mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 08:31:45 +00:00
Merge branch 'bloom' of https://github.com/dpjudas/zdoom
This commit is contained in:
commit
f4cbde856b
31 changed files with 1412 additions and 194 deletions
|
@ -1062,6 +1062,7 @@ set( FASTMATH_SOURCES
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|||
gl/renderer/gl_renderstate.cpp
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||||
gl/renderer/gl_renderbuffers.cpp
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gl/renderer/gl_lightdata.cpp
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||||
gl/renderer/gl_postprocess.cpp
|
||||
gl/hqnx/init.cpp
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||||
gl/hqnx/hq2x.cpp
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||||
gl/hqnx/hq3x.cpp
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||||
|
@ -1106,6 +1107,9 @@ set( FASTMATH_SOURCES
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|||
gl/shaders/gl_texshader.cpp
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gl/shaders/gl_shaderprogram.cpp
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gl/shaders/gl_presentshader.cpp
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gl/shaders/gl_bloomshader.cpp
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||||
gl/shaders/gl_blurshader.cpp
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gl/shaders/gl_tonemapshader.cpp
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gl/system/gl_interface.cpp
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||||
gl/system/gl_framebuffer.cpp
|
||||
gl/system/gl_menu.cpp
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||||
|
|
346
src/gl/renderer/gl_postprocess.cpp
Normal file
346
src/gl/renderer/gl_postprocess.cpp
Normal file
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@ -0,0 +1,346 @@
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|||
/*
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||||
** gl_postprocess.cpp
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||||
** Post processing effects in the render pipeline
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||||
**
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||||
**---------------------------------------------------------------------------
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||||
** 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.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
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#include "gl/system/gl_system.h"
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#include "gi.h"
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#include "m_png.h"
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#include "m_random.h"
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#include "st_stuff.h"
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#include "dobject.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "r_data/r_interpolate.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "p_effect.h"
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#include "sbar.h"
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#include "po_man.h"
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#include "r_utility.h"
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#include "a_hexenglobal.h"
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#include "p_local.h"
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#include "gl/gl_functions.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_tonemapshader.h"
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#include "gl/shaders/gl_presentshader.h"
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(Float, gl_bloom_amount, 1.4f, 0)
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CVAR(Float, gl_exposure, 0.0f, 0)
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CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 4)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 7;
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||||
}
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||||
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EXTERN_CVAR(Float, vid_brightness)
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||||
EXTERN_CVAR(Float, vid_contrast)
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|
||||
//-----------------------------------------------------------------------------
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//
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||||
// Adds bloom contribution to scene texture
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//
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||||
//-----------------------------------------------------------------------------
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void FGLRenderer::BloomScene()
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{
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||||
// Only bloom things if enabled and no special fixed light mode is active
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if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
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return;
|
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|
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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|
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// TBD: Maybe need a better way to share state with other parts of the pipeline
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GLboolean blendEnabled, scissorEnabled;
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GLint currentProgram, blendEquationRgb, blendEquationAlpha, blendSrcRgb, blendSrcAlpha, blendDestRgb, blendDestAlpha;
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
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glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
|
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
|
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glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
|
||||
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
|
||||
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
|
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glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
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|
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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const auto &level0 = mBuffers->BloomLevels[0];
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// Extract blooming pixels from scene texture:
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glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindSceneTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mBloomExtractShader->Bind();
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mBloomExtractShader->SceneTexture.Set(0);
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mBloomExtractShader->Exposure.Set(mCameraExposure);
|
||||
{
|
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FFlatVertex *ptr = mVBO->GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
|
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mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
}
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
// Blur and downscale:
|
||||
for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
|
||||
{
|
||||
const auto &level = mBuffers->BloomLevels[i];
|
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const auto &next = mBuffers->BloomLevels[i + 1];
|
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mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
|
||||
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
|
||||
}
|
||||
|
||||
// Blur and upscale:
|
||||
