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Mark portals in scene alpha channel for the SSAO pass
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parent
c7c0ffadb5
commit
e025f6e54b
6 changed files with 18 additions and 7 deletions
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@ -170,8 +170,13 @@ void FGLRenderer::AmbientOccludeScene()
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mBuffers->BindSceneDepthTexture(0);
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mBuffers->BindSceneDepthTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->BindSceneColorTexture(1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE0);
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mLinearDepthShader->Bind(multisample);
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mLinearDepthShader->Bind(multisample);
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mLinearDepthShader->DepthTexture[multisample].Set(0);
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mLinearDepthShader->DepthTexture[multisample].Set(0);
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mLinearDepthShader->ColorTexture[multisample].Set(1);
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if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
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if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
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mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
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@ -423,14 +423,16 @@ void GLPortal::End(bool usestencil)
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(GL_LEQUAL);
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glDepthRange(0, 1);
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glDepthRange(0, 1);
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{
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{
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ScopedColorMask colorMask(0, 0, 0, 0);
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ScopedColorMask colorMask(0, 0, 0, 1); // mark portal in alpha channel but don't touch color
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// glColorMask(0,0,0,0); // no graphics
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gl_RenderState.SetEffect(EFF_STENCIL);
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gl_RenderState.SetEffect(EFF_STENCIL);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.BlendFunc(GL_ONE, GL_ZERO);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.Apply();
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DrawPortalStencil();
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DrawPortalStencil();
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gl_RenderState.SetEffect(EFF_NONE);
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gl_RenderState.SetEffect(EFF_NONE);
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableTexture(true);
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} // glColorMask(1, 1, 1, 1);
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}
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glDepthFunc(GL_LESS);
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glDepthFunc(GL_LESS);
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}
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}
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PortalAll.Unclock();
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PortalAll.Unclock();
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@ -60,6 +60,7 @@ void FLinearDepthShader::Bind(bool multisample)
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shader.Link("shaders/glsl/lineardepth");
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shader.Link("shaders/glsl/lineardepth");
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shader.SetAttribLocation(0, "PositionInProjection");
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shader.SetAttribLocation(0, "PositionInProjection");
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DepthTexture[multisample].Init(shader, "DepthTexture");
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DepthTexture[multisample].Init(shader, "DepthTexture");
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ColorTexture[multisample].Init(shader, "ColorTexture");
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SampleCount[multisample].Init(shader, "SampleCount");
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SampleCount[multisample].Init(shader, "SampleCount");
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LinearizeDepthA[multisample].Init(shader, "LinearizeDepthA");
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LinearizeDepthA[multisample].Init(shader, "LinearizeDepthA");
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LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
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LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
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@ -9,6 +9,7 @@ public:
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void Bind(bool multisample);
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void Bind(bool multisample);
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FBufferedUniformSampler DepthTexture[2];
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FBufferedUniformSampler DepthTexture[2];
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FBufferedUniformSampler ColorTexture[2];
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FBufferedUniform1i SampleCount[2];
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FBufferedUniform1i SampleCount[2];
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FBufferedUniform1f LinearizeDepthA[2];
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FBufferedUniform1f LinearizeDepthA[2];
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FBufferedUniform1f LinearizeDepthB[2];
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FBufferedUniform1f LinearizeDepthB[2];
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@ -4,9 +4,11 @@ out vec4 FragColor;
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#if defined(MULTISAMPLE)
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#if defined(MULTISAMPLE)
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uniform sampler2DMS DepthTexture;
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uniform sampler2DMS DepthTexture;
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uniform sampler2DMS ColorTexture;
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uniform int SampleCount;
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uniform int SampleCount;
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#else
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#else
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uniform sampler2D DepthTexture;
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uniform sampler2D DepthTexture;
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uniform sampler2D ColorTexture;
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#endif
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#endif
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uniform float LinearizeDepthA;
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uniform float LinearizeDepthA;
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@ -25,15 +27,15 @@ void main()
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ivec2 ipos = ivec2(uv * vec2(texSize));
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ivec2 ipos = ivec2(uv * vec2(texSize));
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float depth = 0.0;
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float depth = 0.0;
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for (int i = 0; i < SampleCount; i++)
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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 += texelFetch(ColorTexture, ipos, i).a != 0.0 ? texelFetch(DepthTexture, ipos, i).x : 1.0;
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depth /= float(SampleCount);
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depth /= float(SampleCount);
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#else
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#else
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/*ivec2 texSize = textureSize(DepthTexture, 0);
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/*ivec2 texSize = textureSize(DepthTexture, 0);
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ivec2 ipos = ivec2(uv * 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.x < 0) ipos.x += texSize.x;
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if (ipos.y < 0) ipos.y += texSize.y;
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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 = texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0;*/
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float depth = texture(DepthTexture, uv).x;
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float depth = texture(ColorTexture, uv).a != 0.0 ? texture(DepthTexture, uv).x : 1.0;
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#endif
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#endif
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float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
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float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
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@ -3,6 +3,6 @@ out vec4 FragColor;
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void main()
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void main()
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{
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{
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FragColor = vec4(1.0);
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FragColor = vec4(1.0, 1.0, 1.0, 0.0);
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}
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}
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