mirror of
https://github.com/ZDoom/qzdoom.git
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589936f570
- added colormap shader to postprocessing. This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
472 lines
15 KiB
C++
472 lines
15 KiB
C++
/*
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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
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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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 "colormatcher.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/system/gl_debug.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/renderer/gl_postprocessstate.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_colormapshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/renderer/gl_2ddrawer.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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CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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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 > 5)
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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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CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_k, -0.12f, 0)
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CVAR(Float, gl_lens_kcube, 0.1f, 0)
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CVAR(Float, gl_lens_chromatic, 1.12f, 0)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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void FGLRenderer::RenderScreenQuad()
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{
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mVBO->BindVBO();
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gl_RenderState.ResetVertexBuffer();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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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 || gl_fixedcolormap != CM_DEFAULT)
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return;
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FGLDebug::PushGroup("BloomScene");
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FGLPostProcessState savedState;
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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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->BindCurrentTexture(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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mBloomExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mBloomExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Blur and downscale:
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for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
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{
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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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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
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}
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// Blur and upscale:
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for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
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{
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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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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, 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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RenderScreenQuad();
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}
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
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// Add bloom back to scene texture:
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mBuffers->BindCurrentFB();
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, level0.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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RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Tonemap scene texture and place the result in the HUD/2D texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::TonemapScene()
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{
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if (gl_tonemap == 0)
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return;
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FGLDebug::PushGroup("TonemapScene");
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FGLPostProcessState savedState;
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0);
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mTonemapShader->Bind();
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mTonemapShader->SceneTexture.Set(0);
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if (mTonemapShader->IsPaletteMode())
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{
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mTonemapShader->PaletteLUT.Set(1);
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BindTonemapPalette(1);
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}
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else
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{
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mTonemapShader->Exposure.Set(mCameraExposure);
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}
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RenderScreenQuad();
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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}
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void FGLRenderer::BindTonemapPalette(int texunit)
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{
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if (mTonemapPalette)
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{
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mTonemapPalette->Bind(texunit, 0, false);
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}
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else
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{
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TArray<unsigned char> lut;
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lut.Resize(512 * 512 * 4);
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for (int r = 0; r < 64; r++)
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{
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for (int g = 0; g < 64; g++)
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{
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for (int b = 0; b < 64; b++)
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{
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PalEntry color = GPalette.BaseColors[ColorMatcher.Pick((r << 2) | (r >> 1), (g << 2) | (g >> 1), (b << 2) | (b >> 1))];
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int index = ((r * 64 + g) * 64 + b) * 4;
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lut[index] = color.r;
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lut[index + 1] = color.g;
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lut[index + 2] = color.b;
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lut[index + 3] = 255;
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}
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}
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}
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mTonemapPalette = new FHardwareTexture(512, 512, true);
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mTonemapPalette->CreateTexture(&lut[0], 512, 512, texunit, false, 0, "mTonemapPalette");
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glActiveTexture(GL_TEXTURE0 + texunit);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0);
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}
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}
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void FGLRenderer::ClearTonemapPalette()
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{
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delete mTonemapPalette;
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mTonemapPalette = nullptr;
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}
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//-----------------------------------------------------------------------------
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//
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// Colormap scene texture and place the result in the HUD/2D texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::ColormapScene()
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{
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if (gl_fixedcolormap < CM_FIRSTSPECIALCOLORMAP || gl_fixedcolormap >= CM_MAXCOLORMAP)
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return;
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FGLDebug::PushGroup("ColormapScene");
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FGLPostProcessState savedState;
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0);
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mColormapShader->Bind();
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FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
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float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
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scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
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mColormapShader->MapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
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mColormapShader->MapRange.Set(m);
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RenderScreenQuad();
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Apply lens distortion and place the result in the HUD/2D texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::LensDistortScene()
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{
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if (gl_lens == 0)
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return;
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FGLDebug::PushGroup("LensDistortScene");
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float k[4] =
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{
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gl_lens_k,
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gl_lens_k * gl_lens_chromatic,
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gl_lens_k * gl_lens_chromatic * gl_lens_chromatic,
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0.0f
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};
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float kcube[4] =
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{
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gl_lens_kcube,
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gl_lens_kcube * gl_lens_chromatic,
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gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic,
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0.0f
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};
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float aspect = mSceneViewport.width / mSceneViewport.height;
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// Scale factor to keep sampling within the input texture
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float r2 = aspect * aspect * 0.25 + 0.25f;
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float sqrt_r2 = sqrt(r2);
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float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f);
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float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f);
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float f = MAX(f0, f2);
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float scale = 1.0f / f;
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FGLPostProcessState savedState;
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(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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mLensShader->Bind();
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mLensShader->InputTexture.Set(0);
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mLensShader->AspectRatio.Set(aspect);
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mLensShader->Scale.Set(scale);
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mLensShader->LensDistortionCoefficient.Set(k);
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mLensShader->CubicDistortionValue.Set(kcube);
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Gamma correct while copying to frame buffer
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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{
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m2DDrawer->Flush(); // draw all pending 2D stuff before copying the buffer
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FGLDebug::PushGroup("CopyToBackbuffer");
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if (FGLRenderBuffers::IsEnabled())
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{
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FGLPostProcessState savedState;
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mBuffers->BindOutputFB();
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GL_IRECT box;
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if (bounds)
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{
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box = *bounds;
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}
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else
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{
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ClearBorders();
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box = mOutputLetterbox;
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}
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// Present what was rendered:
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glViewport(box.left, box.top, box.width, box.height);
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mPresentShader->Bind();
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mPresentShader->InputTexture.Set(0);
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if (!applyGamma || framebuffer->IsHWGammaActive())
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{
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mPresentShader->InvGamma.Set(1.0f);
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mPresentShader->Contrast.Set(1.0f);
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mPresentShader->Brightness.Set(0.0f);
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}
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else
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{
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mPresentShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
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mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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RenderScreenQuad();
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}
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else if (!bounds)
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{
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FGLPostProcessState savedState;
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ClearBorders();
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}
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Fills the black bars around the screen letterbox
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::ClearBorders()
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{
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const auto &box = mOutputLetterbox;
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int clientWidth = framebuffer->GetClientWidth();
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int clientHeight = framebuffer->GetClientHeight();
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glViewport(0, 0, clientWidth, clientHeight);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_SCISSOR_TEST);
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if (box.top > 0)
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{
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glScissor(0, 0, clientWidth, box.top);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientHeight - box.top - box.height > 0)
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{
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glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (box.left > 0)
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{
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glScissor(0, box.top, box.left, box.height);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
if (clientWidth - box.left - box.width > 0)
|
|
{
|
|
glScissor(box.left + box.width, box.top, clientWidth - box.left - box.width, box.height);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|