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https://github.com/ZDoom/qzdoom.git
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- Simplify FGLRenderer::PostProcessScene
This commit is contained in:
parent
a7529ce3b4
commit
ecb5d69ae3
6 changed files with 290 additions and 275 deletions
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@ -57,182 +57,31 @@ void FGLRenderer::RenderScreenQuad()
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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hw_postprocess.fixedcm = fixedcm;
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hw_postprocess.SceneWidth = mBuffers->GetSceneWidth();
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hw_postprocess.SceneHeight = mBuffers->GetSceneHeight();
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hw_postprocess.DeclareShaders();
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hw_postprocess.UpdateTextures();
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hw_postprocess.UpdateSteps();
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mBuffers->BlitSceneToTexture();
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UpdateCameraExposure();
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mBuffers->CompileEffectShaders();
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mBuffers->UpdateEffectTextures();
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mBuffers->RenderEffect("UpdateCameraExposure");
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mCustomPostProcessShaders->Run("beforebloom");
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BloomScene(fixedcm);
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mBuffers->RenderEffect("BloomScene");
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mBuffers->BindCurrentFB();
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afterBloomDrawEndScene2D();
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TonemapScene();
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ColormapScene(fixedcm);
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LensDistortScene();
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ApplyFXAA();
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mBuffers->RenderEffect("TonemapScene");
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mBuffers->RenderEffect("ColormapScene");
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mBuffers->RenderEffect("LensDistortScene");
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mBuffers->RenderEffect("ApplyFXAA");
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mCustomPostProcessShaders->Run("scene");
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}
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void FGLRenderBuffers::RenderEffect(const FString &name)
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{
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// Create/update textures (To do: move out of RunEffect)
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{
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TMap<FString, PPTextureDesc>::Iterator it(hw_postprocess.Textures);
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TMap<FString, PPTextureDesc>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto &gltexture = GLTextures[pair->Key];
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auto &glframebuffer = GLTextureFBs[pair->Key];
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int glformat;
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switch (pair->Value.Format)
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{
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default:
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case PixelFormat::Rgba8: glformat = GL_RGBA8; break;
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case PixelFormat::Rgba16f: glformat = GL_RGBA16F; break;
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case PixelFormat::R32f: glformat = GL_R32F; break;
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}
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if (gltexture && (gltexture.Width != pair->Value.Width || gltexture.Height != pair->Value.Height))
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{
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glDeleteTextures(1, &gltexture.handle);
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glDeleteFramebuffers(1, &glframebuffer.handle);
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gltexture.handle = 0;
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glframebuffer.handle = 0;
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}
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if (!gltexture)
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{
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if (pair->Value.Data)
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gltexture = Create2DTexture(pair->Key.GetChars(), glformat, pair->Value.Width, pair->Value.Height, pair->Value.Data.get());
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else
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gltexture = Create2DTexture(pair->Key.GetChars(), glformat, pair->Value.Width, pair->Value.Height);
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gltexture.Width = pair->Value.Width;
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gltexture.Height = pair->Value.Height;
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glframebuffer = CreateFrameBuffer(pair->Key.GetChars(), gltexture);
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}
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}
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}
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// Compile shaders (To do: move out of RunEffect)
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{
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TMap<FString, PPShader>::Iterator it(hw_postprocess.Shaders);
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TMap<FString, PPShader>::Pair *pair;
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while (it.NextPair(pair))
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{
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const auto &desc = pair->Value;
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auto &glshader = GLShaders[pair->Key];
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if (!glshader)
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{
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glshader = std::make_unique<FShaderProgram>();
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FString prolog;
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if (!desc.Uniforms.empty())
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prolog = UniformBlockDecl::Create("Uniforms", desc.Uniforms, POSTPROCESS_BINDINGPOINT);
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prolog += desc.Defines;
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glshader->Compile(IShaderProgram::Vertex, desc.VertexShader, "", desc.Version);
