2019-12-28 17:20:47 +00:00
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "hwrenderer/data/shaderuniforms.h"
|
|
|
|
#include <memory>
|
|
|
|
#include <map>
|
|
|
|
|
|
|
|
struct PostProcessShader;
|
|
|
|
|
|
|
|
typedef FRenderStyle PPBlendMode;
|
|
|
|
typedef IntRect PPViewport;
|
|
|
|
|
|
|
|
class PPTexture;
|
|
|
|
class PPShader;
|
|
|
|
|
|
|
|
enum class PPFilterMode { Nearest, Linear };
|
|
|
|
enum class PPWrapMode { Clamp, Repeat };
|
|
|
|
enum class PPTextureType { CurrentPipelineTexture, NextPipelineTexture, PPTexture, SceneColor, SceneFog, SceneNormal, SceneDepth, SwapChain, ShadowMap };
|
|
|
|
|
|
|
|
class PPTextureInput
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPFilterMode Filter = PPFilterMode::Nearest;
|
|
|
|
PPWrapMode Wrap = PPWrapMode::Clamp;
|
|
|
|
PPTextureType Type = PPTextureType::CurrentPipelineTexture;
|
|
|
|
PPTexture *Texture = nullptr;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPOutput
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPTextureType Type = PPTextureType::NextPipelineTexture;
|
|
|
|
PPTexture *Texture = nullptr;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPUniforms
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPUniforms()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
PPUniforms(const PPUniforms &src)
|
|
|
|
{
|
|
|
|
Data = src.Data;
|
|
|
|
}
|
|
|
|
|
|
|
|
~PPUniforms()
|
|
|
|
{
|
|
|
|
Clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
PPUniforms &operator=(const PPUniforms &src)
|
|
|
|
{
|
|
|
|
Data = src.Data;
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Clear()
|
|
|
|
{
|
|
|
|
Data.Clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
template<typename T>
|
|
|
|
void Set(const T &v)
|
|
|
|
{
|
|
|
|
if (Data.Size() != (int)sizeof(T))
|
|
|
|
{
|
|
|
|
Data.Resize(sizeof(T));
|
|
|
|
memcpy(Data.Data(), &v, Data.Size());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
TArray<uint8_t> Data;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPRenderState
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
virtual ~PPRenderState() = default;
|
|
|
|
|
|
|
|
virtual void PushGroup(const FString &name) = 0;
|
|
|
|
virtual void PopGroup() = 0;
|
|
|
|
|
|
|
|
virtual void Draw() = 0;
|
|
|
|
|
|
|
|
void Clear()
|
|
|
|
{
|
|
|
|
Shader = nullptr;
|
|
|
|
Textures = TArray<PPTextureInput>();
|
|
|
|
Uniforms = PPUniforms();
|
|
|
|
Viewport = PPViewport();
|
|
|
|
BlendMode = PPBlendMode();
|
|
|
|
Output = PPOutput();
|
|
|
|
ShadowMapBuffers = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetInputTexture(int index, PPTexture *texture, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
|
|
|
|
{
|
|
|
|
if ((int)Textures.Size() < index + 1)
|
|
|
|
Textures.Resize(index + 1);
|
|
|
|
auto &tex = Textures[index];
|
|
|
|
tex.Filter = filter;
|
|
|
|
tex.Wrap = wrap;
|
|
|
|
tex.Type = PPTextureType::PPTexture;
|
|
|
|
tex.Texture = texture;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetInputCurrent(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
|
|
|
|
{
|
|
|
|
SetInputSpecialType(index, PPTextureType::CurrentPipelineTexture, filter, wrap);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetInputSceneColor(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
|
|
|
|
{
|
|
|
|
