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mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
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mLinearDepthShader->Scale.Set(sceneScaleX, sceneScaleY);
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mLinearDepthShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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if (gl_multisample > 1) mLinearDepthShader->Uniforms->SampleIndex = 0;
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mLinearDepthShader->Uniforms->LinearizeDepthA = 1.0f / GetZFar() - 1.0f / GetZNear();
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mLinearDepthShader->Uniforms->LinearizeDepthB = MAX(1.0f / GetZNear(), 1.e-8f);
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mLinearDepthShader->Uniforms->InverseDepthRangeA = 1.0f;
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mLinearDepthShader->Uniforms->InverseDepthRangeB = 0.0f;
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mLinearDepthShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mLinearDepthShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mLinearDepthShader->Uniforms.Set();
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RenderScreenQuad();
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// Apply ambient occlusion
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@ -136,17 +137,18 @@ void FGLRenderer::AmbientOccludeScene()
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->RandomTexture.Set(1);
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mSSAOShader->NormalTexture.Set(2);
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if (gl_multisample > 1) mSSAOShader->SampleIndex.Set(0);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, 2.0f * invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, -invFocalLenY);
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mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mSSAOShader->NDotVBias.Set(nDotVBias);
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mSSAOShader->NegInvR2.Set(-1.0f / r2);
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mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
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mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
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mSSAOShader->AOStrength.Set(aoStrength);
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mSSAOShader->Scale.Set(sceneScaleX, sceneScaleY);
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mSSAOShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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if (gl_multisample > 1) mSSAOShader->Uniforms->SampleIndex = 0;
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mSSAOShader->Uniforms->UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
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mSSAOShader->Uniforms->UVToViewB = { -invFocalLenX, -invFocalLenY };
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mSSAOShader->Uniforms->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
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mSSAOShader->Uniforms->NDotVBias = nDotVBias;
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mSSAOShader->Uniforms->NegInvR2 = -1.0f / r2;
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mSSAOShader->Uniforms->RadiusToScreen = aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight;
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mSSAOShader->Uniforms->AOMultiplier = 1.0f / (1.0f - nDotVBias);
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mSSAOShader->Uniforms->AOStrength = aoStrength;
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mSSAOShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mSSAOShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mSSAOShader->Uniforms.Set();
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RenderScreenQuad();
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// Blur SSAO texture
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@ -155,16 +157,18 @@ void FGLRenderer::AmbientOccludeScene()
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mBuffers->AmbientFB0.Bind();
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mBuffers->AmbientTexture1.Bind(0);
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mDepthBlurShader->Bind(false);
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mDepthBlurShader->BlurSharpness[false].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mDepthBlurShader->Uniforms[false]->BlurSharpness = blurSharpness;
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mDepthBlurShader->Uniforms[false]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
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mDepthBlurShader->Uniforms[false].Set();
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RenderScreenQuad();
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mBuffers->AmbientFB1.Bind();
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mBuffers->AmbientTexture0.Bind(0);
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mDepthBlurShader->Bind(true);
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mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mDepthBlurShader->PowExponent[true].Set(gl_ssao_exponent);
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mDepthBlurShader->Uniforms[true]->BlurSharpness = blurSharpness;
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mDepthBlurShader->Uniforms[true]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight };
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mDepthBlurShader->Uniforms[true]->PowExponent = gl_ssao_exponent;
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mDepthBlurShader->Uniforms[true].Set();
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RenderScreenQuad();
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}
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@ -184,9 +188,10 @@ void FGLRenderer::AmbientOccludeScene()
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mSSAOCombineShader->Bind();
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mSSAOCombineShader->AODepthTexture.Set(0);
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mSSAOCombineShader->SceneFogTexture.Set(1);