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glshader->Compile(IShaderProgram::Fragment, desc.FragmentShader, prolog, desc.Version);
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glshader->Link(pair->Key.GetChars());
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if (!desc.Uniforms.empty())
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glshader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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}
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}
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}
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// Render the effect
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FGLDebug::PushGroup(name.GetChars());
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(3);
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for (const PPStep &step : hw_postprocess.Effects[name])
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{
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// Bind input textures
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for (unsigned int index = 0; index < step.Textures.Size(); index++)
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{
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const PPTextureInput &input = step.Textures[index];
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int filter = (input.Filter == PPFilterMode::Nearest) ? GL_NEAREST : GL_LINEAR;
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switch (input.Type)
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{
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default:
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case PPTextureType::CurrentPipelineTexture:
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BindCurrentTexture(index, filter);
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break;
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case PPTextureType::NextPipelineTexture:
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I_FatalError("PPTextureType::NextPipelineTexture not allowed as input\n");
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break;
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case PPTextureType::PPTexture:
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GLTextures[input.Texture].Bind(index, filter);
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break;
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}
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}
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// Set render target
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switch (step.Output.Type)
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{
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default:
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case PPTextureType::CurrentPipelineTexture:
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BindCurrentFB();
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break;
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case PPTextureType::NextPipelineTexture:
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BindNextFB();
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break;
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case PPTextureType::PPTexture:
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GLTextureFBs[step.Output.Texture].Bind();
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break;
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}
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// Set blend mode
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if (step.BlendMode.BlendOp == STYLEOP_Add && step.BlendMode.SrcAlpha == STYLEALPHA_One && step.BlendMode.DestAlpha == STYLEALPHA_Zero && step.BlendMode.Flags == 0)
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{
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glDisable(GL_BLEND);
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}
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else
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{
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// To do: support all the modes
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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if (step.BlendMode.SrcAlpha == STYLEALPHA_One && step.BlendMode.DestAlpha == STYLEALPHA_One)
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glBlendFunc(GL_ONE, GL_ONE);
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else
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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// Setup viewport
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glViewport(step.Viewport.left, step.Viewport.top, step.Viewport.width, step.Viewport.height);
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auto &shader = GLShaders[step.ShaderName];
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// Set uniforms
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if (step.Uniforms.Size > 0)
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{
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if (!shader->Uniforms)
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shader->Uniforms.reset(screen->CreateUniformBuffer(step.Uniforms.Size));
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shader->Uniforms->SetData(step.Uniforms.Data);
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shader->Uniforms->Bind(POSTPROCESS_BINDINGPOINT);
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}
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// Set shader
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shader->Bind(NOQUEUE);
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// Draw the screen quad
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GLRenderer->RenderScreenQuad();
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// Advance to next PP texture if our output was sent there
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if (step.Output.Type == PPTextureType::NextPipelineTexture)
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NextTexture();
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}
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glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Adds ambient occlusion to the scene
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@ -345,77 +194,25 @@ void FGLRenderer::AmbientOccludeScene(float m5)
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FGLDebug::PopGroup();
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}
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void FGLRenderer::UpdateCameraExposure()
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{
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PPCameraExposure exposure;
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exposure.DeclareShaders();
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exposure.UpdateTextures(mBuffers->GetSceneWidth(), mBuffers->GetSceneHeight());
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exposure.UpdateSteps();