for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
|
||||
{
|
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const auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i - 1];
|
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|
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mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
|
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mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
|
||||
|
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// Linear upscale:
|
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glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
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glViewport(0, 0, next.Width, next.Height);
|
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glActiveTexture(GL_TEXTURE0);
|
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glBindTexture(GL_TEXTURE_2D, level.VTexture);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
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mBloomCombineShader->Bind();
|
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mBloomCombineShader->BloomTexture.Set(0);
|
||||
{
|
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FFlatVertex *ptr = mVBO->GetBuffer();
|
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
|
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mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
}
|
||||
}
|
||||
|
||||
mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
|
||||
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
|
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|
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// Add bloom back to scene texture:
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mBuffers->BindSceneFB();
|
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glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
|
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glEnable(GL_BLEND);
|
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glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
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glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, level0.VTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
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mBloomCombineShader->Bind();
|
||||
mBloomCombineShader->BloomTexture.Set(0);
|
||||
{
|
||||
FFlatVertex *ptr = mVBO->GetBuffer();
|
||||
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
|
||||
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
}
|
||||
|
||||
if (blendEnabled)
|
||||
glEnable(GL_BLEND);
|
||||
if (scissorEnabled)
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
|
||||
glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
|
||||
glUseProgram(currentProgram);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Tonemap scene texture and place the result in the HUD/2D texture
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLRenderer::TonemapScene()
|
||||
{
|
||||
if (gl_tonemap == 0)
|
||||
return;
|
||||
|
||||
GLboolean blendEnabled, scissorEnabled;
|
||||
glGetBooleanv(GL_BLEND, &blendEnabled);
|
||||
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
mBuffers->BindHudFB();
|
||||
mBuffers->BindSceneTexture(0);
|
||||
mTonemapShader->Bind();
|
||||
mTonemapShader->SceneTexture.Set(0);
|
||||
mTonemapShader->Exposure.Set(mCameraExposure);
|
||||
|
||||
FFlatVertex *ptr = mVBO->GetBuffer();
|
||||
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
|
||||
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
|
||||
if (blendEnabled)
|
||||
glEnable(GL_BLEND);
|
||||
if (scissorEnabled)
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Gamma correct while copying to frame buffer
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLRenderer::Flush()
|
||||
{
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
glDisable(GL_MULTISAMPLE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
mBuffers->BindOutputFB();
|
||||
|
||||
// Calculate letterbox
|
||||
int clientWidth = framebuffer->GetClientWidth();
|
||||
int clientHeight = framebuffer->GetClientHeight();
|
||||
float scaleX = clientWidth / (float)mOutputViewport.width;
|
||||
float scaleY = clientHeight / (float)mOutputViewport.height;
|
||||
float scale = MIN(scaleX, scaleY);
|
||||
int width = (int)round(mOutputViewport.width * scale);
|
||||
int height = (int)round(mOutputViewport.height * scale);
|
||||
int x = (clientWidth - width) / 2;
|
||||
int y = (clientHeight - height) / 2;
|
||||
|
||||
// Black bars around the box:
|
||||
glViewport(0, 0, clientWidth, clientHeight);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
if (y > 0)
|
||||
{
|
||||
glScissor(0, 0, clientWidth, y);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
if (clientHeight - y - height > 0)
|
||||
{
|
||||
glScissor(0, y + height, clientWidth, clientHeight - y - height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
if (x > 0)
|
||||
{
|
||||
glScissor(0, y, x, height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
if (clientWidth - x - width > 0)
|
||||
{
|
||||
glScissor(x + width, y, clientWidth - x - width, height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
// Present what was rendered:
|
||||
glViewport(x, y, width, height);
|
||||
|
||||
GLboolean blendEnabled;
|
||||
GLint currentProgram;
|
||||
glGetBooleanv(GL_BLEND, &blendEnabled);
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
mPresentShader->Bind();
|
||||
mPresentShader->InputTexture.Set(0);
|
||||
if (framebuffer->IsHWGammaActive())
|
||||
{
|
||||
mPresentShader->Gamma.Set(1.0f);
|
||||
mPresentShader->Contrast.Set(1.0f);
|
||||
mPresentShader->Brightness.Set(0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
mPresentShader->Gamma.Set(clamp<float>(Gamma, 0.1f, 4.f));
|
||||
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
|
||||
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
|
||||
}
|
||||
mBuffers->BindHudTexture(0);
|
||||
|
||||
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
||||
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
|
||||
if (blendEnabled)
|
||||
glEnable(GL_BLEND);
|
||||
glUseProgram(currentProgram);
|
||||
}
|
||||
}
|
|
@ -53,6 +53,8 @@
|
|||
#include "i_system.h"
|
||||
#include "doomerrors.h"
|
||||
|
||||
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Initialize render buffers and textures used in rendering passes
|
||||
|
@ -72,12 +74,51 @@ FGLRenderBuffers::FGLRenderBuffers()
|
|||
|
||||
FGLRenderBuffers::~FGLRenderBuffers()
|
||||
{
|
||||
if (mSceneFB != 0)
|
||||
glDeleteFramebuffers(1, &mSceneFB);
|
||||
if (mSceneTexture != 0)
|
||||
glDeleteTextures(1, &mSceneTexture);
|
||||
if (mSceneDepthStencil != 0)
|
||||
glDeleteRenderbuffers(1, &mSceneDepthStencil);
|
||||
Clear();
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::Clear()
|
||||
{
|
||||
for (int i = 0; i < NumBloomLevels; i++)
|
||||
{
|
||||
auto &level = BloomLevels[i];
|
||||
DeleteFrameBuffer(level.HFramebuffer);
|
||||
DeleteFrameBuffer(level.VFramebuffer);
|
||||
DeleteTexture(level.HTexture);
|
||||
DeleteTexture(level.VTexture);
|
||||
level = FGLBloomTextureLevel();
|
||||
}
|
||||
|
||||
DeleteFrameBuffer(mSceneFB);
|
||||
DeleteTexture(mSceneTexture);
|
||||
DeleteRenderBuffer(mSceneDepthStencil);
|
||||
DeleteRenderBuffer(mSceneDepth);
|
||||
DeleteRenderBuffer(mSceneStencil);
|
||||
DeleteFrameBuffer(mHudFB);
|
||||
DeleteTexture(mHudTexture);
|
||||
mWidth = 0;
|
||||
mHeight = 0;
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::DeleteTexture(GLuint &handle)
|
||||
{
|
||||
if (handle != 0)
|
||||
glDeleteTextures(1, &handle);
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::DeleteRenderBuffer(GLuint &handle)
|
||||
{
|
||||
if (handle != 0)
|
||||
glDeleteRenderbuffers(1, &handle);
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle)
