raze-gles/source/common/rendering/gl/gl_postprocess.cpp

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/*
** Postprocessing framework
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
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#include "gl_system.h"
#include "m_png.h"
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#include "gl_buffers.h"
#include "gl_framebuffer.h"
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#include "gl_debug.h"
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#include "gl_renderbuffers.h"
#include "gl_renderer.h"
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#include "gl_postprocessstate.h"
#include "gl_shaderprogram.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "flatvertices.h"
#include "r_videoscale.h"
#include "v_video.h"
#include "templates.h"
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#include "hw_vrmodes.h"
#include "v_draw.h"
extern bool vid_hdr_active;
CVAR(Int, gl_dither_bpc, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
namespace OpenGLRenderer
{
void FGLRenderer::RenderScreenQuad()
{
auto buffer = static_cast<GLVertexBuffer *>(screen->mVertexData->GetBufferObjects().first);
buffer->Bind(nullptr);
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 3);
}
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void FGLRenderer::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
int sceneWidth = mBuffers->GetSceneWidth();
int sceneHeight = mBuffers->GetSceneHeight();
GLPPRenderState renderstate(mBuffers);
hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
mBuffers->BindCurrentFB();
if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
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hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
}
//-----------------------------------------------------------------------------
//
// Adds ambient occlusion to the scene
//
//-----------------------------------------------------------------------------
void FGLRenderer::AmbientOccludeScene(float m5)
{
int sceneWidth = mBuffers->GetSceneWidth();
int sceneHeight = mBuffers->GetSceneHeight();
GLPPRenderState renderstate(mBuffers);
hw_postprocess.ssao.Render(&renderstate, m5, sceneWidth, sceneHeight);
}
void FGLRenderer::BlurScene(float gameinfobluramount)
{
int sceneWidth = mBuffers->GetSceneWidth();
int sceneHeight = mBuffers->GetSceneHeight();
GLPPRenderState renderstate(mBuffers);
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auto vrmode = VRMode::GetVRMode(true);
int eyeCount = vrmode->mEyeCount;
for (int i = 0; i < eyeCount; ++i)
{
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hw_postprocess.bloom.RenderBlur(&renderstate, sceneWidth, sceneHeight, gameinfobluramount);
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if (eyeCount - i > 1) mBuffers->NextEye(eyeCount);
}
}
void FGLRenderer::ClearTonemapPalette()
{
hw_postprocess.tonemap.ClearTonemapPalette();
}
//-----------------------------------------------------------------------------
//
// Copies the rendered screen to its final destination
//
//-----------------------------------------------------------------------------
void FGLRenderer::Flush()
{
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auto vrmode = VRMode::GetVRMode(true);
if (vrmode->mEyeCount == 1)
{
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CopyToBackbuffer(nullptr, true);
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}
else
{
// Render 2D to eye textures
int eyeCount = vrmode->mEyeCount;
for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix)
{
screen->Draw2D();
if (eyeCount - eye_ix > 1)
mBuffers->NextEye(eyeCount);
}
twod->Clear();
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FGLPostProcessState savedState;
FGLDebug::PushGroup("PresentEyes");
// Note: This here is the ONLY place in the entire engine where the OpenGL dependent parts of the Stereo3D code need to be dealt with.
// There's absolutely no need to create a overly complex class hierarchy for just this.
PresentStereo();
FGLDebug::PopGroup();
}
}
//-----------------------------------------------------------------------------
//
// Gamma correct while copying to frame buffer
//
//-----------------------------------------------------------------------------
void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
{
screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
twod->Clear();
GLPPRenderState renderstate(mBuffers);
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hw_postprocess.customShaders.Run(&renderstate, "screen");
FGLDebug::PushGroup("CopyToBackbuffer");
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
mBuffers->BindOutputFB();
IntRect box;
if (bounds)
{
box = *bounds;
}
else
{
ClearBorders();
box = screen->mOutputLetterbox;
}
mBuffers->BindCurrentTexture(0);
DrawPresentTexture(box, applyGamma);
FGLDebug::PopGroup();
}
void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
{
glViewport(box.left, box.top, box.width, box.height);
mBuffers->BindDitherTexture(1);
glActiveTexture(GL_TEXTURE0);
if (ViewportLinearScale())
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
mPresentShader->Bind();
if (!applyGamma || framebuffer->IsHWGammaActive())
{
mPresentShader->Uniforms->InvGamma = 1.0f;
mPresentShader->Uniforms->Contrast = 1.0f;
mPresentShader->Uniforms->Brightness = 0.0f;
mPresentShader->Uniforms->Saturation = 1.0f;
}
else
{
mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
mPresentShader->Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
mPresentShader->Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
}
if (vid_hdr_active && framebuffer->IsFullscreen())
{
// Full screen exclusive mode treats a rgba16f frame buffer as linear.
// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
mPresentShader->Uniforms->HdrMode = 1;
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 1023.0f : (float)((1 << gl_dither_bpc) - 1);
}
else
{
mPresentShader->Uniforms->HdrMode = 0;
mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
}
mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
mPresentShader->Uniforms->Offset = { 0.0f, 0.0f };
mPresentShader->Uniforms.SetData();
static_cast<GLDataBuffer*>(mPresentShader->Uniforms.GetBuffer())->BindBase();
RenderScreenQuad();
}
//-----------------------------------------------------------------------------
//
// Fills the black bars around the screen letterbox
//
//-----------------------------------------------------------------------------
void FGLRenderer::ClearBorders()
{
const auto &box = screen->mOutputLetterbox;
int clientWidth = framebuffer->GetClientWidth();
int clientHeight = framebuffer->GetClientHeight();
if (clientWidth == 0 || clientHeight == 0)
return;
glViewport(0, 0, clientWidth, clientHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_SCISSOR_TEST);
if (box.top > 0)
{
glScissor(0, 0, clientWidth, box.top);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientHeight - box.top - box.height > 0)
{
glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (box.left > 0)
{
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);
}
}