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mBuffers->RenderEffect("UpdateCameraExposure");
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}
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void FGLRenderer::BloomScene(int fixedcm)
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{
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if (mBuffers->GetSceneWidth() <= 0 || mBuffers->GetSceneHeight() <= 0)
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return;
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PPBloom bloom;
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bloom.DeclareShaders();
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bloom.UpdateTextures(mBuffers->GetSceneWidth(), mBuffers->GetSceneHeight());
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bloom.UpdateSteps(fixedcm);
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mBuffers->RenderEffect("BloomScene");
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}
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void FGLRenderer::BlurScene(float gameinfobluramount)
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{
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if (mBuffers->GetSceneWidth() <= 0 || mBuffers->GetSceneHeight() <= 0)
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return;
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hw_postprocess.gameinfobluramount = gameinfobluramount;
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hw_postprocess.DeclareShaders();
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hw_postprocess.UpdateTextures();
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hw_postprocess.UpdateSteps();
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mBuffers->CompileEffectShaders();
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mBuffers->UpdateEffectTextures();
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PPBloom blur;
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blur.DeclareShaders();
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blur.UpdateTextures(mBuffers->GetSceneWidth(), mBuffers->GetSceneHeight());
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blur.UpdateBlurSteps(gameinfobluramount);
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mBuffers->RenderEffect("BlurScene");
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}
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void FGLRenderer::TonemapScene()
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{
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PPTonemap tonemap;
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tonemap.DeclareShaders();
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tonemap.UpdateTextures();
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tonemap.UpdateSteps();
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mBuffers->RenderEffect("TonemapScene");
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}
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void FGLRenderer::ClearTonemapPalette()
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{
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hw_postprocess.Textures.Remove("Tonemap.Palette");
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}
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void FGLRenderer::ColormapScene(int fixedcm)
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{
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PPColormap colormap;
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colormap.DeclareShaders();
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colormap.UpdateSteps(fixedcm);
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mBuffers->RenderEffect("ColormapScene");
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}
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void FGLRenderer::LensDistortScene()
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{
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PPLensDistort lens;
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lens.DeclareShaders();
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lens.UpdateSteps();
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mBuffers->RenderEffect("LensDistortScene");
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}
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void FGLRenderer::ApplyFXAA()
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{
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PPFXAA fxaa;
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fxaa.DeclareShaders();
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fxaa.UpdateSteps();
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mBuffers->RenderEffect("ApplyFXAA");
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}
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//-----------------------------------------------------------------------------
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//
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// Copies the rendered screen to its final destination
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@ -32,6 +32,8 @@
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include <random>
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CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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@ -586,13 +588,6 @@ void FGLRenderBuffers::BlitSceneToTexture()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void FGLRenderBuffers::BlitLinear(PPFrameBuffer src, PPFrameBuffer dest, int sx0, int sy0, int sx1, int sy1, int dx0, int dy0, int dx1, int dy1)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, src.handle);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dest.handle);
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glBlitFramebuffer(sx0, sy0, sx1, sy1, dx0, dy0, dx1, dy1, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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//==========================================================================
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//
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// Eye textures and their frame buffers
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@ -818,3 +813,183 @@ void FGLRenderBuffers::BindOutputFB()
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//==========================================================================
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bool FGLRenderBuffers::FailedCreate = false;
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//==========================================================================
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//
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// Creates or updates textures used by postprocess effects
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//
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//==========================================================================