|
||||
{
|
||||
if (handle != 0)
|
||||
glDeleteFramebuffers(1, &handle);
|
||||
handle = 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -92,38 +133,124 @@ void FGLRenderBuffers::Setup(int width, int height)
|
|||
if (width <= mWidth && height <= mHeight)
|
||||
return;
|
||||
|
||||
if (mSceneFB != 0)
|
||||
glDeleteFramebuffers(1, &mSceneFB);
|
||||
if (mSceneTexture != 0)
|
||||
glDeleteTextures(1, &mSceneTexture);
|
||||
if (mSceneDepthStencil != 0)
|
||||
glDeleteRenderbuffers(1, &mSceneDepthStencil);
|
||||
Clear();
|
||||
|
||||
glGenFramebuffers(1, &mSceneFB);
|
||||
glGenTextures(1, &mSceneTexture);
|
||||
glGenRenderbuffers(1, &mSceneDepthStencil);
|
||||
GLuint hdrFormat = ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
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);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
mSceneTexture = Create2DTexture(hdrFormat, width, height);
|
||||
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
|
||||
{
|
||||
mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, width, height);
|
||||
mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, width, height);
|
||||
mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepth, mSceneStencil);
|
||||
}
|
||||
else
|
||||
{
|
||||
mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, width, height);
|
||||
mSceneFB = CreateFrameBuffer(mSceneTexture, mSceneDepthStencil);
|
||||
}
|
||||
|
||||
mHudTexture = Create2DTexture(hdrFormat, width, height);
|
||||
mHudFB = CreateFrameBuffer(mHudTexture);
|
||||
|
||||
int bloomWidth = MAX(width / 2, 1);
|
||||
int bloomHeight = MAX(height / 2, 1);
|
||||
for (int i = 0; i < NumBloomLevels; i++)
|
||||
{
|
||||
auto &level = BloomLevels[i];
|
||||
level.Width = MAX(bloomWidth / 2, 1);
|
||||
level.Height = MAX(bloomHeight / 2, 1);
|
||||
|
||||
level.VTexture = Create2DTexture(hdrFormat, level.Width, level.Height);
|
||||
level.HTexture = Create2DTexture(hdrFormat, level.Width, level.Height);
|
||||
level.VFramebuffer = CreateFrameBuffer(level.VTexture);
|
||||
level.HFramebuffer = CreateFrameBuffer(level.HTexture);
|
||||
|
||||
bloomWidth = level.Width;
|
||||
bloomHeight = level.Height;
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, mSceneDepthStencil);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mSceneTexture, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mSceneDepthStencil);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
|
||||
|
||||
mWidth = width;
|
||||
mHeight = height;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates a 2D texture defaulting to linear filtering and clamp to edge
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
GLuint FGLRenderBuffers::Create2DTexture(GLuint format, int width, int height)
|
||||
{
|
||||
GLuint type = (format == GL_RGBA16F) ? GL_FLOAT : GL_UNSIGNED_BYTE;
|
||||
GLuint handle = 0;
|
||||
glGenTextures(1, &handle);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, handle);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr);
|
||||
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);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
return handle;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates a render buffer
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int width, int height)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenRenderbuffers(1, &handle);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, handle);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
|
||||
return handle;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates a frame buffer
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenFramebuffers(1, &handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
||||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenFramebuffers(1, &handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
|
||||
return handle;
|
||||
}
|
||||
|
||||
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil)
|
||||
{
|
||||
GLuint handle = 0;
|
||||
glGenFramebuffers(1, &handle);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, handle);
|
||||
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);
|
||||
return handle;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Makes the scene frame buffer active
|
||||
|
@ -135,6 +262,20 @@ void FGLRenderBuffers::BindSceneFB()
|
|||
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Makes the 2D/HUD frame buffer active
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindHudFB()
|
||||
{
|
||||
if (gl_tonemap != 0)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mHudFB);
|
||||
else
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Makes the screen frame buffer active
|
||||
|
@ -154,6 +295,32 @@ void FGLRenderBuffers::BindOutputFB()
|
|||
|
||||
void FGLRenderBuffers::BindSceneTexture(int index)
|
||||
{
|
||||
glActiveTexture(index);
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds the 2D/HUD frame buffer texture to the specified texture unit
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BindHudTexture(int index)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
if (gl_tonemap != 0)
|
||||
glBindTexture(GL_TEXTURE_2D, mHudTexture);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Returns true if render buffers are supported and should be used
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool FGLRenderBuffers::IsEnabled()
|
||||
{
|
||||
return gl_renderbuffers && gl.glslversion != 0;
|
||||
}
|
||||
|
|
|
@ -3,6 +3,17 @@
|
|||
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
|
||||
class FGLBloomTextureLevel
|
||||
{
|
||||
public:
|
||||
GLuint VTexture = 0;
|
||||
GLuint VFramebuffer = 0;
|
||||
GLuint HTexture = 0;
|
||||
GLuint HFramebuffer = 0;
|
||||
GLuint Width = 0;
|
||||
GLuint Height = 0;
|
||||
};
|
||||
|
||||
class FGLRenderBuffers
|
||||
{
|
||||
public:
|
||||
|
@ -11,18 +22,37 @@ public:
|
|||
|
||||
void Setup(int width, int height);
|
||||
void BindSceneFB();
|
||||
void BindHudFB();
|
||||
void BindOutputFB();
|
||||
void BindSceneTexture(int index);
|
||||
void BindHudTexture(int index);
|
||||
|
||||
static bool IsSupported() { return gl.version >= 3.3f; }
|
||||
enum { NumBloomLevels = 4 };
|
||||
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
|
||||
|
||||
static bool IsEnabled();
|
||||
|
||||
private:
|
||||
void Clear();
|
||||
GLuint Create2DTexture(GLuint format, int width, int height);
|
||||
GLuint CreateRenderBuffer(GLuint format, int width, int height);
|
||||
GLuint CreateFrameBuffer(GLuint colorbuffer);
|
||||
GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil);
|
||||
GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil);
|
||||
void DeleteTexture(GLuint &handle);
|
||||
void DeleteRenderBuffer(GLuint &handle);
|
||||
void DeleteFrameBuffer(GLuint &handle);
|
||||
|
||||
int mWidth = 0;
|
||||
int mHeight = 0;
|
||||
|
||||
GLuint mSceneTexture = 0;
|
||||
GLuint mSceneDepthStencil = 0;
|
||||
GLuint mSceneDepth = 0;
|
||||
GLuint mSceneStencil = 0;
|
||||
GLuint mSceneFB = 0;
|
||||
GLuint mHudTexture = 0;
|
||||
GLuint mHudFB = 0;
|
||||
GLuint mOutputFB = 0;
|
||||
};
|
||||
|
||||
|
|
|
@ -62,6 +62,9 @@
|
|||
#include "gl/data/gl_vertexbuffer.h"
|
||||
#include "gl/scene/gl_drawinfo.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/shaders/gl_bloomshader.h"
|
||||
#include "gl/shaders/gl_blurshader.h"
|
||||
#include "gl/shaders/gl_tonemapshader.h"
|
||||
#include "gl/shaders/gl_presentshader.h"
|
||||
#include "gl/textures/gl_texture.h"
|
||||
#include "gl/textures/gl_translate.h"
|
||||
|
@ -110,6 +113,10 @@ void gl_FlushModels();
|
|||
void FGLRenderer::Initialize()
|
||||
{
|
||||
mBuffers = new FGLRenderBuffers();
|
||||
mBloomExtractShader = new FBloomExtractShader();
|
||||
mBloomCombineShader = new FBloomCombineShader();
|
||||
mBlurShader = new FBlurShader();
