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https://github.com/ZDoom/qzdoom.git
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Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
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09bec67821
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c7c0ffadb5
5 changed files with 17 additions and 4 deletions
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@ -177,6 +177,8 @@ void FGLRenderer::AmbientOccludeScene()
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mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
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mLinearDepthShader->Scale[multisample].Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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// Apply ambient occlusion
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@ -236,7 +238,6 @@ void FGLRenderer::AmbientOccludeScene()
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mSSAOCombineShader->Bind();
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mSSAOCombineShader->AODepthTexture.Set(0);
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RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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@ -491,6 +491,8 @@ void FGLRenderer::DrawScene(int drawmode)
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RenderScene(recursion);
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AmbientOccludeScene();
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// Handle all portals after rendering the opaque objects but before
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// doing all translucent stuff
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recursion++;
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@ -65,6 +65,8 @@ void FLinearDepthShader::Bind(bool multisample)
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LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
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InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
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InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
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Scale[multisample].Init(shader, "Scale");
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Offset[multisample].Init(shader, "Offset");
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}
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shader.Bind();
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}
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@ -14,6 +14,8 @@ public:
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FBufferedUniform1f LinearizeDepthB[2];
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FBufferedUniform1f InverseDepthRangeA[2];
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FBufferedUniform1f InverseDepthRangeB[2];
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FBufferedUniform2f Scale[2];
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FBufferedUniform2f Offset[2];
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private:
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FShaderProgram mShader[2];
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@ -8,28 +8,34 @@ uniform int SampleCount;
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#else
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uniform sampler2D DepthTexture;
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#endif
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uniform float LinearizeDepthA;
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uniform float LinearizeDepthB;
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uniform float InverseDepthRangeA;
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uniform float InverseDepthRangeB;
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uniform vec2 Scale;
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uniform vec2 Offset;
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void main()
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{
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vec2 uv = Offset + TexCoord * Scale;
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#if defined(MULTISAMPLE)
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ivec2 texSize = textureSize(DepthTexture);
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ivec2 ipos = ivec2(TexCoord * vec2(texSize));
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ivec2 ipos = ivec2(uv * vec2(texSize));
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float depth = 0.0;
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for (int i = 0; i < SampleCount; i++)
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depth += texelFetch(DepthTexture, ipos, i).x;
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depth /= float(SampleCount);
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#else
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/*ivec2 texSize = textureSize(DepthTexture, 0);
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ivec2 ipos = ivec2(TexCoord * vec2(texSize));
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ivec2 ipos = ivec2(uv * vec2(texSize));
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if (ipos.x < 0) ipos.x += texSize.x;
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if (ipos.y < 0) ipos.y += texSize.y;
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float depth = texelFetch(DepthTexture, ipos, 0).x;*/
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float depth = texture(DepthTexture, TexCoord).x;
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float depth = texture(DepthTexture, uv).x;
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#endif
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float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
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FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
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}
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