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void FGLRenderBuffers::UpdateEffectTextures()
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{
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TMap<FString, PPTextureDesc>::Iterator it(hw_postprocess.Textures);
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TMap<FString, PPTextureDesc>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto &gltexture = GLTextures[pair->Key];
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auto &glframebuffer = GLTextureFBs[pair->Key];
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int glformat;
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switch (pair->Value.Format)
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{
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default:
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case PixelFormat::Rgba8: glformat = GL_RGBA8; break;
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case PixelFormat::Rgba16f: glformat = GL_RGBA16F; break;
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case PixelFormat::R32f: glformat = GL_R32F; break;
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}
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if (gltexture && (gltexture.Width != pair->Value.Width || gltexture.Height != pair->Value.Height))
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{
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glDeleteTextures(1, &gltexture.handle);
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glDeleteFramebuffers(1, &glframebuffer.handle);
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gltexture.handle = 0;
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glframebuffer.handle = 0;
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}
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if (!gltexture)
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{
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FGLPostProcessState savedState;
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if (pair->Value.Data)
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gltexture = Create2DTexture(pair->Key.GetChars(), glformat, pair->Value.Width, pair->Value.Height, pair->Value.Data.get());
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else
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gltexture = Create2DTexture(pair->Key.GetChars(), glformat, pair->Value.Width, pair->Value.Height);
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gltexture.Width = pair->Value.Width;
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gltexture.Height = pair->Value.Height;
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glframebuffer = CreateFrameBuffer(pair->Key.GetChars(), gltexture);
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}
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}
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}
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//==========================================================================
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//
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// Compile the shaders declared by post process effects
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//
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//==========================================================================
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void FGLRenderBuffers::CompileEffectShaders()
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{
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TMap<FString, PPShader>::Iterator it(hw_postprocess.Shaders);
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TMap<FString, PPShader>::Pair *pair;
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while (it.NextPair(pair))
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{
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const auto &desc = pair->Value;
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auto &glshader = GLShaders[pair->Key];
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if (!glshader)
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{
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glshader = std::make_unique<FShaderProgram>();
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FString prolog;
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if (!desc.Uniforms.empty())
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prolog = UniformBlockDecl::Create("Uniforms", desc.Uniforms, POSTPROCESS_BINDINGPOINT);
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prolog += desc.Defines;
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glshader->Compile(IShaderProgram::Vertex, desc.VertexShader, "", desc.Version);
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glshader->Compile(IShaderProgram::Fragment, desc.FragmentShader, prolog, desc.Version);
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glshader->Link(pair->Key.GetChars());
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if (!desc.Uniforms.empty())
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glshader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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}
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}
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}
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//==========================================================================
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//
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// Renders one post process effect
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//
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//==========================================================================
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void FGLRenderBuffers::RenderEffect(const FString &name)
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{
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FGLDebug::PushGroup(name.GetChars());
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(3);
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for (const PPStep &step : hw_postprocess.Effects[name])
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{
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// Bind input textures
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for (unsigned int index = 0; index < step.Textures.Size(); index++)
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{
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const PPTextureInput &input = step.Textures[index];
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int filter = (input.Filter == PPFilterMode::Nearest) ? GL_NEAREST : GL_LINEAR;
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switch (input.Type)
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{
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default:
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case PPTextureType::CurrentPipelineTexture:
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BindCurrentTexture(index, filter);