|
||||
mTonemapShader = new FTonemapShader();
|
||||
mPresentShader = new FPresentShader();
|
||||
|
||||
// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
|
||||
|
@ -160,6 +167,10 @@ FGLRenderer::~FGLRenderer()
|
|||
}
|
||||
if (mBuffers) delete mBuffers;
|
||||
if (mPresentShader) delete mPresentShader;
|
||||
if (mBloomExtractShader) delete mBloomExtractShader;
|
||||
if (mBloomCombineShader) delete mBloomCombineShader;
|
||||
if (mBlurShader) delete mBlurShader;
|
||||
if (mTonemapShader) delete mTonemapShader;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -224,10 +235,13 @@ void FGLRenderer::SetupLevel()
|
|||
|
||||
void FGLRenderer::Begin2D()
|
||||
{
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
mBuffers->Setup(framebuffer->GetWidth(), framebuffer->GetHeight());
|
||||
mBuffers->BindSceneFB();
|
||||
if (mDrawingScene2D)
|
||||
mBuffers->BindSceneFB();
|
||||
else
|
||||
mBuffers->BindHudFB();
|
||||
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -19,6 +19,10 @@ class FLightBuffer;
|
|||
class FSamplerManager;
|
||||
class DPSprite;
|
||||
class FGLRenderBuffers;
|
||||
class FBloomExtractShader;
|
||||
class FBloomCombineShader;
|
||||
class FBlurShader;
|
||||
class FTonemapShader;
|
||||
class FPresentShader;
|
||||
|
||||
inline float DEG2RAD(float deg)
|
||||
|
@ -82,6 +86,10 @@ public:
|
|||
int mOldFBID;
|
||||
|
||||
FGLRenderBuffers *mBuffers;
|
||||
FBloomExtractShader *mBloomExtractShader;
|
||||
FBloomCombineShader *mBloomCombineShader;
|
||||
FBlurShader *mBlurShader;
|
||||
FTonemapShader *mTonemapShader;
|
||||
FPresentShader *mPresentShader;
|
||||
|
||||
FTexture *gllight;
|
||||
|
@ -100,6 +108,8 @@ public:
|
|||
|
||||
GL_IRECT mOutputViewportLB;
|
||||
GL_IRECT mOutputViewport;
|
||||
bool mDrawingScene2D = false;
|
||||
float mCameraExposure = 1.0f;
|
||||
|
||||
FGLRenderer(OpenGLFrameBuffer *fb);
|
||||
~FGLRenderer() ;
|
||||
|
@ -107,7 +117,7 @@ public:
|
|||
angle_t FrustumAngle();
|
||||
void SetViewArea();
|
||||
void SetOutputViewport(GL_IRECT *bounds);
|
||||
void Set3DViewport();
|
||||
void Set3DViewport(bool toscreen);
|
||||
void Reset3DViewport();
|
||||
sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
|
||||
void RenderView(player_t *player);
|
||||
|
@ -147,6 +157,8 @@ public:
|
|||
void SetFixedColormap (player_t *player);
|
||||
void WriteSavePic (player_t *player, FILE *file, int width, int height);
|
||||
void EndDrawScene(sector_t * viewsector);
|
||||
void BloomScene();
|
||||
void TonemapScene();
|
||||
void Flush();
|
||||
|
||||
void SetProjection(float fov, float ratio, float fovratio);
|
||||
|
|
|
@ -72,7 +72,6 @@
|
|||
#include "gl/scene/gl_drawinfo.h"
|
||||
#include "gl/scene/gl_portal.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/shaders/gl_presentshader.h"
|
||||
#include "gl/stereo3d/gl_stereo3d.h"
|
||||
#include "gl/stereo3d/scoped_view_shifter.h"
|
||||
#include "gl/textures/gl_translate.h"
|
||||
|
@ -95,8 +94,6 @@ CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|||
|
||||
EXTERN_CVAR (Bool, cl_capfps)
|
||||
EXTERN_CVAR (Bool, r_deathcamera)
|
||||
EXTERN_CVAR(Float, vid_brightness)
|
||||
EXTERN_CVAR(Float, vid_contrast)
|
||||
|
||||
|
||||
extern int viewpitch;
|
||||
|
@ -160,7 +157,7 @@ void FGLRenderer::SetViewArea()
|
|||
|
||||
void FGLRenderer::Reset3DViewport()
|
||||
{
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
|
||||
else
|
||||
glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
|
||||
|
@ -172,10 +169,10 @@ void FGLRenderer::Reset3DViewport()
|
|||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLRenderer::Set3DViewport()
|
||||
void FGLRenderer::Set3DViewport(bool toscreen)
|
||||
{
|
||||
const auto &bounds = mOutputViewportLB;
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
if (toscreen && FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
mBuffers->Setup(mOutputViewport.width, mOutputViewport.height);
|
||||
mBuffers->BindSceneFB();
|
||||
|
@ -204,97 +201,6 @@ void FGLRenderer::Set3DViewport()
|
|||
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Run post processing steps and copy to frame buffer
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLRenderer::Flush()
|
||||
{
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
{
|
||||
glDisable(GL_MULTISAMPLE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
mBuffers->BindOutputFB();
|
||||
|
||||
// Calculate letterbox
|
||||
int clientWidth = framebuffer->GetClientWidth();
|
||||
int clientHeight = framebuffer->GetClientHeight();
|
||||
float scaleX = clientWidth / (float)mOutputViewport.width;
|
||||
float scaleY = clientHeight / (float)mOutputViewport.height;
|
||||
float scale = MIN(scaleX, scaleY);
|
||||
int width = (int)round(mOutputViewport.width * scale);
|
||||
int height = (int)round(mOutputViewport.height * scale);
|
||||
int x = (clientWidth - width) / 2;
|
||||
int y = (clientHeight - height) / 2;
|
||||
|
||||
// Black bars around the box:
|
||||
glViewport(0, 0, clientWidth, clientHeight);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
if (y > 0)
|
||||
{
|
||||
glScissor(0, 0, clientWidth, y);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
if (clientHeight - y - height > 0)
|
||||
{
|
||||
glScissor(0, y + height, clientWidth, clientHeight - y - height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
if (x > 0)
|
||||
{
|
||||
glScissor(0, y, x, height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
if (clientWidth - x - width > 0)
|
||||
{
|
||||
glScissor(x + width, y, clientWidth - x - width, height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
// Present what was rendered:
|
||||
glViewport(x, y, width, height);
|
||||
|
||||
GLboolean blendEnabled;
|
||||
GLint currentProgram;
|
||||
glGetBooleanv(GL_BLEND, &blendEnabled);
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
mPresentShader->Bind();
|
||||
mPresentShader->InputTexture.Set(0);
|
||||
if (framebuffer->IsHWGammaActive())
|
||||
{
|
||||
mPresentShader->Gamma.Set(1.0f);
|
||||
mPresentShader->Contrast.Set(1.0f);
|
||||
mPresentShader->Brightness.Set(0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
mPresentShader->Gamma.Set(clamp<float>(Gamma, 0.1f, 4.f));
|
||||
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
|
||||
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
|
||||
}
|
||||
mBuffers->BindSceneTexture(0);
|
||||
|
||||
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
||||
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
|
||||
if (blendEnabled)
|
||||
glEnable(GL_BLEND);
|
||||
glUseProgram(currentProgram);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Setup the camera position
|
||||
|
@ -914,6 +820,20 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
mViewActor=camera;
|
||||
}
|
||||
|
||||
if (toscreen)
|
||||
{
|
||||
if (gl_exposure == 0.0f)
|
||||
{
|
||||
float light = viewsector->lightlevel / 255.0f;
|
||||
float exposure = MAX(1.0f + (1.0f - light * light) * 0.9f, 0.5f);
|
||||
mCameraExposure = mCameraExposure * 0.995f + exposure * 0.005f;
|
||||
}
|
||||
else
|
||||
{
|
||||
mCameraExposure = gl_exposure;
|
||||
}
|
||||
}
|
||||
|
||||
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
|
||||
retval = viewsector;
|
||||
|
||||
|
@ -927,7 +847,8 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
eye->SetUp();
|
||||
// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
|
||||
SetOutputViewport(bounds);
|
||||
Set3DViewport();
|
||||
Set3DViewport(toscreen);
|
||||
mDrawingScene2D = true;
|
||||
mCurrentFoV = fov;
|
||||
// Stereo mode specific perspective projection
|
||||
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
|
||||
|
@ -945,6 +866,12 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
|
||||
ProcessScene(toscreen);
|
||||
if (mainview) EndDrawScene(retval); // do not call this for camera textures.