SetInputSpecialType(index, PPTextureType::SceneColor, filter, wrap);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetInputSceneFog(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
|
|
|
|
{
|
|
|
|
SetInputSpecialType(index, PPTextureType::SceneFog, filter, wrap);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetInputSceneNormal(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
|
|
|
|
{
|
|
|
|
SetInputSpecialType(index, PPTextureType::SceneNormal, filter, wrap);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetInputSceneDepth(int index, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
|
|
|
|
{
|
|
|
|
SetInputSpecialType(index, PPTextureType::SceneDepth, filter, wrap);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetInputSpecialType(int index, PPTextureType type, PPFilterMode filter = PPFilterMode::Nearest, PPWrapMode wrap = PPWrapMode::Clamp)
|
|
|
|
{
|
|
|
|
if ((int)Textures.Size() < index + 1)
|
|
|
|
Textures.Resize(index + 1);
|
|
|
|
auto &tex = Textures[index];
|
|
|
|
tex.Filter = filter;
|
|
|
|
tex.Wrap = wrap;
|
|
|
|
tex.Type = type;
|
|
|
|
tex.Texture = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetShadowMapBuffers(bool enable)
|
|
|
|
{
|
|
|
|
ShadowMapBuffers = enable;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetOutputTexture(PPTexture *texture)
|
|
|
|
{
|
|
|
|
Output.Type = PPTextureType::PPTexture;
|
|
|
|
Output.Texture = texture;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetOutputCurrent()
|
|
|
|
{
|
|
|
|
Output.Type = PPTextureType::CurrentPipelineTexture;
|
|
|
|
Output.Texture = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetOutputNext()
|
|
|
|
{
|
|
|
|
Output.Type = PPTextureType::NextPipelineTexture;
|
|
|
|
Output.Texture = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetOutputSceneColor()
|
|
|
|
{
|
|
|
|
Output.Type = PPTextureType::SceneColor;
|
|
|
|
Output.Texture = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetOutputSwapChain()
|
|
|
|
{
|
|
|
|
Output.Type = PPTextureType::SwapChain;
|
|
|
|
Output.Texture = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetOutputShadowMap()
|
|
|
|
{
|
|
|
|
Output.Type = PPTextureType::ShadowMap;
|
|
|
|
Output.Texture = nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetNoBlend()
|
|
|
|
{
|
|
|
|
BlendMode.BlendOp = STYLEOP_Add;
|
|
|
|
BlendMode.SrcAlpha = STYLEALPHA_One;
|
|
|
|
BlendMode.DestAlpha = STYLEALPHA_Zero;
|
|
|
|
BlendMode.Flags = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetAdditiveBlend()
|
|
|
|
{
|
|
|
|
BlendMode.BlendOp = STYLEOP_Add;
|
|
|
|
BlendMode.SrcAlpha = STYLEALPHA_One;
|
|
|
|
BlendMode.DestAlpha = STYLEALPHA_One;
|
|
|
|
BlendMode.Flags = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetAlphaBlend()
|
|
|
|
{
|
|
|
|
BlendMode.BlendOp = STYLEOP_Add;
|
|
|
|
BlendMode.SrcAlpha = STYLEALPHA_Src;
|
|
|
|
BlendMode.DestAlpha = STYLEALPHA_InvSrc;
|
|
|
|
BlendMode.Flags = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
PPShader *Shader;
|
|
|
|
TArray<PPTextureInput> Textures;
|
|
|
|
PPUniforms Uniforms;
|
|
|
|
PPViewport Viewport;
|
|
|
|
PPBlendMode BlendMode;
|
|
|
|
PPOutput Output;
|
|
|
|
bool ShadowMapBuffers = false;
|
|
|
|
};
|
|
|
|
|
|
|
|
enum class PixelFormat
|
|
|
|
{
|
|
|
|
Rgba8,
|
|
|
|
Rgba16f,
|
|
|
|
R32f,
|
|
|
|
Rg16f,
|
|
|
|
Rgba16_snorm