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break;
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case PPTextureType::NextPipelineTexture:
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I_FatalError("PPTextureType::NextPipelineTexture not allowed as input\n");
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break;
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case PPTextureType::PPTexture:
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GLTextures[input.Texture].Bind(index, filter);
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break;
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}
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}
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// Set render target
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switch (step.Output.Type)
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{
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default:
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case PPTextureType::CurrentPipelineTexture:
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BindCurrentFB();
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break;
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case PPTextureType::NextPipelineTexture:
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BindNextFB();
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break;
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case PPTextureType::PPTexture:
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GLTextureFBs[step.Output.Texture].Bind();
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break;
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}
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// Set blend mode
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if (step.BlendMode.BlendOp == STYLEOP_Add && step.BlendMode.SrcAlpha == STYLEALPHA_One && step.BlendMode.DestAlpha == STYLEALPHA_Zero && step.BlendMode.Flags == 0)
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{
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glDisable(GL_BLEND);
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}
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else
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{
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// To do: support all the modes
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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if (step.BlendMode.SrcAlpha == STYLEALPHA_One && step.BlendMode.DestAlpha == STYLEALPHA_One)
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glBlendFunc(GL_ONE, GL_ONE);
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else
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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// Setup viewport
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glViewport(step.Viewport.left, step.Viewport.top, step.Viewport.width, step.Viewport.height);
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auto &shader = GLShaders[step.ShaderName];
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// Set uniforms
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if (step.Uniforms.Size > 0)
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{
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if (!shader->Uniforms)
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shader->Uniforms.reset(screen->CreateUniformBuffer(step.Uniforms.Size));
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shader->Uniforms->SetData(step.Uniforms.Data);
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shader->Uniforms->Bind(POSTPROCESS_BINDINGPOINT);
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}
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// Set shader
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shader->Bind(NOQUEUE);
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// Draw the screen quad
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GLRenderer->RenderScreenQuad();
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// Advance to next PP texture if our output was sent there
|
||||
if (step.Output.Type == PPTextureType::NextPipelineTexture)
|
||||
NextTexture();
|
||||
}
|
||||
|
||||
glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
|
||||
|
||||
FGLDebug::PopGroup();
|
||||
}
|
||||
|
|
|
@ -64,6 +64,8 @@ public:
|
|||
|
||||
bool Setup(int width, int height, int sceneWidth, int sceneHeight);
|
||||
|
||||
void UpdateEffectTextures();
|
||||
void CompileEffectShaders();
|
||||
void RenderEffect(const FString &name);
|
||||
|
||||
TMap<PPTextureName, PPTexture> GLTextures;
|
||||
|
@ -77,8 +79,6 @@ public:
|
|||
void BindSceneDepthTexture(int index);
|
||||
void BlitSceneToTexture();
|
||||
|
||||
void BlitLinear(PPFrameBuffer src, PPFrameBuffer dest, int sx0, int sy0, int sx1, int sy1, int dx0, int dy0, int dx1, int dy1);
|
||||
|
||||
void BindCurrentTexture(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE);
|
||||
void BindCurrentFB();
|
||||
void BindNextFB();
|
||||
|
@ -107,8 +107,6 @@ public:
|
|||
enum { NumAmbientRandomTextures = 3 };
|
||||
PPTexture AmbientRandomTexture[NumAmbientRandomTextures];
|
||||
|
||||
static bool IsEnabled();
|
||||
|
||||
int GetWidth() const { return mWidth; }
|
||||
int GetHeight() const { return mHeight; }
|
||||
|
||||
|
|
|
@ -108,13 +108,7 @@ public:
|
|||
void RenderScreenQuad();
|
||||
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
|
||||
void AmbientOccludeScene(float m5);
|
||||
void UpdateCameraExposure();
|
||||
void BloomScene(int fixedcm);
|
||||
void TonemapScene();
|
||||
void ColormapScene(int fixedcm);
|
||||
void ClearTonemapPalette();
|
||||
void LensDistortScene();
|
||||
void ApplyFXAA();
|
||||
void BlurScene(float gameinfobluramount);
|
||||
void CopyToBackbuffer(const IntRect *bounds, bool applyGamma);
|
||||
void DrawPresentTexture(const IntRect &box, bool applyGamma);
|
||||
|
|
|
@ -6,6 +6,24 @@
|
|||
|
||||
Postprocess hw_postprocess;
|
||||
|
||||
Postprocess::Postprocess()
|
||||
{
|
||||
Managers.Push(new PPBloom());
|
||||
Managers.Push(new PPLensDistort());
|
||||
Managers.Push(new PPFXAA());
|
||||
Managers.Push(new PPCameraExposure());
|
||||
Managers.Push(new PPColormap());
|
||||
Managers.Push(new PPTonemap());
|
||||
}
|
||||
|
||||
Postprocess::~Postprocess()
|
||||
{
|
||||
for (unsigned int i = 0; i < Managers.Size(); i++)
|
||||
delete Managers[i];
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void PPBloom::DeclareShaders()
|
||||
{
|
||||
hw_postprocess.Shaders["BloomCombine"] = { "shaders/glsl/bloomcombine.fp", "", {} };
|
||||
|
@ -14,8 +32,11 @@ void PPBloom::DeclareShaders()
|
|||
hw_postprocess.Shaders["BlurHorizontal"] = { "shaders/glsl/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
|
||||
}
|
||||
|
||||
void PPBloom::UpdateTextures(int width, int height)
|
||||
void PPBloom::UpdateTextures()
|
||||
{
|
||||
int width = hw_postprocess.SceneWidth;
|
||||
int height = hw_postprocess.SceneHeight;
|
||||
|
||||
// No scene, no bloom!