|
||||
if (toscreen)
|
||||
{
|
||||
BloomScene();
|
||||
TonemapScene();
|
||||
}
|
||||
mDrawingScene2D = false;
|
||||
eye->TearDown();
|
||||
}
|
||||
stereo3dMode.TearDown();
|
||||
|
|
79
src/gl/shaders/gl_bloomshader.cpp
Normal file
79
src/gl/shaders/gl_bloomshader.cpp
Normal file
|
@ -0,0 +1,79 @@
|
|||
/*
|
||||
** gl_bloomshader.cpp
|
||||
** Shaders used to do bloom
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** 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_bloomshader.h"
|
||||
|
||||
void FBloomExtractShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomextract.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", "", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/bloomextract");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
SceneTexture.Init(mShader, "SceneTexture");
|
||||
Exposure.Init(mShader, "ExposureAdjustment");
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
||||
|
||||
void FBloomCombineShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomcombine.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/bloomcombine");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
BloomTexture.Init(mShader, "Bloom");
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
29
src/gl/shaders/gl_bloomshader.h
Normal file
29
src/gl/shaders/gl_bloomshader.h
Normal file
|
@ -0,0 +1,29 @@
|
|||
#ifndef __GL_BLOOMSHADER_H
|
||||
#define __GL_BLOOMSHADER_H
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
|
||||
class FBloomExtractShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniform1i SceneTexture;
|
||||
FBufferedUniform1f Exposure;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
class FBloomCombineShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniform1i BloomTexture;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
#endif
|
257
src/gl/shaders/gl_blurshader.cpp
Normal file
257
src/gl/shaders/gl_blurshader.cpp
Normal file
|
@ -0,0 +1,257 @@
|
|||
/*
|
||||
** gl_blurshader.cpp
|
||||
** Gaussian blur shader
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** 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_blurshader.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Performs a vertical gaussian blur pass
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FBlurShader::BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
|
||||
{
|
||||
Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, true);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Performs a horizontal gaussian blur pass
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FBlurShader::BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
|
||||
{
|
||||
Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, false);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Helper for BlurVertical and BlurHorizontal. Executes the actual pass
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FBlurShader::Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical)
|
||||
{
|
||||
BlurSetup *setup = GetSetup(blurAmount, sampleCount);
|
||||
if (vertical)
|
||||
setup->VerticalShader->Bind();
|
||||
else
|
||||
setup->HorizontalShader->Bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, inputTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer);
|
||||
glViewport(0, 0, width, height);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
FFlatVertex *ptr = vbo->GetBuffer();
|
||||
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
|
||||
vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Compiles the blur shaders needed for the specified blur amount and
|
||||
// kernel size
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FBlurShader::BlurSetup *FBlurShader::GetSetup(float blurAmount, int sampleCount)
|
||||
{
|
||||
for (size_t mBlurSetupIndex = 0; mBlurSetupIndex < mBlurSetups.Size(); mBlurSetupIndex++)
|
||||
{
|
||||
if (mBlurSetups[mBlurSetupIndex].blurAmount == blurAmount && mBlurSetups[mBlurSetupIndex].sampleCount == sampleCount)
|
||||
{
|
||||
return &mBlurSetups[mBlurSetupIndex];
|
||||
}
|
||||
}
|
||||
|
||||
BlurSetup blurSetup(blurAmount, sampleCount);
|
||||
|
||||
FString vertexCode = VertexShaderCode();
|
||||
FString horizontalCode = FragmentShaderCode(blurAmount, sampleCount, false);
|
||||
FString verticalCode = FragmentShaderCode(blurAmount, sampleCount, true);
|
||||
|
||||
blurSetup.VerticalShader = std::make_shared<FShaderProgram>();
|
||||
blurSetup.VerticalShader->Compile(FShaderProgram::Vertex, "vertical blur vertex shader", vertexCode, "", 330);
|
||||
blurSetup.VerticalShader->Compile(FShaderProgram::Fragment, "vertical blur fragment shader", verticalCode, "", 330);
|
||||
blurSetup.VerticalShader->SetFragDataLocation(0, "FragColor");
|
||||
blurSetup.VerticalShader->SetAttribLocation(0, "PositionInProjection");
|
||||
blurSetup.VerticalShader->Link("vertical blur");
|
||||
blurSetup.VerticalShader->Bind();
|
||||
glUniform1i(glGetUniformLocation(*blurSetup.VerticalShader.get(), "SourceTexture"), 0);
|
||||
|
||||
blurSetup.HorizontalShader = std::make_shared<FShaderProgram>();
|
||||
blurSetup.HorizontalShader->Compile(FShaderProgram::Vertex, "horizontal blur vertex shader", vertexCode, "", 330);
|
||||
blurSetup.HorizontalShader->Compile(FShaderProgram::Fragment, "horizontal blur fragment shader", horizontalCode, "", 330);
|
||||
blurSetup.HorizontalShader->SetFragDataLocation(0, "FragColor");
|
||||
blurSetup.HorizontalShader->SetAttribLocation(0, "PositionInProjection");
|
||||
blurSetup.HorizontalShader->Link("horizontal blur");
|
||||
blurSetup.HorizontalShader->Bind();
|
||||
glUniform1i(glGetUniformLocation(*blurSetup.HorizontalShader.get(), "SourceTexture"), 0);
|
||||
|
||||
mBlurSetups.Push(blurSetup);
|
||||
|
||||
return &mBlurSetups[mBlurSetups.Size() - 1];
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// The vertex shader GLSL code
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FBlurShader::VertexShaderCode()
|
||||
{
|
||||
return R"(
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = (gl_Position.xy + 1.0) * 0.5;
|
||||
}
|
||||
)";
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Generates the fragment shader GLSL code for a specific blur setup
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FBlurShader::FragmentShaderCode(float blurAmount, int sampleCount, bool vertical)
|
||||
{
|
||||
TArray<float> sampleWeights;
|
||||
TArray<int> sampleOffsets;
|
||||
ComputeBlurSamples(sampleCount, blurAmount, sampleWeights, sampleOffsets);
|
||||
|
||||
const char *fragmentShader =
|
||||
R"(
|
||||
in vec2 TexCoord;
|
||||
uniform sampler2D SourceTexture;
|
||||
out vec4 FragColor;
|
||||
void main()
|
||||
{
|
||||
FragColor = %s;
|
||||
}
|
||||
)";
|
||||
|
||||
FString loopCode;
|
||||
for (int i = 0; i < sampleCount; i++)
|
||||
{
|
||||
if (i > 0)
|
||||
loopCode += " + ";
|
||||
|
||||
if (vertical)
|
||||
loopCode.AppendFormat("\r\n\t\t\ttextureOffset(SourceTexture, TexCoord, ivec2(0, %d)) * %f", sampleOffsets[i], (double)sampleWeights[i]);
|
||||
else
|
||||
loopCode.AppendFormat("\r\n\t\t\ttextureOffset(SourceTexture, TexCoord, ivec2(%d, 0)) * %f", sampleOffsets[i], (double)sampleWeights[i]);
|
||||
}
|
||||
|
||||
FString code;
|
||||
code.Format(fragmentShader, loopCode.GetChars());
|
||||
return code;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Calculates the sample weight for a specific offset in the kernel
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
float FBlurShader::ComputeGaussian(float n, float theta) // theta = Blur Amount
|
||||
{
|
||||
return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Calculates the sample weights and offsets
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FBlurShader::ComputeBlurSamples(int sampleCount, float blurAmount, TArray<float> &sampleWeights, TArray<int> &sampleOffsets)
|
||||
{
|
||||
sampleWeights.Resize(sampleCount);
|
||||
sampleOffsets.Resize(sampleCount);
|
||||
|
||||
sampleWeights[0] = ComputeGaussian(0, blurAmount);
|
||||
sampleOffsets[0] = 0;
|
||||
|
||||
float totalWeights = sampleWeights[0];
|
||||
|
||||
for (int i = 0; i < sampleCount / 2; i++)
|
||||
{
|
||||
float weight = ComputeGaussian(i + 1.0f, blurAmount);
|
||||
|
||||
sampleWeights[i * 2 + 1] = weight;
|
||||
sampleWeights[i * 2 + 2] = weight;
|
||||
sampleOffsets[i * 2 + 1] = i + 1;
|
||||
sampleOffsets[i * 2 + 2] = -i - 1;
|
||||
|
||||
totalWeights += weight * 2;
|
||||
}
|
||||
|
||||
for (int i = 0; i < sampleCount; i++)
|
||||
{
|
||||
sampleWeights[i] /= totalWeights;
|
||||
}
|
||||
}
|
39
src/gl/shaders/gl_blurshader.h
Normal file
39
src/gl/shaders/gl_blurshader.h
Normal file
|
@ -0,0 +1,39 @@
|
|||
#ifndef __GL_BLURSHADER_H
|
||||
#define __GL_BLURSHADER_H
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
#include <memory>
|
||||
|
||||
class FFlatVertexBuffer;
|
||||
|
||||
class FBlurShader
|
||||
{
|
||||
public:
|
||||
void BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
|
||||
void BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
|
||||
|
||||
private:
|
||||
void Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical);
|
||||
|
||||
struct BlurSetup
|
||||
{
|
||||
BlurSetup(float blurAmount, int sampleCount) : blurAmount(blurAmount), sampleCount(sampleCount) { }
|
||||
|
||||
float blurAmount;
|
||||
int sampleCount;
|
||||
std::shared_ptr<FShaderProgram> VerticalShader;
|
||||
std::shared_ptr<FShaderProgram> HorizontalShader;
|
||||
};
|
||||
|
||||
BlurSetup *GetSetup(float blurAmount, int sampleCount);
|
||||
|
||||
FString VertexShaderCode();
|
||||
FString FragmentShaderCode(float blurAmount, int sampleCount, bool vertical);
|
||||
|
||||
float ComputeGaussian(float n, float theta);
|
||||
void ComputeBlurSamples(int sampleCount, float blurAmount, TArray<float> &sample_weights, TArray<int> &sample_offsets);
|
||||
|
||||
TArray<BlurSetup> mBlurSetups;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -53,8 +53,8 @@ void FPresentShader::Bind()
|
|||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp");
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp");
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp", "", 330);
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp", "", 330);
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/present");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
|
|
|
@ -56,48 +56,10 @@
|
|||
#include "gl/renderer/gl_renderstate.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/shaders/gl_shaderprogram.h"
|
||||
#include "gl/textures/gl_material.h"
|
||||
#include "gl/dynlights/gl_lightbuffer.h"
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// patch the shader source to work with
|
||||
// GLSL 1.2 keywords and identifiers
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void PatchCommon(FString &code)
|
||||
{
|
||||
code.Substitute("precision highp int;", "");
|
||||
code.Substitute("precision highp float;", "");
|
||||
}
|
||||
|
||||
void PatchVertShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("in vec", "attribute vec");
|
||||
code.Substitute("out vec", "varying vec");
|
||||
code.Substitute("gl_ClipDistance", "//");
|
||||
}
|
||||
|
||||
void PatchFragShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("out vec4 FragColor;", "");
|
||||
code.Substitute("FragColor", "gl_FragColor");
|
||||
code.Substitute("in vec", "varying vec");
|
||||
// this patches the switch statement to if's.
|
||||
code.Substitute("break;", "");
|
||||
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
|
||||
code.Substitute("case 0:", "if (i == 0)");
|
||||
code.Substitute("case 1:", "else if (i == 1)");
|
||||
code.Substitute("case 2:", "else if (i == 2)");
|
||||
code.Substitute("case 3:", "else if (i == 3)");
|
||||
code.Substitute("case 4:", "else if (i == 4)");
|
||||
code.Substitute("case 5:", "else if (i == 5)");
|
||||
code.Substitute("texture(", "texture2D(");
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -204,8 +166,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
|
||||
if (gl.glslversion < 1.3)
|
||||
{
|
||||
PatchVertShader(vp_comb);
|
||||
PatchFragShader(fp_comb);
|
||||
FShaderProgram::PatchVertShader(vp_comb);
|
||||
FShaderProgram::PatchFragShader(fp_comb);
|
||||
}
|
||||
|
||||
hVertProg = glCreateShader(GL_VERTEX_SHADER);
|
||||
|
|
|
@ -93,18 +93,23 @@ void FShaderProgram::CreateShader(ShaderType type)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *lumpName)
|
||||
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
int lump = Wads.CheckNumForFullName(lumpName);
|
||||
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
|
||||
FString code = Wads.ReadLump(lump).GetString().GetChars();
|
||||
Compile(type, lumpName, code, defines, maxGlslVersion);
|
||||
}
|
||||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
CreateShader(type);
|
||||
|
||||
const auto &handle = mShaders[type];
|
||||
|
||||
int lump = Wads.CheckNumForFullName(lumpName);
|
||||
if (lump == -1) I_Error("Unable to load '%s'", lumpName);
|
||||
FString code = Wads.ReadLump(lump).GetString().GetChars();
|
||||
|
||||
int lengths[1] = { (int)code.Len() };
|
||||
const char *sources[1] = { code.GetChars() };
|
||||
FString patchedCode = PatchShader(type, code, defines, maxGlslVersion);
|
||||
int lengths[1] = { (int)patchedCode.Len() };
|
||||
const char *sources[1] = { patchedCode.GetChars() };
|
||||
glShaderSource(handle, 1, sources, lengths);
|
||||
|
||||
glCompileShader(handle);
|
||||
|
@ -113,7 +118,7 @@ void FShaderProgram::Compile(ShaderType type, const char *lumpName)
|
|||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
I_Error("Compile Shader '%s':\n%s\n", lumpName, GetShaderInfoLog(handle).GetChars());
|
||||
I_FatalError("Compile Shader '%s':\n%s\n", name, GetShaderInfoLog(handle).GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -148,7 +153,7 @@ void FShaderProgram::Link(const char *name)
|
|||
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
I_Error("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
|
||||
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -203,3 +208,86 @@ FString FShaderProgram::GetProgramInfoLog(GLuint handle)
|
|||
glGetProgramInfoLog(handle, 10000, &length, buffer);
|
||||
return FString(buffer);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Patches a shader to be compatible with the version of OpenGL in use
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
FString patchedCode;
|
||||
|
||||
int shaderVersion = MIN((int)round(gl.glslversion * 10) * 10, maxGlslVersion);
|
||||
patchedCode.AppendFormat("#version %d\n", shaderVersion);
|
||||
|
||||
// TODO: Find some way to add extension requirements to the patching
|
||||
//
|
||||
// #extension GL_ARB_uniform_buffer_object : require
|
||||
// #extension GL_ARB_shader_storage_buffer_object : require
|
||||
|
||||
if (defines)
|
||||
patchedCode << defines;
|
||||
|
||||
if (gl.glslversion >= 1.3)
|
||||
{
|
||||
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
|
||||
patchedCode << "precision highp int;\n";
|
||||
patchedCode << "precision highp float;\n";
|
||||
}
|
||||
|
||||
patchedCode << "#line 1\n";
|
||||
patchedCode << code;
|
||||
|
||||
if (gl.glslversion < 1.3)
|
||||
{
|
||||
if (type == Vertex)
|
||||
PatchVertShader(patchedCode);
|
||||
else if (type == Fragment)
|
||||
PatchFragShader(patchedCode);
|
||||
}
|
||||
|
||||
return patchedCode;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// patch the shader source to work with
|
||||
// GLSL 1.2 keywords and identifiers
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::PatchCommon(FString &code)
|
||||
{
|
||||
code.Substitute("precision highp int;", "");
|
||||
code.Substitute("precision highp float;", "");
|
||||
}
|
||||
|
||||
void FShaderProgram::PatchVertShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("in vec", "attribute vec");
|
||||
code.Substitute("in float", "attribute float");
|
||||
code.Substitute("out vec", "varying vec");
|
||||
code.Substitute("out float", "varying float");
|
||||
code.Substitute("gl_ClipDistance", "//");
|
||||
}
|
||||
|
||||
void FShaderProgram::PatchFragShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("out vec4 FragColor;", "");
|
||||
code.Substitute("FragColor", "gl_FragColor");
|
||||
code.Substitute("in vec", "varying vec");
|
||||
// this patches the switch statement to if's.
|
||||
code.Substitute("break;", "");
|
||||
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
|
||||
code.Substitute("case 0:", "if (i == 0)");
|
||||
code.Substitute("case 1:", "else if (i == 1)");
|
||||
code.Substitute("case 2:", "else if (i == 2)");
|
||||
code.Substitute("case 3:", "else if (i == 3)");
|
||||
code.Substitute("case 4:", "else if (i == 4)");
|
||||
code.Substitute("case 5:", "else if (i == 5)");
|
||||
code.Substitute("texture(", "texture2D(");
|
||||
}
|
||||
|
|
|
@ -15,7 +15,8 @@ public:
|
|||
NumShaderTypes
|
||||
};
|
||||
|
||||
void Compile(ShaderType type, const char *lumpName);
|
||||
void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
|
||||
void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
|
||||
void SetFragDataLocation(int index, const char *name);
|
||||
void Link(const char *name);
|
||||
void SetAttribLocation(int index, const char *name);
|
||||
|
@ -24,7 +25,14 @@ public:
|
|||
operator GLuint() const { return mProgram; }
|
||||
explicit operator bool() const { return mProgram != 0; }
|
||||
|
||||
// Needed by FShader
|
||||
static void PatchVertShader(FString &code);
|
||||
static void PatchFragShader(FString &code);
|
||||
|
||||
private:
|
||||
static FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
|
||||
static void PatchCommon(FString &code);
|
||||
|
||||
void CreateShader(ShaderType type);
|
||||
FString GetShaderInfoLog(GLuint handle);
|
||||
FString GetProgramInfoLog(GLuint handle);
|
||||
|
|
78
src/gl/shaders/gl_tonemapshader.cpp
Normal file
78
src/gl/shaders/gl_tonemapshader.cpp
Normal file
|
@ -0,0 +1,78 @@
|
|||
/*
|
||||
** gl_tonemapshader.cpp
|
||||
** Converts a HDR texture to 0-1 range by applying a tonemap operator
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** 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_tonemapshader.h"
|
||||
|
||||
void FTonemapShader::Bind()
|
||||
{
|
||||
auto &shader = mShader[gl_tonemap];
|
||||
if (!shader)
|
||||
{
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/tonemap.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/tonemap");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
SceneTexture.Init(shader, "InputTexture");
|
||||
Exposure.Init(shader, "ExposureAdjustment");
|
||||
}
|
||||
shader.Bind();
|
||||
}
|
||||
|
||||
const char *FTonemapShader::GetDefines(int mode)
|
||||
{
|
||||
switch (mode)
|
||||
{
|
||||
default:
|
||||
case Linear: return "#define LINEAR\n";
|
||||
case Reinhard: return "#define REINHARD\n";
|
||||
case HejlDawson: return "#define HEJLDAWSON\n";
|
||||
case Uncharted2: return "#define UNCHARTED2\n";
|
||||
}
|
||||
}
|
30
src/gl/shaders/gl_tonemapshader.h
Normal file
30
src/gl/shaders/gl_tonemapshader.h
Normal file
|
@ -0,0 +1,30 @@
|
|||
#ifndef __GL_TONEMAPSHADER_H
|
||||
#define __GL_TONEMAPSHADER_H
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
|
||||
class FTonemapShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniform1i SceneTexture;
|
||||
FBufferedUniform1f Exposure;
|
||||
|
||||
private:
|
||||
enum TonemapMode
|
||||
{
|
||||
None,
|
||||
Uncharted2,
|
||||
HejlDawson,
|
||||
Reinhard,
|
||||
Linear,
|
||||
NumTonemapModes
|
||||
};
|
||||
|
||||
static const char *GetDefines(int mode);
|
||||
|
||||
FShaderProgram mShader[NumTonemapModes];
|
||||
};
|
||||
|
||||
#endif
|
|
@ -41,4 +41,12 @@ EXTERN_CVAR(Bool, gl_seamless)
|
|||
EXTERN_CVAR(Float, gl_mask_threshold)
|
||||
EXTERN_CVAR(Float, gl_mask_sprite_threshold)
|
||||
|
||||
EXTERN_CVAR(Bool, gl_renderbuffers);
|
||||
|
||||
EXTERN_CVAR(Bool, gl_bloom);
|
||||
EXTERN_CVAR(Float, gl_bloom_amount)
|
||||
EXTERN_CVAR(Int, gl_bloom_kernel_size)
|
||||
EXTERN_CVAR(Int, gl_tonemap)
|
||||
EXTERN_CVAR(Float, gl_exposure)
|
||||
|
||||
#endif // _GL_INTERN_H
|
||||
|
|
|
@ -192,6 +192,9 @@ void gl_LoadExtensions()
|
|||
{
|
||||
if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
|
||||
else gl.glslversion = 0;
|
||||
|
||||
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
|
||||
if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
|
||||
}
|
||||
else if (gl.version < 4.f)
|
||||
{
|
||||
|
|
|
@ -20,6 +20,9 @@ enum RenderFlags
|
|||
RFL_SHADER_STORAGE_BUFFER = 4,
|
||||
RFL_BUFFER_STORAGE = 8,
|
||||
RFL_SAMPLER_OBJECTS = 16,
|
||||
|
||||
RFL_NO_RGBA16F = 32,
|
||||
RFL_NO_DEPTHSTENCIL = 64
|
||||
};
|
||||
|
||||
enum TexMode
|
||||
|
|
|
@ -156,9 +156,9 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
|
|||
glFinish();
|
||||
wipestartscreen->Bind(0, false, false);
|
||||
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
GLRenderer->mBuffers->BindSceneFB();
|
||||
GLRenderer->mBuffers->BindHudFB();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
}
|
||||
else
|
||||
|
@ -192,8 +192,8 @@ void OpenGLFrameBuffer::WipeEndScreen()
|
|||
glFinish();
|
||||
wipeendscreen->Bind(0, false, false);
|
||||
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
GLRenderer->mBuffers->BindSceneFB();
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
GLRenderer->mBuffers->BindHudFB();
|
||||
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