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPResource
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPResource()
|
|
|
|
{
|
|
|
|
Next = First;
|
|
|
|
First = this;
|
|
|
|
if (Next) Next->Prev = this;
|
|
|
|
}
|
|
|
|
|
|
|
|
PPResource(const PPResource &)
|
|
|
|
{
|
|
|
|
Next = First;
|
|
|
|
First = this;
|
|
|
|
if (Next) Next->Prev = this;
|
|
|
|
}
|
|
|
|
|
|
|
|
virtual ~PPResource()
|
|
|
|
{
|
|
|
|
if (Next) Next->Prev = Prev;
|
|
|
|
if (Prev) Prev->Next = Next;
|
|
|
|
else First = Next;
|
|
|
|
}
|
|
|
|
|
|
|
|
PPResource &operator=(const PPResource &other)
|
|
|
|
{
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ResetAll()
|
|
|
|
{
|
|
|
|
for (PPResource *cur = First; cur; cur = cur->Next)
|
|
|
|
cur->ResetBackend();
|
|
|
|
}
|
|
|
|
|
|
|
|
virtual void ResetBackend() = 0;
|
|
|
|
|
|
|
|
private:
|
|
|
|
static PPResource *First;
|
|
|
|
PPResource *Prev = nullptr;
|
|
|
|
PPResource *Next = nullptr;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPTextureBackend
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
virtual ~PPTextureBackend() = default;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPTexture : public PPResource
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPTexture() = default;
|
|
|
|
PPTexture(int width, int height, PixelFormat format, std::shared_ptr<void> data = {}) : Width(width), Height(height), Format(format), Data(data) { }
|
|
|
|
|
|
|
|
void ResetBackend() override { Backend.reset(); }
|
|
|
|
|
|
|
|
int Width;
|
|
|
|
int Height;
|
|
|
|
PixelFormat Format;
|
|
|
|
std::shared_ptr<void> Data;
|
|
|
|
|
|
|
|
std::unique_ptr<PPTextureBackend> Backend;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPShaderBackend
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
virtual ~PPShaderBackend() = default;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPShader : public PPResource
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPShader() = default;
|
|
|
|
PPShader(const FString &fragment, const FString &defines, const std::vector<UniformFieldDesc> &uniforms, int version = 330) : FragmentShader(fragment), Defines(defines), Uniforms(uniforms), Version(version) { }
|
|
|
|
|
|
|
|
void ResetBackend() override { Backend.reset(); }
|
|
|
|
|
2020-04-25 22:01:04 +00:00
|
|
|
FString VertexShader = "shaders/glsl/screenquad.vp";
|
2019-12-28 17:20:47 +00:00
|
|
|
FString FragmentShader;
|
|
|
|
FString Defines;
|
|
|
|
std::vector<UniformFieldDesc> Uniforms;
|
|
|
|
int Version = 330;
|
|
|
|
|
|
|
|
std::unique_ptr<PPShaderBackend> Backend;
|
|
|
|
};
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
struct ExtractUniforms
|
|
|
|
{
|
|
|
|
FVector2 Scale;
|
|
|
|
FVector2 Offset;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "Scale", UniformType::Vec2, offsetof(ExtractUniforms, Scale) },
|
|
|
|
{ "Offset", UniformType::Vec2, offsetof(ExtractUniforms, Offset) }
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct BlurUniforms
|
|
|
|
{
|
|
|
|
float SampleWeights[8];
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "SampleWeights0", UniformType::Float, offsetof(BlurUniforms, SampleWeights[0]) },
|
|
|
|
{ "SampleWeights1", UniformType::Float, offsetof(BlurUniforms, SampleWeights[1]) },
|
|
|
|
{ "SampleWeights2", UniformType::Float, offsetof(BlurUniforms, SampleWeights[2]) },
|
|
|
|
{ "SampleWeights3", UniformType::Float, offsetof(BlurUniforms, SampleWeights[3]) },
|
|
|
|
{ "SampleWeights4", UniformType::Float, offsetof(BlurUniforms, SampleWeights[4]) },
|
|
|
|
{ "SampleWeights5", UniformType::Float, offsetof(BlurUniforms, SampleWeights[5]) },
|
|
|
|
{ "SampleWeights6", UniformType::Float, offsetof(BlurUniforms, SampleWeights[6]) },
|
|
|
|
{ "SampleWeights7", UniformType::Float, offsetof(BlurUniforms, SampleWeights[7]) },
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
enum { NumBloomLevels = 4 };
|
|
|
|
|
|
|
|
class PPBlurLevel
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPViewport Viewport;
|
|
|
|
PPTexture VTexture;
|
|
|
|
PPTexture HTexture;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPBloom
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void RenderBloom(PPRenderState *renderstate, int sceneWidth, int sceneHeight, int fixedcm);
|
|
|
|
void RenderBlur(PPRenderState *renderstate, int sceneWidth, int sceneHeight, float gameinfobluramount);
|
|
|
|
|
|
|
|
private:
|
|
|
|
void BlurStep(PPRenderState *renderstate, const BlurUniforms &blurUniforms, PPTexture &input, PPTexture &output, PPViewport viewport, bool vertical);
|
|
|
|
void UpdateTextures(int width, int height);
|
|
|
|
|
|
|
|
static float ComputeBlurGaussian(float n, float theta);
|
|
|
|
static void ComputeBlurSamples(int sampleCount, float blurAmount, float *sampleWeights);
|
|
|
|
|
|
|
|
PPBlurLevel levels[NumBloomLevels];
|
|
|
|
int lastWidth = 0;
|
|
|
|
int lastHeight = 0;
|
|
|
|
|
2020-04-25 22:01:04 +00:00
|
|
|
PPShader BloomCombine = { "shaders/glsl/bloomcombine.fp", "", {} };
|
|
|
|
PPShader BloomExtract = { "shaders/glsl/bloomextract.fp", "", ExtractUniforms::Desc() };
|
|
|
|
PPShader BlurVertical = { "shaders/glsl/blur.fp", "#define BLUR_VERTICAL\n", BlurUniforms::Desc() };
|
|
|
|
PPShader BlurHorizontal = { "shaders/glsl/blur.fp", "#define BLUR_HORIZONTAL\n", BlurUniforms::Desc() };
|
2019-12-28 17:20:47 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
struct LensUniforms
|
|
|
|
{
|
|
|
|
float AspectRatio;
|
|
|
|
float Scale;
|
|
|
|
float Padding0, Padding1;
|
|
|
|
FVector4 LensDistortionCoefficient;
|
|
|
|
FVector4 CubicDistortionValue;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "Aspect", UniformType::Float, offsetof(LensUniforms, AspectRatio) },
|
|
|
|
{ "Scale", UniformType::Float, offsetof(LensUniforms, Scale) },
|
|
|
|
{ "Padding0", UniformType::Float, offsetof(LensUniforms, Padding0) },
|
|
|
|
{ "Padding1", UniformType::Float, offsetof(LensUniforms, Padding1) },
|
|
|
|
{ "k", UniformType::Vec4, offsetof(LensUniforms, LensDistortionCoefficient) },
|
|
|
|
{ "kcube", UniformType::Vec4, offsetof(LensUniforms, CubicDistortionValue) }
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPLensDistort
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Render(PPRenderState *renderstate);
|
|
|
|
|
|
|
|
private:
|
2020-04-25 22:01:04 +00:00
|
|
|
PPShader Lens = { "shaders/glsl/lensdistortion.fp", "", LensUniforms::Desc() };
|
2019-12-28 17:20:47 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
struct FXAAUniforms
|
|
|
|
{
|
|
|
|
FVector2 ReciprocalResolution;
|
|
|
|
float Padding0, Padding1;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "ReciprocalResolution", UniformType::Vec2, offsetof(FXAAUniforms, ReciprocalResolution) },
|
|
|
|
{ "Padding0", UniformType::Float, offsetof(FXAAUniforms, Padding0) },
|
|
|
|
{ "Padding1", UniformType::Float, offsetof(FXAAUniforms, Padding1) }
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPFXAA
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Render(PPRenderState *renderstate);
|
|
|
|
|
|
|
|
private:
|
|
|
|
void CreateShaders();
|
|
|
|
int GetMaxVersion();
|
|
|
|
FString GetDefines();
|
|
|
|
|
|
|
|
PPShader FXAALuma;
|
|
|
|
PPShader FXAA;
|
|
|
|
int LastQuality = -1;
|
|
|
|
};
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
struct ExposureExtractUniforms
|
|
|
|
{
|
|
|
|
FVector2 Scale;
|
|
|
|
FVector2 Offset;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "Scale", UniformType::Vec2, offsetof(ExposureExtractUniforms, Scale) },
|
|
|
|
{ "Offset", UniformType::Vec2, offsetof(ExposureExtractUniforms, Offset) }
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct ExposureCombineUniforms
|
|
|
|
{
|
|
|
|
float ExposureBase;
|
|
|
|
float ExposureMin;
|
|
|
|
float ExposureScale;
|
|
|
|
float ExposureSpeed;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "ExposureBase", UniformType::Float, offsetof(ExposureCombineUniforms, ExposureBase) },
|
|
|
|
{ "ExposureMin", UniformType::Float, offsetof(ExposureCombineUniforms, ExposureMin) },
|
|
|
|
{ "ExposureScale", UniformType::Float, offsetof(ExposureCombineUniforms, ExposureScale) },
|
|
|
|
{ "ExposureSpeed", UniformType::Float, offsetof(ExposureCombineUniforms, ExposureSpeed) }
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPExposureLevel
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPViewport Viewport;
|
|
|
|
PPTexture Texture;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPCameraExposure
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Render(PPRenderState *renderstate, int sceneWidth, int sceneHeight);
|
|
|
|
|
|
|
|
PPTexture CameraTexture = { 1, 1, PixelFormat::R32f };
|
|
|
|
|
|
|
|
private:
|
|
|
|
void UpdateTextures(int width, int height);
|
|
|
|
|
|
|
|
std::vector<PPExposureLevel> ExposureLevels;
|
|
|
|
bool FirstExposureFrame = true;
|
|
|
|
|
2020-04-25 22:01:04 +00:00
|
|
|
PPShader ExposureExtract = { "shaders/glsl/exposureextract.fp", "", ExposureExtractUniforms::Desc() };
|
|
|
|
PPShader ExposureAverage = { "shaders/glsl/exposureaverage.fp", "", {}, 400 };
|
|
|
|
PPShader ExposureCombine = { "shaders/glsl/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
|
2019-12-28 17:20:47 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
struct ColormapUniforms
|
|
|
|
{
|
|
|
|
FVector4 MapStart;
|
|
|
|
FVector4 MapRange;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "uFixedColormapStart", UniformType::Vec4, offsetof(ColormapUniforms, MapStart) },
|
|
|
|
{ "uFixedColormapRange", UniformType::Vec4, offsetof(ColormapUniforms, MapRange) },
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2020-04-25 22:01:04 +00:00
|
|
|
class PPColormap
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Render(PPRenderState *renderstate, int fixedcm);
|
|
|
|
|
|
|
|
private:
|
|
|
|
PPShader Colormap = { "shaders/glsl/colormap.fp", "", ColormapUniforms::Desc() };
|
|
|
|
};
|
|
|
|
|
2019-12-28 17:20:47 +00:00
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
class PPTonemap
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Render(PPRenderState *renderstate);
|
|
|
|
void ClearTonemapPalette() { PaletteTexture = {}; }
|
|
|
|
|
|
|
|
private:
|
|
|
|
void UpdateTextures();
|
|
|
|
|
|
|
|
PPTexture PaletteTexture;
|
|
|
|
|
2020-04-25 22:01:04 +00:00
|
|
|
PPShader LinearShader = { "shaders/glsl/tonemap.fp", "#define LINEAR\n", {} };
|
|
|
|
PPShader ReinhardShader = { "shaders/glsl/tonemap.fp", "#define REINHARD\n", {} };
|
|
|
|
PPShader HejlDawsonShader = { "shaders/glsl/tonemap.fp", "#define HEJLDAWSON\n", {} };
|
|
|
|
PPShader Uncharted2Shader = { "shaders/glsl/tonemap.fp", "#define UNCHARTED2\n", {} };
|
|
|
|
PPShader PaletteShader = { "shaders/glsl/tonemap.fp", "#define PALETTE\n", {} };
|
2019-12-28 17:20:47 +00:00
|
|
|
|
|
|
|
enum TonemapMode
|
|
|
|
{
|
|
|
|
None,
|
|
|
|
Uncharted2,
|
|
|
|
HejlDawson,
|
|
|
|
Reinhard,
|
|
|
|
Linear,
|
|
|
|
Palette,
|
|
|
|
NumTonemapModes
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
struct LinearDepthUniforms
|
|
|
|
{
|
|
|
|
int SampleIndex;
|
|
|
|
float LinearizeDepthA;
|
|
|
|
float LinearizeDepthB;
|
|
|
|
float InverseDepthRangeA;
|
|
|
|
float InverseDepthRangeB;
|
|
|
|
float Padding0, Padding1, Padding2;
|
|
|
|
FVector2 Scale;
|
|
|
|
FVector2 Offset;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "SampleIndex", UniformType::Int, offsetof(LinearDepthUniforms, SampleIndex) },
|
|
|
|
{ "LinearizeDepthA", UniformType::Float, offsetof(LinearDepthUniforms, LinearizeDepthA) },
|
|
|
|
{ "LinearizeDepthB", UniformType::Float, offsetof(LinearDepthUniforms, LinearizeDepthB) },
|
|
|
|
{ "InverseDepthRangeA", UniformType::Float, offsetof(LinearDepthUniforms, InverseDepthRangeA) },
|
|
|
|
{ "InverseDepthRangeB", UniformType::Float, offsetof(LinearDepthUniforms, InverseDepthRangeB) },
|
|
|
|
{ "Padding0", UniformType::Float, offsetof(LinearDepthUniforms, Padding0) },
|
|
|
|
{ "Padding1", UniformType::Float, offsetof(LinearDepthUniforms, Padding1) },
|
|
|
|
{ "Padding2", UniformType::Float, offsetof(LinearDepthUniforms, Padding2) },
|
|
|
|
{ "Scale", UniformType::Vec2, offsetof(LinearDepthUniforms, Scale) },
|
|
|
|
{ "Offset", UniformType::Vec2, offsetof(LinearDepthUniforms, Offset) }
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct SSAOUniforms
|
|
|
|
{
|
|
|
|
FVector2 UVToViewA;
|
|
|
|
FVector2 UVToViewB;
|
|
|
|
FVector2 InvFullResolution;
|
|
|
|
float NDotVBias;
|
|
|
|
float NegInvR2;
|
|
|
|
float RadiusToScreen;
|
|
|
|
float AOMultiplier;
|
|
|
|
float AOStrength;
|
|
|
|
int SampleIndex;
|
|
|
|
float Padding0, Padding1;
|
|
|
|
FVector2 Scale;
|
|
|
|
FVector2 Offset;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "UVToViewA", UniformType::Vec2, offsetof(SSAOUniforms, UVToViewA) },
|
|
|
|
{ "UVToViewB", UniformType::Vec2, offsetof(SSAOUniforms, UVToViewB) },
|
|
|
|
{ "InvFullResolution", UniformType::Vec2, offsetof(SSAOUniforms, InvFullResolution) },
|
|
|
|
{ "NDotVBias", UniformType::Float, offsetof(SSAOUniforms, NDotVBias) },
|
|
|
|
{ "NegInvR2", UniformType::Float, offsetof(SSAOUniforms, NegInvR2) },
|
|
|
|
{ "RadiusToScreen", UniformType::Float, offsetof(SSAOUniforms, RadiusToScreen) },
|
|
|
|
{ "AOMultiplier", UniformType::Float, offsetof(SSAOUniforms, AOMultiplier) },
|
|
|
|
{ "AOStrength", UniformType::Float, offsetof(SSAOUniforms, AOStrength) },
|
|
|
|
{ "SampleIndex", UniformType::Int, offsetof(SSAOUniforms, SampleIndex) },
|
|
|
|
{ "Padding0", UniformType::Float, offsetof(SSAOUniforms, Padding0) },
|
|
|
|
{ "Padding1", UniformType::Float, offsetof(SSAOUniforms, Padding1) },
|
|
|
|
{ "Scale", UniformType::Vec2, offsetof(SSAOUniforms, Scale) },
|
|
|
|
{ "Offset", UniformType::Vec2, offsetof(SSAOUniforms, Offset) },
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct DepthBlurUniforms
|
|
|
|
{
|
|
|
|
float BlurSharpness;
|
|
|
|
float PowExponent;
|
|
|
|
float Padding0, Padding1;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "BlurSharpness", UniformType::Float, offsetof(DepthBlurUniforms, BlurSharpness) },
|
|
|
|
{ "PowExponent", UniformType::Float, offsetof(DepthBlurUniforms, PowExponent) },
|
|
|
|
{ "Padding0", UniformType::Float, offsetof(DepthBlurUniforms, Padding0) },
|
|
|
|
{ "Padding1", UniformType::Float, offsetof(DepthBlurUniforms, Padding1) }
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct AmbientCombineUniforms
|
|
|
|
{
|
|
|
|
int SampleCount;
|
|
|
|
int DebugMode, Padding1, Padding2;
|
|
|
|
FVector2 Scale;
|
|
|
|
FVector2 Offset;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "SampleCount", UniformType::Int, offsetof(AmbientCombineUniforms, SampleCount) },
|
|
|
|
{ "DebugMode", UniformType::Int, offsetof(AmbientCombineUniforms, DebugMode) },
|
|
|
|
{ "Padding1", UniformType::Int, offsetof(AmbientCombineUniforms, Padding1) },
|
|
|
|
{ "Padding2", UniformType::Int, offsetof(AmbientCombineUniforms, Padding2) },
|
|
|
|
{ "Scale", UniformType::Vec2, offsetof(AmbientCombineUniforms, Scale) },
|
|
|
|
{ "Offset", UniformType::Vec2, offsetof(AmbientCombineUniforms, Offset) }
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPAmbientOcclusion
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPAmbientOcclusion();
|
|
|
|
void Render(PPRenderState *renderstate, float m5, int sceneWidth, int sceneHeight);
|
|
|
|
|
|
|
|
private:
|
|
|
|
void CreateShaders();
|
|
|
|
void UpdateTextures(int width, int height);
|
|
|
|
|
|
|
|
enum Quality
|
|
|
|
{
|
|
|
|
Off,
|
|
|
|
LowQuality,
|
|
|
|
MediumQuality,
|
|
|
|
HighQuality,
|
|
|
|
NumQualityModes
|
|
|
|
};
|
|
|
|
|
|
|
|
int AmbientWidth = 0;
|
|
|
|
int AmbientHeight = 0;
|
|
|
|
|
|
|
|
int LastQuality = -1;
|
|
|
|
int LastWidth = 0;
|
|
|
|
int LastHeight = 0;
|
|
|
|
|
|
|
|
PPShader LinearDepth;
|
|
|
|
PPShader LinearDepthMS;
|
|
|
|
PPShader AmbientOcclude;
|
|
|
|
PPShader AmbientOccludeMS;
|
|
|
|
PPShader BlurVertical;
|
|
|
|
PPShader BlurHorizontal;
|
|
|
|
PPShader Combine;
|
|
|
|
PPShader CombineMS;
|
|
|
|
|
|
|
|
PPTexture LinearDepthTexture;
|
|
|
|
PPTexture Ambient0;
|
|
|
|
PPTexture Ambient1;
|
|
|
|
|
|
|
|
enum { NumAmbientRandomTextures = 3 };
|
|
|
|
PPTexture AmbientRandomTexture[NumAmbientRandomTextures];
|
|
|
|
};
|
|
|
|
|
|
|
|
struct PresentUniforms
|
|
|
|
{
|
|
|
|
float InvGamma;
|
|
|
|
float Contrast;
|
|
|
|
float Brightness;
|
|
|
|
float Saturation;
|
|
|
|
int GrayFormula;
|
|
|
|
int WindowPositionParity; // top-of-window might not be top-of-screen
|
|
|
|
FVector2 Scale;
|
|
|
|
FVector2 Offset;
|
|
|
|
float ColorScale;
|
|
|
|
int HdrMode;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "InvGamma", UniformType::Float, offsetof(PresentUniforms, InvGamma) },