|
||||
if (width <= 0 || height <= 0)
|
||||
return;
|
||||
|
@ -42,10 +63,12 @@ void PPBloom::UpdateTextures(int width, int height)
|
|||
}
|
||||
}
|
||||
|
||||
void PPBloom::UpdateSteps(int fixedcm)
|
||||
void PPBloom::UpdateSteps()
|
||||
{
|
||||
UpdateBlurSteps();
|
||||
|
||||
// Only bloom things if enabled and no special fixed light mode is active
|
||||
if (!gl_bloom || fixedcm != CM_DEFAULT || gl_ssao_debug)
|
||||
if (!gl_bloom || hw_postprocess.fixedcm != CM_DEFAULT || gl_ssao_debug || hw_postprocess.SceneWidth <= 0 || hw_postprocess.SceneHeight <= 0)
|
||||
{
|
||||
hw_postprocess.Effects["BloomScene"] = {};
|
||||
return;
|
||||
|
@ -117,14 +140,14 @@ void PPBloom::UpdateSteps(int fixedcm)
|
|||
hw_postprocess.Effects["BloomScene"] = steps;
|
||||
}
|
||||
|
||||
void PPBloom::UpdateBlurSteps(float gameinfobluramount)
|
||||
void PPBloom::UpdateBlurSteps()
|
||||
{
|
||||
// first, respect the CVar
|
||||
float blurAmount = gl_menu_blur;
|
||||
|
||||
// if CVar is negative, use the gameinfo entry
|
||||
if (gl_menu_blur < 0)
|
||||
blurAmount = gameinfobluramount;
|
||||
blurAmount = hw_postprocess.gameinfobluramount;
|
||||
|
||||
// if blurAmount == 0 or somehow still returns negative, exit to prevent a crash, clearly we don't want this
|
||||
if (blurAmount <= 0.0)
|
||||
|
@ -377,8 +400,11 @@ void PPCameraExposure::DeclareShaders()
|
|||
hw_postprocess.Shaders["ExposureCombine"] = { "shaders/glsl/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
|
||||
}
|
||||
|
||||
void PPCameraExposure::UpdateTextures(int width, int height)
|
||||
void PPCameraExposure::UpdateTextures()
|
||||
{
|
||||
int width = hw_postprocess.SceneWidth;
|
||||
int height = hw_postprocess.SceneHeight;
|
||||
|
||||
if (ExposureLevels.Size() > 0 && ExposureLevels[0].Viewport.width == width && ExposureLevels[0].Viewport.height == height)
|
||||
{
|
||||
return;
|
||||
|
@ -486,8 +512,10 @@ void PPColormap::DeclareShaders()
|
|||
hw_postprocess.Shaders["Colormap"] = { "shaders/glsl/colormap.fp", "", ColormapUniforms::Desc() };
|
||||
}
|
||||
|
||||
void PPColormap::UpdateSteps(int fixedcm)
|
||||
void PPColormap::UpdateSteps()
|
||||
{
|
||||
int fixedcm = hw_postprocess.fixedcm;
|
||||
|
||||
if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP)
|
||||
{
|
||||
hw_postprocess.Effects["ColormapScene"] = {};
|
||||
|
|
|
@ -201,12 +201,34 @@ public:
|
|||
int Version = 330;
|
||||
};
|
||||
|
||||
class PPEffectManager
|
||||
{
|
||||
public:
|
||||
virtual void DeclareShaders() { }
|
||||
virtual void UpdateTextures() { }
|
||||
virtual void UpdateSteps() { }
|
||||
};
|
||||
|
||||
class Postprocess
|
||||
{
|
||||
public:
|
||||
Postprocess();
|
||||
~Postprocess();
|
||||
|
||||
void DeclareShaders() { for (unsigned int i = 0; i < Managers.Size(); i++) Managers[i]->DeclareShaders(); }
|
||||
void UpdateTextures() { for (unsigned int i = 0; i < Managers.Size(); i++) Managers[i]->UpdateTextures(); }
|
||||
void UpdateSteps() { for (unsigned int i = 0; i < Managers.Size(); i++) Managers[i]->UpdateSteps(); }