@ -230,9 +230,9 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
|
|||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false);
|
||||
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
GLRenderer->mBuffers->BindSceneFB();
|
||||
GLRenderer->mBuffers->BindHudFB();
|
||||
glViewport(0, 0, GLRenderer->mOutputViewport.width, GLRenderer->mOutputViewport.height);
|
||||
}
|
||||
|
||||
|
|
|
@ -2618,6 +2618,8 @@ GLPREFMNU_AMBLIGHT = "Ambient light level";
|
|||
GLPREFMNU_RENDERQUALITY = "Rendering quality";
|
||||
GLPREFMNU_VRMODE = "Stereo 3D VR";
|
||||
GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo";
|
||||
GLPREFMNU_TONEMAP = "Tonemap Mode";
|
||||
GLPREFMNU_BLOOM = "Bloom effect";
|
||||
|
||||
// Option Values
|
||||
OPTVAL_SMART = "Smart";
|
||||
|
@ -2686,3 +2688,6 @@ OPTVAL_AMBERBLUE = "Amber/Blue";
|
|||
OPTVAL_LEFTEYE = "Left Eye";
|
||||
OPTVAL_RIGHTEYE = "Right Eye";
|
||||
OPTVAL_QUADBUFFERED = "Quad-buffered";
|
||||
OPTVAL_UNCHARTED2 = "Uncharted 2";
|
||||
OPTVAL_HEJLDAWSON = "Hejl Dawson";
|
||||
OPTVAL_REINHARD = "Reinhard";
|
|
@ -32,6 +32,15 @@ OptionValue "HWGammaModes"
|
|||
2, "$OPTVAL_FULLSCREENONLY"
|
||||
}
|
||||
|
||||
OptionValue "TonemapModes"
|
||||
{
|
||||
0, "$OPTVAL_OFF"
|
||||
1, "$OPTVAL_UNCHARTED2"
|
||||
2, "$OPTVAL_HEJLDAWSON"
|
||||
3, "$OPTVAL_REINHARD"
|
||||
4, "$OPTVAL_LINEAR"
|
||||
}
|
||||
|
||||
OptionValue "TextureFormats"
|
||||
{
|
||||
0, "$OPTVAL_RGBA8"
|
||||
|
@ -198,4 +207,6 @@ OptionMenu "GLPrefOptions"
|
|||
Option "$GLPREFMNU_RENDERQUALITY", gl_render_precise, "Precision"
|
||||
Option "$GLPREFMNU_VRMODE", vr_mode, "VRMode"
|
||||
Option "$GLPREFMNU_VRQUADSTEREO", vr_enable_quadbuffered, "OnOff"
|
||||
Option "$GLPREFMNU_TONEMAP", gl_tonemap, "TonemapModes"
|
||||
Option "$GLPREFMNU_BLOOM", gl_bloom, "OnOff"
|
||||
}
|
||||
|
|
10
wadsrc/static/shaders/glsl/bloomcombine.fp
Normal file
10
wadsrc/static/shaders/glsl/bloomcombine.fp
Normal file
|
@ -0,0 +1,10 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D Bloom;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(texture(Bloom, TexCoord).rgb, 0.0);
|
||||
}
|
9
wadsrc/static/shaders/glsl/bloomcombine.vp
Normal file
9
wadsrc/static/shaders/glsl/bloomcombine.vp
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||
}
|
12
wadsrc/static/shaders/glsl/bloomextract.fp
Normal file
12
wadsrc/static/shaders/glsl/bloomextract.fp
Normal file
|
@ -0,0 +1,12 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D SceneTexture;
|
||||
uniform float ExposureAdjustment;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture(SceneTexture, TexCoord);
|
||||
FragColor = max(vec4(color.rgb * ExposureAdjustment - 1, 1), vec4(0));
|
||||
}
|
9
wadsrc/static/shaders/glsl/bloomextract.vp
Normal file
9
wadsrc/static/shaders/glsl/bloomextract.vp
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||
}
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
|
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
|
|
73
wadsrc/static/shaders/glsl/tonemap.fp
Normal file
73
wadsrc/static/shaders/glsl/tonemap.fp
Normal file
|
@ -0,0 +1,73 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D InputTexture;
|
||||
uniform float ExposureAdjustment;
|
||||
|
||||
vec3 Linear(vec3 c)
|
||||
{
|
||||
//return pow(c, 2.2);
|
||||
return c * c; // cheaper, but assuming gamma of 2.0 instead of 2.2
|
||||
}
|
||||
|
||||
vec3 sRGB(vec3 c)
|
||||
{
|
||||
//return pow(c, vec3(1.0 / 2.2));
|
||||
return sqrt(c); // cheaper, but assuming gamma of 2.0 instead of 2.2
|
||||
}
|
||||
|
||||
#if defined(LINEAR)
|
||||
|
||||
vec3 Tonemap(vec3 color)
|
||||
{
|
||||
return sRGB(color);
|
||||
}
|
||||
|
||||
#elif defined(REINHARD)
|
||||
|
||||
vec3 Tonemap(vec3 color)
|
||||
{
|
||||
color = color / (1 + color);
|
||||
return sRGB(color);
|
||||
}
|
||||
|
||||
#elif defined(HEJLDAWSON)
|
||||
|
||||
vec3 Tonemap(vec3 color)
|
||||
{
|
||||
vec3 x = max(vec3(0), color - 0.004);
|
||||
return (x * (6.2 * x + 0.5)) / (x * (6.2 * x + 1.7) + 0.06); // no sRGB needed
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
vec3 Uncharted2Tonemap(vec3 x)
|
||||
{
|
||||
float A = 0.15;
|
||||
float B = 0.50;
|
||||
float C = 0.10;
|
||||
float D = 0.20;
|
||||
float E = 0.02;
|
||||
float F = 0.30;
|
||||
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
|
||||
}
|
||||
|
||||
vec3 Tonemap(vec3 color)
|
||||
{
|
||||
float W = 11.2;
|
||||
float ExposureBias = 2.0;
|
||||
vec3 curr = Uncharted2Tonemap(ExposureBias * color);
|
||||
vec3 whiteScale = vec3(1) / Uncharted2Tonemap(vec3(W));
|
||||
return sRGB(curr * whiteScale);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(InputTexture, TexCoord).rgb;
|
||||
color = color * ExposureAdjustment;
|
||||
color = Linear(color); // needed because gzdoom's scene texture is not linear at the moment
|
||||
FragColor = vec4(Tonemap(color), 1.0);
|
||||
}
|
9
wadsrc/static/shaders/glsl/tonemap.vp
Normal file
9
wadsrc/static/shaders/glsl/tonemap.vp
Normal file
|
@ -0,0 +1,9 @@
|
|||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||
}
|
Loading…
Reference in a new issue