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if (gl_multisample > 1) mSSAOCombineShader->SampleCount.Set(gl_multisample);
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mSSAOCombineShader->Scale.Set(sceneScaleX, sceneScaleY);
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mSSAOCombineShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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if (gl_multisample > 1) mSSAOCombineShader->Uniforms->SampleCount = gl_multisample;
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mSSAOCombineShader->Uniforms->Scale = { sceneScaleX, sceneScaleY };
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mSSAOCombineShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY };
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mSSAOCombineShader->Uniforms.Set();
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RenderScreenQuad();
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FGLDebug::PopGroup();
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@ -33,21 +33,18 @@ void FLinearDepthShader::Bind()
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if (!mShader)
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{
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FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
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if (multisample) prolog += "#define MULTISAMPLE\n";
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", prolog, 330);
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mShader->SetFragDataLocation(0, "FragColor");
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mShader->Link("shaders/glsl/lineardepth");
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mShader->SetAttribLocation(0, "PositionInProjection");
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DepthTexture.Init(*mShader, "DepthTexture");
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ColorTexture.Init(*mShader, "ColorTexture");
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SampleIndex.Init(*mShader, "SampleIndex");
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LinearizeDepthA.Init(*mShader, "LinearizeDepthA");
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LinearizeDepthB.Init(*mShader, "LinearizeDepthB");
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InverseDepthRangeA.Init(*mShader, "InverseDepthRangeA");
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InverseDepthRangeB.Init(*mShader, "InverseDepthRangeB");
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Scale.Init(*mShader, "Scale");
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Offset.Init(*mShader, "Offset");
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Uniforms.Init(*mShader);
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mMultisample = multisample;
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}
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mShader->Bind();
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@ -61,26 +58,19 @@ void FSSAOShader::Bind()
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if (!mShader)
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{
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FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
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prolog += GetDefines(gl_ssao, multisample);
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mShader.reset(new FShaderProgram());
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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", GetDefines(gl_ssao, multisample), 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", prolog, 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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NormalTexture.Init(*mShader, "NormalTexture");
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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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Scale.Init(*mShader, "Scale");
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Offset.Init(*mShader, "Offset");
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SampleIndex.Init(*mShader, "SampleIndex");
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Uniforms.Init(*mShader);
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mMultisample = multisample;
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}
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mShader->Bind();
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@ -116,15 +106,19 @@ void FDepthBlurShader::Bind(bool vertical)
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auto &shader = mShader[vertical];
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if (!shader)
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{
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FString prolog = Uniforms[vertical].CreateDeclaration("Uniforms", UniformBlock::Desc());
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if (vertical)
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prolog += "#define BLUR_VERTICAL\n";
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else
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prolog += "#define BLUR_HORIZONTAL\n";
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", vertical ? "#define BLUR_VERTICAL\n" : "#define BLUR_HORIZONTAL\n", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", prolog, 330);
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shader.SetFragDataLocation(0, "FragColor");
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shader.Link("shaders/glsl/depthblur");
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shader.SetAttribLocation(0, "PositionInProjection");
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AODepthTexture[vertical].Init(shader, "AODepthTexture");
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BlurSharpness[vertical].Init(shader, "BlurSharpness");
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InvFullResolution[vertical].Init(shader, "InvFullResolution");
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PowExponent[vertical].Init(shader, "PowExponent");
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Uniforms[vertical].Init(shader);
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}
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shader.Bind();
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}
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@ -137,17 +131,19 @@ void FSSAOCombineShader::Bind()
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if (!mShader)
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{
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FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
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if (multisample)
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prolog += "#define MULTISAMPLE\n";
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", multisample ? "#define MULTISAMPLE\n" : "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", prolog, 330);
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mShader->SetFragDataLocation(0, "FragColor");
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mShader->Link("shaders/glsl/ssaocombine");
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mShader->SetAttribLocation(0, "PositionInProjection");
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AODepthTexture.Init(*mShader, "AODepthTexture");
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SceneFogTexture.Init(*mShader, "SceneFogTexture");
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SampleCount.Init(*mShader, "SampleCount");
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Scale.Init(*mShader, "Scale");
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Offset.Init(*mShader, "Offset");
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Uniforms.Init(*mShader);
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mMultisample = multisample;
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}
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mShader->Bind();
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@ -12,13 +12,37 @@ public:
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FBufferedUniformSampler DepthTexture;
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FBufferedUniformSampler ColorTexture;
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FBufferedUniform1i SampleIndex;
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FBufferedUniform1f LinearizeDepthA;
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FBufferedUniform1f LinearizeDepthB;
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FBufferedUniform1f InverseDepthRangeA;
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FBufferedUniform1f InverseDepthRangeB;
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FBufferedUniform2f Scale;
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FBufferedUniform2f Offset;
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struct UniformBlock
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{
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int SampleIndex;
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float LinearizeDepthA;
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float LinearizeDepthB;
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float InverseDepthRangeA;
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float InverseDepthRangeB;
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float Padding0, Padding1, Padding2;
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FVector2 Scale;
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FVector2 Offset;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "SampleIndex", UniformType::Int, offsetof(UniformBlock, SampleIndex) },
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{ "LinearizeDepthA", UniformType::Float, offsetof(UniformBlock, LinearizeDepthA) },
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{ "LinearizeDepthB", UniformType::Float, offsetof(UniformBlock, LinearizeDepthB) },
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{ "InverseDepthRangeA", UniformType::Float, offsetof(UniformBlock, InverseDepthRangeA) },
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{ "InverseDepthRangeB", UniformType::Float, offsetof(UniformBlock, InverseDepthRangeB) },
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{ "Padding0", UniformType::Float, offsetof(UniformBlock, Padding0) },
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{ "Padding1", UniformType::Float, offsetof(UniformBlock, Padding1) },
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{ "Padding2", UniformType::Float, offsetof(UniformBlock, Padding2) },
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{ "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
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{ "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) }
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};
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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private:
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std::unique_ptr<FShaderProgram> mShader;
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@ -33,17 +57,44 @@ public:
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FBufferedUniformSampler DepthTexture;
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FBufferedUniformSampler NormalTexture;
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FBufferedUniformSampler RandomTexture;
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FBufferedUniform2f UVToViewA;
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FBufferedUniform2f UVToViewB;
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FBufferedUniform2f InvFullResolution;
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FBufferedUniform1f NDotVBias;
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FBufferedUniform1f NegInvR2;
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FBufferedUniform1f RadiusToScreen;
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FBufferedUniform1f AOMultiplier;
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FBufferedUniform1f AOStrength;
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FBufferedUniform2f Scale;
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FBufferedUniform2f Offset;
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FBufferedUniform1i SampleIndex;
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struct UniformBlock
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{
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FVector2 UVToViewA;
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FVector2 UVToViewB;
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FVector2 InvFullResolution;
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float NDotVBias;
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float NegInvR2;
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float RadiusToScreen;
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float AOMultiplier;
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float AOStrength;
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int SampleIndex;
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float Padding0, Padding1;
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FVector2 Scale;
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FVector2 Offset;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "UVToViewA", UniformType::Vec2, offsetof(UniformBlock, UVToViewA) },
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{ "UVToViewB", UniformType::Vec2, offsetof(UniformBlock, UVToViewB) },
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{ "InvFullResolution", UniformType::Vec2, offsetof(UniformBlock, InvFullResolution) },
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{ "NDotVBias", UniformType::Float, offsetof(UniformBlock, NDotVBias) },
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{ "NegInvR2", UniformType::Float, offsetof(UniformBlock, NegInvR2) },
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{ "RadiusToScreen", UniformType::Float, offsetof(UniformBlock, RadiusToScreen) },
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{ "AOMultiplier", UniformType::Float, offsetof(UniformBlock, AOMultiplier) },
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{ "AOStrength", UniformType::Float, offsetof(UniformBlock, AOStrength) },
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{ "SampleIndex", UniformType::Int, offsetof(UniformBlock, SampleIndex) },
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{ "Padding0", UniformType::Float, offsetof(UniformBlock, Padding0) },
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{ "Padding1", UniformType::Float, offsetof(UniformBlock, Padding1) },
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{ "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
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{ "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) },
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};
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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private:
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enum Quality
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void Bind(bool vertical);
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FBufferedUniformSampler AODepthTexture[2];
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FBufferedUniform1f BlurSharpness[2];
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FBufferedUniform2f InvFullResolution[2];
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FBufferedUniform1f PowExponent[2];
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struct UniformBlock
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{
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float BlurSharpness;
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float PowExponent;
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FVector2 InvFullResolution;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "BlurSharpness", UniformType::Float, offsetof(UniformBlock, BlurSharpness) },
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{ "PowExponent", UniformType::Float, offsetof(UniformBlock, PowExponent) },
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{ "InvFullResolution", UniformType::Vec2, offsetof(UniformBlock, InvFullResolution) }
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};
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}
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};
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ShaderUniforms<UniformBlock> Uniforms[2];
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private:
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FShaderProgram mShader[2];
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FBufferedUniformSampler AODepthTexture;
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FBufferedUniformSampler SceneFogTexture;
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FBufferedUniform1i SampleCount;
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FBufferedUniform2f Scale;
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FBufferedUniform2f Offset;
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struct UniformBlock
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{
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int SampleCount;
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int Padding0, Padding1, Padding2;
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FVector2 Scale;
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FVector2 Offset;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "SampleCount", UniformType::Int, offsetof(UniformBlock, SampleCount) },
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{ "Padding0", UniformType::Int, offsetof(UniformBlock, Padding0) },
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{ "Padding1", UniformType::Int, offsetof(UniformBlock, Padding1) },
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{ "Padding2", UniformType::Int, offsetof(UniformBlock, Padding2) },
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{ "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
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{ "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) }
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};
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}
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};
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ShaderUniforms<UniformBlock> Uniforms;
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private:
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std::unique_ptr<FShaderProgram> mShader;
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@ -407,7 +407,8 @@ public:
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enum
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{
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LIGHTBUF_BINDINGPOINT = 1
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LIGHTBUF_BINDINGPOINT = 1,
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POSTPROCESS_BINDINGPOINT = 2
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};
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#endif
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@ -1,8 +1,121 @@
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#ifndef __GL_SHADERPROGRAM_H
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#define __GL_SHADERPROGRAM_H
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#pragma once
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#include "gl_shader.h"
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enum class UniformType
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||||
{
|
||||
Int,
|
||||
UInt,
|
||||
Float,
|
||||
Vec2,
|
||||
Vec3,
|
||||
Vec4,
|
||||
IVec2,
|
||||
IVec3,
|
||||
IVec4,
|
||||
UVec2,
|
||||
UVec3,
|
||||
UVec4,
|
||||
};
|
||||
|
||||
class UniformFieldDesc
|
||||
{
|
||||
public:
|
||||
UniformFieldDesc() { }
|
||||
UniformFieldDesc(const char *name, UniformType type, std::size_t offset) : Name(name), Type(type), Offset(offset) { }
|
||||
|
||||
const char *Name;
|
||||
UniformType Type;
|
||||
std::size_t Offset;
|
||||
};
|
||||
|
||||
template<typename T>
|
||||
class ShaderUniforms
|
||||
{
|
||||
public:
|
||||
ShaderUniforms()
|
||||
{
|
||||
memset(&Values, 0, sizeof(Values));
|
||||
}
|
||||
|
||||
~ShaderUniforms()
|
||||
{
|
||||
if (mBufferHandle)
|
||||
glDeleteBuffers(1, &mBufferHandle);
|
||||
}
|
||||
|
||||
FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
|
||||
{
|
||||
mName = name;
|
||||
mFields = fields;
|
||||
|
||||
FString decl;
|
||||
decl.Format("layout(std140) uniform %s\n{\n", name);
|
||||
for (const auto &field : fields)
|
||||
{
|
||||
decl.AppendFormat("\t%s %s;\n", GetTypeStr(field.Type), field.Name);
|
||||
}
|
||||
decl += "};\n";
|
||||
|
||||
return decl;
|
||||
}
|
||||
|
||||
void Init(GLuint hShader, int index = POSTPROCESS_BINDINGPOINT)
|
||||
{
|
||||
GLuint uniformBlockIndex = glGetUniformBlockIndex(hShader, mName);
|
||||
if (uniformBlockIndex != GL_INVALID_INDEX)
|
||||
{
|
||||
glUniformBlockBinding(hShader, uniformBlockIndex, index);
|
||||
glGenBuffers(1, (GLuint*)&mBufferHandle);
|
||||
mIndex = index;
|
||||
}
|
||||
}
|
||||
|
||||
void Set()
|
||||
{
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, mBufferHandle);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(T), &Values, GL_STREAM_DRAW);
|
||||
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, mIndex, mBufferHandle);
|
||||
}
|
||||
|
||||
T *operator->() { return &Values; }
|
||||
const T *operator->() const { return &Values; }
|
||||
|
||||
T Values;
|
||||
|
||||
private:
|
||||
ShaderUniforms(const ShaderUniforms &) = delete;
|
||||
ShaderUniforms &operator=(const ShaderUniforms &) = delete;
|
||||
|
||||
const char *GetTypeStr(UniformType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
default:
|
||||
case UniformType::Int: return "int";
|
||||
case UniformType::UInt: return "uint";
|
||||
case UniformType::Float: return "float";
|
||||
case UniformType::Vec2: return "vec2";
|
||||
case UniformType::Vec3: return "vec3";
|
||||
case UniformType::Vec4: return "vec4";
|
||||
case UniformType::IVec2: return "ivec2";
|
||||
case UniformType::IVec3: return "ivec3";
|
||||
case UniformType::IVec4: return "ivec4";
|
||||
case UniformType::UVec2: return "uvec2";
|
||||
case UniformType::UVec3: return "uvec3";
|
||||
case UniformType::UVec4: return "uvec4";
|
||||
}
|
||||
}
|
||||
|
||||
const char *mName = nullptr;
|
||||
int mIndex = -1;
|
||||
GLuint mBufferHandle = 0;
|
||||
std::vector<UniformFieldDesc> mFields;
|
||||
std::vector<int> mUniformLocations;
|
||||
};
|
||||
|
||||
class FShaderProgram
|
||||
{
|
||||
public:
|
||||
|
@ -39,5 +152,3 @@ private:
|
|||
GLuint mProgram = 0;
|
||||
GLuint mShaders[NumShaderTypes];
|
||||
};
|
||||
|
||||
#endif
|
|
@ -3,9 +3,6 @@ in vec2 TexCoord;
|
|||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D AODepthTexture;
|
||||
uniform float BlurSharpness;
|
||||
uniform vec2 InvFullResolution;
|
||||
uniform float PowExponent;
|
||||
|
||||
#define KERNEL_RADIUS 3.0
|
||||
|
||||
|
|
|
@ -5,19 +5,11 @@ out vec4 FragColor;
|
|||
#if defined(MULTISAMPLE)
|
||||
uniform sampler2DMS DepthTexture;
|
||||
uniform sampler2DMS ColorTexture;
|
||||
uniform int SampleIndex;
|
||||
#else
|
||||
uniform sampler2D DepthTexture;
|
||||
uniform sampler2D ColorTexture;
|
||||
#endif
|
||||
|
||||
uniform float LinearizeDepthA;
|
||||
uniform float LinearizeDepthB;
|
||||
uniform float InverseDepthRangeA;
|
||||
uniform float InverseDepthRangeB;
|
||||
uniform vec2 Scale;
|
||||
uniform vec2 Offset;
|
||||
|
||||
float normalizeDepth(float depth)
|
||||
{
|
||||
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
||||
|
|
|
@ -2,25 +2,10 @@
|
|||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec2 UVToViewA;
|
||||
uniform vec2 UVToViewB;
|
||||
uniform vec2 InvFullResolution;
|
||||
|
||||
uniform float NDotVBias;
|
||||
uniform float NegInvR2;
|
||||
uniform float RadiusToScreen;
|
||||
uniform float AOMultiplier;
|
||||
|
||||
uniform float AOStrength;
|
||||
|
||||
uniform vec2 Scale;
|
||||
uniform vec2 Offset;
|
||||
|
||||
uniform sampler2D DepthTexture;
|
||||
|
||||
#if defined(MULTISAMPLE)
|
||||
uniform sampler2DMS NormalTexture;
|
||||
uniform int SampleIndex;
|
||||
#else
|
||||
uniform sampler2D NormalTexture;
|
||||
#endif
|
||||
|
|
|
@ -6,14 +6,10 @@ uniform sampler2D AODepthTexture;
|
|||
|
||||
#if defined(MULTISAMPLE)
|
||||
uniform sampler2DMS SceneFogTexture;
|
||||
uniform int SampleCount;
|
||||
#else
|
||||
uniform sampler2D SceneFogTexture;
|
||||
#endif
|
||||
|
||||
uniform vec2 Scale;
|
||||
uniform vec2 Offset;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = Offset + TexCoord * Scale;
|
||||
|
|
Loading…
Reference in a new issue