|
||||
|
||||
int SceneWidth = 0;
|
||||
int SceneHeight = 0;
|
||||
int fixedcm;
|
||||
float gameinfobluramount;
|
||||
|
||||
TMap<FString, TArray<PPStep>> Effects;
|
||||
TMap<FString, PPTextureDesc> Textures;
|
||||
TMap<FString, PPShader> Shaders;
|
||||
|
||||
TArray<PPEffectManager*> Managers;
|
||||
};
|
||||
|
||||
extern Postprocess hw_postprocess;
|
||||
|
@ -258,15 +280,16 @@ public:
|
|||
PPTextureName HTexture;
|
||||
};
|
||||
|
||||
class PPBloom
|
||||
class PPBloom : public PPEffectManager
|
||||
{
|
||||
public:
|
||||
void DeclareShaders();
|
||||
void UpdateTextures(int sceneWidth, int sceneHeight);
|
||||
void UpdateSteps(int fixedcm);
|
||||
void UpdateBlurSteps(float gameinfobluramount);
|
||||
void DeclareShaders() override;
|
||||
void UpdateTextures() override;
|
||||
void UpdateSteps() override;
|
||||
|
||||
private:
|
||||
void UpdateBlurSteps();
|
||||
|
||||
PPStep BlurStep(const BlurUniforms &blurUniforms, PPTextureName input, PPTextureName output, PPViewport viewport, bool vertical);
|
||||
|
||||
static float ComputeBlurGaussian(float n, float theta);
|
||||
|
@ -299,11 +322,11 @@ struct LensUniforms
|
|||
}
|
||||
};
|
||||
|
||||
class PPLensDistort
|
||||
class PPLensDistort : public PPEffectManager
|
||||
{
|
||||
public:
|
||||
void DeclareShaders();
|
||||
void UpdateSteps();
|
||||
void DeclareShaders() override;
|
||||
void UpdateSteps() override;
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -324,11 +347,11 @@ struct FXAAUniforms
|
|||
}
|
||||
};
|
||||
|
||||
class PPFXAA
|
||||
class PPFXAA : public PPEffectManager
|
||||
{
|
||||
public:
|
||||
void DeclareShaders();
|
||||
void UpdateSteps();
|
||||
void DeclareShaders() override;
|
||||
void UpdateSteps() override;
|
||||
|
||||
private:
|
||||
int GetMaxVersion();
|
||||
|
@ -378,12 +401,12 @@ public:
|
|||
PPTextureName Texture;
|
||||
};
|
||||
|
||||
class PPCameraExposure
|
||||
class PPCameraExposure : public PPEffectManager
|
||||
{
|
||||
public:
|
||||
void DeclareShaders();
|
||||
void UpdateTextures(int sceneWidth, int sceneHeight);
|
||||
void UpdateSteps();
|
||||
void DeclareShaders() override;
|
||||
void UpdateTextures() override;
|
||||
void UpdateSteps() override;
|
||||
|
||||
private:
|
||||
TArray<PPExposureLevel> ExposureLevels;
|
||||
|
@ -407,21 +430,21 @@ struct ColormapUniforms
|
|||
}
|
||||
};
|
||||
|
||||
class PPColormap
|
||||
class PPColormap : public PPEffectManager
|
||||
{
|
||||
public:
|
||||
void DeclareShaders();
|
||||
void UpdateSteps(int fixedcm);
|
||||
void DeclareShaders() override;
|
||||
void UpdateSteps() override;
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
class PPTonemap
|
||||
class PPTonemap : public PPEffectManager
|
||||
{
|
||||
public:
|
||||
void DeclareShaders();
|
||||
void UpdateTextures();
|
||||
void UpdateSteps();
|
||||
void DeclareShaders() override;
|
||||
void UpdateTextures() override;
|
||||
void UpdateSteps() override;
|
||||
|
||||
enum TonemapMode
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue