diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 73dba07c4..039a03b52 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -1125,6 +1125,7 @@ set( FASTMATH_SOURCES gl/shaders/gl_shaderprogram.cpp gl/shaders/gl_presentshader.cpp gl/shaders/gl_bloomshader.cpp + gl/shaders/gl_ambientshader.cpp gl/shaders/gl_blurshader.cpp gl/shaders/gl_colormapshader.cpp gl/shaders/gl_tonemapshader.cpp diff --git a/src/gl/renderer/gl_postprocess.cpp b/src/gl/renderer/gl_postprocess.cpp index 7ce8be0ad..9df28ce5b 100644 --- a/src/gl/renderer/gl_postprocess.cpp +++ b/src/gl/renderer/gl_postprocess.cpp @@ -55,6 +55,7 @@ #include "gl/renderer/gl_postprocessstate.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" +#include "gl/shaders/gl_ambientshader.h" #include "gl/shaders/gl_bloomshader.h" #include "gl/shaders/gl_blurshader.h" #include "gl/shaders/gl_tonemapshader.h" @@ -98,6 +99,20 @@ CVAR(Float, gl_lens_k, -0.12f, 0) 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(Bool, gl_ssao_debug, false, 0) +CVAR(Float, gl_ssao_bias, 0.5f, 0) +CVAR(Float, gl_ssao_radius, 100.0f, 0) +CUSTOM_CVAR(Float, gl_ssao_blur_amount, 6.0f, 0) +{ + if (self < 0.1f) self = 0.1f; +} +CUSTOM_CVAR(Int, gl_ssao_blur_samples, 9, 0) +{ + if (self < 3 || self > 15 || self % 2 == 0) + self = 9; +} + EXTERN_CVAR(Float, vid_brightness) EXTERN_CVAR(Float, vid_contrast) @@ -109,6 +124,96 @@ void FGLRenderer::RenderScreenQuad() GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4); } +void FGLRenderer::PostProcessScene() +{ + if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture(); + AmbientOccludeScene(); + UpdateCameraExposure(); + BloomScene(); + TonemapScene(); + LensDistortScene(); +} + +//----------------------------------------------------------------------------- +// +// Adds ambient occlusion to the scene +// +//----------------------------------------------------------------------------- + +void FGLRenderer::AmbientOccludeScene() +{ + if (!gl_ssao || !FGLRenderBuffers::IsEnabled()) + return; + + FGLDebug::PushGroup("AmbientOccludeScene"); + + FGLPostProcessState savedState; + + float bias = gl_ssao_bias; + float aoRadius = gl_ssao_radius; + const float blurAmount = gl_ssao_blur_amount; + int blurSampleCount = gl_ssao_blur_samples; + + //float tanHalfFovy = tan(fovy * (M_PI / 360.0f)); + float tanHalfFovy = 1.0f / 1.33333302f; //gl_RenderState.mProjectionMatrix.get()[5]; + float invFocalLenX = tanHalfFovy * (mBuffers->AmbientWidth / (float)mBuffers->AmbientHeight); + float invFocalLenY = tanHalfFovy; + float nDotVBias = clamp(bias, 0.0f, 1.0f); + float r2 = aoRadius * aoRadius; + + // Calculate linear depth values + 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); + RenderScreenQuad(); + + // Apply ambient occlusion + glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1); + 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); + mSSAOShader->Bind(); + mSSAOShader->DepthTexture.Set(0); + 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); + mSSAOShader->NDotVBias.Set(nDotVBias); + mSSAOShader->NegInvR2.Set(-1.0f / r2); + mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight); + mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias)); + RenderScreenQuad(); + + // Blur SSAO texture + mBlurShader->BlurHorizontal(this, blurAmount, blurSampleCount, mBuffers->AmbientTexture1, mBuffers->AmbientFB0, mBuffers->AmbientWidth, mBuffers->AmbientHeight); + mBlurShader->BlurVertical(this, blurAmount, blurSampleCount, mBuffers->AmbientTexture0, mBuffers->AmbientFB1, mBuffers->AmbientWidth, mBuffers->AmbientHeight); + + // Add SSAO back to scene texture: + mBuffers->BindCurrentFB(); + glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height); + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + if (gl_ssao_debug) + glBlendFunc(GL_ONE, GL_ZERO); + else + glBlendFunc(GL_ZERO, GL_SRC_COLOR); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + mBloomCombineShader->Bind(); + mBloomCombineShader->BloomTexture.Set(0); + RenderScreenQuad(); + glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); + + FGLDebug::PopGroup(); +} + //----------------------------------------------------------------------------- // // Extracts light average from the scene and updates the camera exposure texture @@ -190,7 +295,7 @@ void FGLRenderer::UpdateCameraExposure() void FGLRenderer::BloomScene() { // Only bloom things if enabled and no special fixed light mode is active - if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT) + if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT || gl_ssao_debug) return; FGLDebug::PushGroup("BloomScene"); diff --git a/src/gl/renderer/gl_renderbuffers.cpp b/src/gl/renderer/gl_renderbuffers.cpp index b2471e4b9..54d597c4d 100644 --- a/src/gl/renderer/gl_renderbuffers.cpp +++ b/src/gl/renderer/gl_renderbuffers.cpp @@ -40,6 +40,7 @@ #include "w_wad.h" #include "i_system.h" #include "doomerrors.h" +#include CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) @@ -75,15 +76,16 @@ FGLRenderBuffers::~FGLRenderBuffers() ClearEyeBuffers(); ClearBloom(); ClearExposureLevels(); + ClearAmbientOcclusion(); } void FGLRenderBuffers::ClearScene() { DeleteFrameBuffer(mSceneFB); - DeleteRenderBuffer(mSceneMultisample); - DeleteRenderBuffer(mSceneDepthStencil); - DeleteRenderBuffer(mSceneDepth); - DeleteRenderBuffer(mSceneStencil); + DeleteFrameBuffer(mSceneDataFB); + DeleteTexture(mSceneMultisample); + DeleteTexture(mSceneData); + DeleteTexture(mSceneDepthStencil); } void FGLRenderBuffers::ClearPipeline() @@ -132,6 +134,15 @@ void FGLRenderBuffers::ClearEyeBuffers() mEyeFBs.Clear(); } +void FGLRenderBuffers::ClearAmbientOcclusion() +{ + DeleteFrameBuffer(AmbientFB0); + DeleteFrameBuffer(AmbientFB1); + DeleteTexture(AmbientTexture0); + DeleteTexture(AmbientTexture1); + DeleteTexture(AmbientRandomTexture); +} + void FGLRenderBuffers::DeleteTexture(GLuint &handle) { if (handle != 0) @@ -203,6 +214,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei { CreateBloom(sceneWidth, sceneHeight); CreateExposureLevels(sceneWidth, sceneHeight); + CreateAmbientOcclusion(sceneWidth, sceneHeight); mSceneWidth = sceneWidth; mSceneHeight = sceneHeight; } @@ -240,10 +252,19 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples) ClearScene(); if (samples > 1) - mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height); + { + mSceneMultisample = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false); + mSceneDepthStencil = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false); + mSceneData = Create2DMultisampleTexture("SceneSSAOData", GL_RGBA8, width, height, samples, false); + } + else + { + mSceneDepthStencil = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height); + mSceneData = Create2DTexture("SceneSSAOData", GL_RGBA8, width, height); + } - mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height); - mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1); + mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], 0, mSceneDepthStencil, samples > 1); + mSceneDataFB = CreateFrameBuffer("SSAOSceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneData, mSceneDepthStencil, samples > 1); } //========================================================================== @@ -296,6 +317,47 @@ void FGLRenderBuffers::CreateBloom(int width, int height) } } +//========================================================================== +// +// Creates ambient occlusion working buffers +// +//========================================================================== + +void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height) +{ + ClearAmbientOcclusion(); + + if (width <= 0 || height <= 0) + return; + + AmbientWidth = width / 2; + AmbientHeight = height / 2; + AmbientTexture0 = Create2DTexture("AmbientTexture0", GL_RG32F, AmbientWidth, AmbientHeight); + AmbientTexture1 = Create2DTexture("AmbientTexture1", GL_RG32F, AmbientWidth, AmbientHeight); + AmbientFB0 = CreateFrameBuffer("AmbientFB0", AmbientTexture0); + AmbientFB1 = CreateFrameBuffer("AmbientFB1", AmbientTexture1); + + int16_t randomValues[16 * 4]; + std::mt19937 generator(1337); + std::uniform_real_distribution 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 * 32767.0, -32768.0, 32767.0); + randomValues[i * 4 + 1] = (int16_t)clamp(y * 32767.0, -32768.0, 32767.0); + randomValues[i * 4 + 2] = (int16_t)clamp(z * 32767.0, -32768.0, 32767.0); + randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0); + } + + AmbientRandomTexture = Create2DTexture("AmbientRandomTexture", GL_RGBA16_SNORM, 4, 4, randomValues); +} + //========================================================================== // // Creates camera exposure level buffers @@ -368,12 +430,28 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye) GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data) { - GLuint type = (format == GL_RGBA16F || format == GL_R32F) ? GL_FLOAT : GL_UNSIGNED_BYTE; GLuint handle = 0; glGenTextures(1, &handle); glBindTexture(GL_TEXTURE_2D, handle); FGLDebug::LabelObject(GL_TEXTURE, handle, name); - glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format != GL_R32F ? GL_RGBA : GL_RED, type, data); + + GLenum dataformat, datatype; + switch (format) + { + case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break; + case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break; + case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break; + case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break; + case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break; + case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break; + 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, 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); @@ -381,6 +459,17 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int return handle; } +GLuint FGLRenderBuffers::Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations) +{ + GLuint handle = 0; + glGenTextures(1, &handle); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, handle); + FGLDebug::LabelObject(GL_TEXTURE, handle, name); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); + return handle; +} + //========================================================================== // // Creates a render buffer @@ -428,34 +517,26 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuff return handle; } -GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer) +GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint depthstencil, bool multisample) { GLuint handle = 0; glGenFramebuffers(1, &handle); glBindFramebuffer(GL_FRAMEBUFFER, handle); FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name); - if (colorIsARenderBuffer) - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer); + if (multisample) + { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0, 0); + if (colorbuffer1 != 0) + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil, 0); + } else - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil); - if (CheckFrameBufferCompleteness()) - ClearFrameBuffer(true, true); - return handle; -} - -GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer) -{ - GLuint handle = 0; - glGenFramebuffers(1, &handle); - glBindFramebuffer(GL_FRAMEBUFFER, handle); - FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name); - if (colorIsARenderBuffer) - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer); - else - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil); + { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0, 0); + if (colorbuffer1 != 0) + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil, 0); + } if (CheckFrameBufferCompleteness()) ClearFrameBuffer(true, true); return handle; @@ -475,22 +556,23 @@ bool FGLRenderBuffers::CheckFrameBufferCompleteness() FailedCreate = true; -#if 0 - FString error = "glCheckFramebufferStatus failed: "; - switch (result) + if (gl_debug_level > 0) { - default: error.AppendFormat("error code %d", (int)result); break; - case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break; - case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break; - case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break; - case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break; - case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break; - case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break; - case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break; - case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break; + FString error = "glCheckFramebufferStatus failed: "; + switch (result) + { + default: error.AppendFormat("error code %d", (int)result); break; + case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break; + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break; + case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break; + case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break; + case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break; + case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break; + case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break; + } + Printf("%s\n", error.GetChars()); } - I_FatalError(error); -#endif return false; } @@ -595,9 +677,54 @@ void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer) // //========================================================================== -void FGLRenderBuffers::BindSceneFB() +void FGLRenderBuffers::BindSceneFB(bool sceneData) { - glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB); + glBindFramebuffer(GL_FRAMEBUFFER, sceneData ? mSceneDataFB : mSceneFB); +} + +//========================================================================== +// +// Binds the scene color texture to the specified texture unit +// +//========================================================================== + +void FGLRenderBuffers::BindSceneColorTexture(int index) +{ + glActiveTexture(GL_TEXTURE0 + index); + if (mSamples > 1) + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneMultisample); + else + glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0]); +} + +//========================================================================== +// +// Binds the scene data texture to the specified texture unit +// +//========================================================================== + +void FGLRenderBuffers::BindSceneDataTexture(int index) +{ + glActiveTexture(GL_TEXTURE0 + index); + if (mSamples > 1) + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneData); + else + glBindTexture(GL_TEXTURE_2D, mSceneData); +} + +//========================================================================== +// +// Binds the depth texture to the specified texture unit +// +//========================================================================== + +void FGLRenderBuffers::BindSceneDepthTexture(int index) +{ + glActiveTexture(GL_TEXTURE0 + index); + if (mSamples > 1) + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencil); + else + glBindTexture(GL_TEXTURE_2D, mSceneDepthStencil); } //========================================================================== diff --git a/src/gl/renderer/gl_renderbuffers.h b/src/gl/renderer/gl_renderbuffers.h index 4477718f4..351a0ed0c 100644 --- a/src/gl/renderer/gl_renderbuffers.h +++ b/src/gl/renderer/gl_renderbuffers.h @@ -31,7 +31,10 @@ public: bool Setup(int width, int height, int sceneWidth, int sceneHeight); - void BindSceneFB(); + void BindSceneFB(bool sceneData); + void BindSceneColorTexture(int index); + void BindSceneDataTexture(int index); + void BindSceneDepthTexture(int index); void BlitSceneToTexture(); void BindCurrentTexture(int index); @@ -53,6 +56,15 @@ public: GLuint ExposureFB = 0; bool FirstExposureFrame = true; + // Ambient occlusion buffers + GLuint AmbientTexture0 = 0; + GLuint AmbientTexture1 = 0; + GLuint AmbientFB0 = 0; + GLuint AmbientFB1 = 0; + int AmbientWidth = 0; + int AmbientHeight = 0; + GLuint AmbientRandomTexture = 0; + static bool IsEnabled(); int GetWidth() const { return mWidth; } @@ -64,17 +76,19 @@ private: void ClearEyeBuffers(); void ClearBloom(); void ClearExposureLevels(); + void ClearAmbientOcclusion(); void CreateScene(int width, int height, int samples); void CreatePipeline(int width, int height); void CreateBloom(int width, int height); void CreateExposureLevels(int width, int height); void CreateEyeBuffers(int eye); + void CreateAmbientOcclusion(int width, int height); GLuint Create2DTexture(const FString &name, GLuint format, int width, int height, const void *data = nullptr); + GLuint Create2DMultisampleTexture(const FString &name, GLuint format, int width, int height, int samples, bool fixedSampleLocations); 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); - GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer); - GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer); + GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer0, GLuint colorbuffer1, GLuint depthstencil, bool multisample); bool CheckFrameBufferCompleteness(); void ClearFrameBuffer(bool stencil, bool depth); void DeleteTexture(GLuint &handle); @@ -94,9 +108,9 @@ private: // Buffers for the scene GLuint mSceneMultisample = 0; GLuint mSceneDepthStencil = 0; - GLuint mSceneDepth = 0; - GLuint mSceneStencil = 0; + GLuint mSceneData = 0; GLuint mSceneFB = 0; + GLuint mSceneDataFB = 0; // Effect/HUD buffers GLuint mPipelineTexture[NumPipelineTextures]; diff --git a/src/gl/renderer/gl_renderer.cpp b/src/gl/renderer/gl_renderer.cpp index 42b4a8e1b..829b2500b 100644 --- a/src/gl/renderer/gl_renderer.cpp +++ b/src/gl/renderer/gl_renderer.cpp @@ -51,6 +51,7 @@ #include "gl/data/gl_vertexbuffer.h" #include "gl/scene/gl_drawinfo.h" #include "gl/shaders/gl_shader.h" +#include "gl/shaders/gl_ambientshader.h" #include "gl/shaders/gl_bloomshader.h" #include "gl/shaders/gl_blurshader.h" #include "gl/shaders/gl_tonemapshader.h" @@ -121,6 +122,8 @@ void gl_FlushModels(); void FGLRenderer::Initialize(int width, int height) { mBuffers = new FGLRenderBuffers(); + mLinearDepthShader = new FLinearDepthShader(); + mSSAOShader = new FSSAOShader(); mBloomExtractShader = new FBloomExtractShader(); mBloomCombineShader = new FBloomCombineShader(); mExposureExtractShader = new FExposureExtractShader(); @@ -184,6 +187,8 @@ FGLRenderer::~FGLRenderer() } if (mBuffers) delete mBuffers; if (mPresentShader) delete mPresentShader; + if (mLinearDepthShader) delete mLinearDepthShader; + if (mSSAOShader) delete mSSAOShader; if (mBloomExtractShader) delete mBloomExtractShader; if (mBloomCombineShader) delete mBloomCombineShader; if (mExposureExtractShader) delete mExposureExtractShader; diff --git a/src/gl/renderer/gl_renderer.h b/src/gl/renderer/gl_renderer.h index 71c52474a..2ec35b4a8 100644 --- a/src/gl/renderer/gl_renderer.h +++ b/src/gl/renderer/gl_renderer.h @@ -19,6 +19,8 @@ class FLightBuffer; class FSamplerManager; class DPSprite; class FGLRenderBuffers; +class FLinearDepthShader; +class FSSAOShader; class FBloomExtractShader; class FBloomCombineShader; class FExposureExtractShader; @@ -93,6 +95,8 @@ public: int mOldFBID; FGLRenderBuffers *mBuffers; + FLinearDepthShader *mLinearDepthShader; + FSSAOShader *mSSAOShader; FBloomExtractShader *mBloomExtractShader; FBloomCombineShader *mBloomCombineShader; FExposureExtractShader *mExposureExtractShader; @@ -172,6 +176,8 @@ public: void WriteSavePic (player_t *player, FileWriter *file, int width, int height); void EndDrawScene(sector_t * viewsector); void UpdateCameraExposure(); + void PostProcessScene(); + void AmbientOccludeScene(); void BloomScene(); void TonemapScene(); void ColormapScene(); @@ -198,6 +204,9 @@ public: DAngle rotation, FDynamicColormap *colormap, int lightlevel); int PTM_BestColor (const uint32 *pal_in, int r, int g, int b, int first, int num); + + static float GetZNear() { return 5.f; } + static float GetZFar() { return 65536.f; } }; // Global functions. Make them members of GLRenderer later? diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 0c76b4bb1..27772a0ca 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -209,7 +209,7 @@ void FGLRenderer::SetProjection(float fov, float ratio, float fovratio) { float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio)); - gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, 5.f, 65536.f); + gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, GetZNear(), GetZFar()); } // raw matrix input from stereo 3d modes @@ -826,12 +826,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures. if (mainview && FGLRenderBuffers::IsEnabled()) { - mBuffers->BlitSceneToTexture(); - UpdateCameraExposure(); - BloomScene(); - TonemapScene(); - ColormapScene(); - LensDistortScene(); + PostProcessScene(); // This should be done after postprocessing, not before. mBuffers->BindCurrentFB(); diff --git a/src/gl/shaders/gl_ambientshader.cpp b/src/gl/shaders/gl_ambientshader.cpp new file mode 100644 index 000000000..d9d4a3425 --- /dev/null +++ b/src/gl/shaders/gl_ambientshader.cpp @@ -0,0 +1,89 @@ +/* +** gl_bloomshader.cpp +** Shaders used for screen space ambient occlusion +** +**--------------------------------------------------------------------------- +** Copyright 2016 Magnus Norddahl +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions +** are met: +** +** 1. Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** 2. Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in the +** documentation and/or other materials provided with the distribution. +** 3. The name of the author may not be used to endorse or promote products +** derived from this software without specific prior written permission. +** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be +** covered by the terms of the GNU Lesser General Public License as published +** by the Free Software Foundation; either version 2.1 of the License, or (at +** your option) any later version. +** 5. Full disclosure of the entire project's source code, except for third +** party libraries is mandatory. (NOTE: This clause is non-negotiable!) +** +** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR +** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES +** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. +** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, +** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT +** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF +** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +**--------------------------------------------------------------------------- +** +*/ + +#include "gl/system/gl_system.h" +#include "files.h" +#include "m_swap.h" +#include "v_video.h" +#include "gl/gl_functions.h" +#include "vectors.h" +#include "gl/system/gl_interface.h" +#include "gl/system/gl_framebuffer.h" +#include "gl/system/gl_cvars.h" +#include "gl/shaders/gl_ambientshader.h" + +void FLinearDepthShader::Bind() +{ + if (!mShader) + { + 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"); + } + mShader.Bind(); +} + +void FSSAOShader::Bind() +{ + if (!mShader) + { + mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); + mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", "", 330); + mShader.SetFragDataLocation(0, "FragColor"); + mShader.Link("shaders/glsl/ssao"); + mShader.SetAttribLocation(0, "PositionInProjection"); + DepthTexture.Init(mShader, "DepthTexture"); + UVToViewA.Init(mShader, "UVToViewA"); + UVToViewB.Init(mShader, "UVToViewB"); + InvFullResolution.Init(mShader, "InvFullResolution"); + NDotVBias.Init(mShader, "NDotVBias"); + NegInvR2.Init(mShader, "NegInvR2"); + RadiusToScreen.Init(mShader, "RadiusToScreen"); + AOMultiplier.Init(mShader, "AOMultiplier"); + } + mShader.Bind(); +} diff --git a/src/gl/shaders/gl_ambientshader.h b/src/gl/shaders/gl_ambientshader.h new file mode 100644 index 000000000..44f916596 --- /dev/null +++ b/src/gl/shaders/gl_ambientshader.h @@ -0,0 +1,39 @@ +#ifndef __GL_AMBIENTSHADER_H +#define __GL_AMBIENTSHADER_H + +#include "gl_shaderprogram.h" + +class FLinearDepthShader +{ +public: + void Bind(); + + FBufferedUniformSampler DepthTexture; + FBufferedUniform1f LinearizeDepthA; + FBufferedUniform1f LinearizeDepthB; + FBufferedUniform1f InverseDepthRangeA; + FBufferedUniform1f InverseDepthRangeB; + +private: + FShaderProgram mShader; +}; + +class FSSAOShader +{ +public: + void Bind(); + + FBufferedUniformSampler DepthTexture; + FBufferedUniform2f UVToViewA; + FBufferedUniform2f UVToViewB; + FBufferedUniform2f InvFullResolution; + FBufferedUniform1f NDotVBias; + FBufferedUniform1f NegInvR2; + FBufferedUniform1f RadiusToScreen; + FBufferedUniform1f AOMultiplier; + +private: + FShaderProgram mShader; +}; + +#endif \ No newline at end of file diff --git a/src/gl/stereo3d/gl_stereo3d.cpp b/src/gl/stereo3d/gl_stereo3d.cpp index 9403d4751..6b1623ba6 100644 --- a/src/gl/stereo3d/gl_stereo3d.cpp +++ b/src/gl/stereo3d/gl_stereo3d.cpp @@ -41,7 +41,7 @@ VSMatrix EyePose::GetProjection(float fov, float aspectRatio, float fovRatio) co // Lifted from gl_scene.cpp FGLRenderer::SetProjection() float fovy = (float)(2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovRatio))); - result.perspective(fovy, aspectRatio, 5.f, 65536.f); + result.perspective(fovy, aspectRatio, FGLRenderer::GetZNear(), FGLRenderer::GetZFar()); return result; } diff --git a/wadsrc/static/language.enu b/wadsrc/static/language.enu index 50526a75b..197e262f5 100644 --- a/wadsrc/static/language.enu +++ b/wadsrc/static/language.enu @@ -2633,6 +2633,7 @@ GLPREFMNU_MULTISAMPLE = "Multisample"; GLPREFMNU_TONEMAP = "Tonemap Mode"; GLPREFMNU_BLOOM = "Bloom effect"; GLPREFMNU_LENS = "Lens distortion effect"; +GLPREFMNU_SSAO = "Ambient occlusion"; // Option Values OPTVAL_SMART = "Smart"; diff --git a/wadsrc/static/menudef.zz b/wadsrc/static/menudef.zz index 1ab4f1a6d..68523ea83 100644 --- a/wadsrc/static/menudef.zz +++ b/wadsrc/static/menudef.zz @@ -226,4 +226,5 @@ OptionMenu "GLPrefOptions" Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes" Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff" Option "$GLPREFMNU_LENS", gl_lens, "OnOff" + Option "$GLPREFMNU_SSAO", gl_ssao, "OnOff" } diff --git a/wadsrc/static/shaders/glsl/lineardepth.fp b/wadsrc/static/shaders/glsl/lineardepth.fp new file mode 100644 index 000000000..f61bb3995 --- /dev/null +++ b/wadsrc/static/shaders/glsl/lineardepth.fp @@ -0,0 +1,16 @@ + +in vec2 TexCoord; +out vec4 FragColor; + +uniform sampler2D DepthTexture; +uniform float LinearizeDepthA; +uniform float LinearizeDepthB; +uniform float InverseDepthRangeA; +uniform float InverseDepthRangeB; + +void main() +{ + float depth = texture(DepthTexture, TexCoord).x; + float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0); + FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0); +} diff --git a/wadsrc/static/shaders/glsl/ssao.fp b/wadsrc/static/shaders/glsl/ssao.fp new file mode 100644 index 000000000..c9f8534d9 --- /dev/null +++ b/wadsrc/static/shaders/glsl/ssao.fp @@ -0,0 +1,117 @@ + +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 sampler2D DepthTexture; + +#if 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 +vec3 FetchViewPos(vec2 uv) +{ + float z = texture(DepthTexture, uv).x; + return vec3((UVToViewA * uv + UVToViewB) * z, z); +} + +vec3 MinDiff(vec3 p, vec3 pr, vec3 pl) +{ + vec3 v1 = pr - p; + vec3 v2 = p - pl; + return (dot(v1, v1) < dot(v2, v2)) ? v1 : v2; +} + +// Reconstruct eye space normal from nearest neighbors +vec3 ReconstructNormal(vec3 p) +{ + vec3 pr = FetchViewPos(TexCoord + vec2(InvFullResolution.x, 0)); + vec3 pl = FetchViewPos(TexCoord + vec2(-InvFullResolution.x, 0)); + vec3 pt = FetchViewPos(TexCoord + vec2(0, InvFullResolution.y)); + vec3 pb = FetchViewPos(TexCoord + vec2(0, -InvFullResolution.y)); + return normalize(cross(MinDiff(p, pr, pl), MinDiff(p, pt, pb))); +} + +// Compute normalized 2D direction +vec2 RotateDirection(vec2 dir, vec2 cossin) +{ + return vec2(dir.x * cossin.x - dir.y * cossin.y, dir.x * cossin.y + dir.y * cossin.x); +} + +vec4 GetJitter() +{ +#if !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 +} + +// Calculates the ambient occlusion of a sample +float ComputeSampleAO(vec3 kernelPos, vec3 normal, vec3 samplePos) +{ + vec3 v = samplePos - kernelPos; + float distanceSquare = dot(v, v); + float nDotV = dot(normal, v) * inversesqrt(distanceSquare); + return clamp(nDotV - NDotVBias, 0.0, 1.0) * clamp(distanceSquare * NegInvR2 + 1.0, 0.0, 1.0); +} + +// Calculates the total ambient occlusion for the entire fragment +float ComputeAO(vec3 viewPosition, vec3 viewNormal) +{ + vec4 rand = GetJitter(); + + float radiusPixels = RadiusToScreen / viewPosition.z; + float stepSizePixels = radiusPixels / (NUM_STEPS + 1.0); + + const float directionAngleStep = 2.0 * PI / NUM_DIRECTIONS; + float ao = 0.0; + + for (float directionIndex = 0.0; directionIndex < NUM_DIRECTIONS; ++directionIndex) + { + float angle = directionAngleStep * directionIndex; + + vec2 direction = RotateDirection(vec2(cos(angle), sin(angle)), rand.xy); + float rayPixels = (rand.z * stepSizePixels + 1.0); + + for (float StepIndex = 0.0; StepIndex < NUM_STEPS; ++StepIndex) + { + vec2 sampleUV = round(rayPixels * direction) * InvFullResolution + TexCoord; + vec3 samplePos = FetchViewPos(sampleUV); + ao += ComputeSampleAO(viewPosition, viewNormal, samplePos); + rayPixels += stepSizePixels; + } + } + + ao *= AOMultiplier / (NUM_DIRECTIONS * NUM_STEPS); + return clamp(1.0 - ao * 2.0, 0.0, 1.0); +} + +void main() +{ + vec3 viewPosition = FetchViewPos(TexCoord); + vec3 viewNormal = ReconstructNormal(viewPosition); + float occlusion = ComputeAO(viewPosition, viewNormal); + //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); + FragColor = vec4(occlusion, occlusion, occlusion, 1.0); +}