|
|
|
|
{ "Contrast", UniformType::Float, offsetof(PresentUniforms, Contrast) },
|
|
|
|
{ "Brightness", UniformType::Float, offsetof(PresentUniforms, Brightness) },
|
|
|
|
{ "Saturation", UniformType::Float, offsetof(PresentUniforms, Saturation) },
|
|
|
|
{ "GrayFormula", UniformType::Int, offsetof(PresentUniforms, GrayFormula) },
|
|
|
|
{ "WindowPositionParity", UniformType::Int, offsetof(PresentUniforms, WindowPositionParity) },
|
|
|
|
{ "UVScale", UniformType::Vec2, offsetof(PresentUniforms, Scale) },
|
|
|
|
{ "UVOffset", UniformType::Vec2, offsetof(PresentUniforms, Offset) },
|
|
|
|
{ "ColorScale", UniformType::Float, offsetof(PresentUniforms, ColorScale) },
|
|
|
|
{ "HdrMode", UniformType::Int, offsetof(PresentUniforms, HdrMode) }
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPPresent
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPPresent();
|
|
|
|
|
|
|
|
PPTexture Dither;
|
|
|
|
|
2020-04-25 22:01:04 +00:00
|
|
|
PPShader Present = { "shaders/glsl/present.fp", "", PresentUniforms::Desc() };
|
|
|
|
PPShader Checker3D = { "shaders/glsl/present_checker3d.fp", "", PresentUniforms::Desc() };
|
|
|
|
PPShader Column3D = { "shaders/glsl/present_column3d.fp", "", PresentUniforms::Desc() };
|
|
|
|
PPShader Row3D = { "shaders/glsl/present_row3d.fp", "", PresentUniforms::Desc() };
|
|
|
|
};
|
|
|
|
|
|
|
|
struct ShadowMapUniforms
|
|
|
|
{
|
|
|
|
float ShadowmapQuality;
|
|
|
|
int NodesCount;
|
|
|
|
float Padding0, Padding1;
|
|
|
|
|
|
|
|
static std::vector<UniformFieldDesc> Desc()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
{
|
|
|
|
{ "ShadowmapQuality", UniformType::Float, offsetof(ShadowMapUniforms, ShadowmapQuality) },
|
|
|
|
{ "NodesCount", UniformType::Int, offsetof(ShadowMapUniforms, NodesCount) },
|
|
|
|
{ "Padding0", UniformType::Float, offsetof(ShadowMapUniforms, Padding0) },
|
|
|
|
{ "Padding1", UniformType::Float, offsetof(ShadowMapUniforms, Padding1) },
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPShadowMap
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Update(PPRenderState *renderstate);
|
|
|
|
|
|
|
|
private:
|
|
|
|
PPShader ShadowMap = { "shaders/glsl/shadowmap.fp", "", ShadowMapUniforms::Desc() };
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPCustomShaderInstance
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPCustomShaderInstance(PostProcessShader *desc);
|
|
|
|
|
|
|
|
void Run(PPRenderState *renderstate);
|
|
|
|
|
|
|
|
PostProcessShader *Desc = nullptr;
|
|
|
|
|
|
|
|
private:
|
|
|
|
void AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize, size_t alignment = 0);
|
|
|
|
void SetTextures(PPRenderState *renderstate);
|
|
|
|
void SetUniforms(PPRenderState *renderstate);
|
|
|
|
|
|
|
|
PPShader Shader;
|
|
|
|
int UniformStructSize = 0;
|
|
|
|
std::vector<UniformFieldDesc> Fields;
|
|
|
|
std::vector<std::unique_ptr<FString>> FieldNames;
|
|
|
|
std::map<FTexture*, std::unique_ptr<PPTexture>> Textures;
|
|
|
|
std::map<FString, size_t> FieldOffset;
|
|
|
|
};
|
|
|
|
|
|
|
|
class PPCustomShaders
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Run(PPRenderState *renderstate, FString target);
|
|
|
|
|
|
|
|
private:
|
|
|
|
void CreateShaders();
|
|
|
|
|
|
|
|
std::vector<std::unique_ptr<PPCustomShaderInstance>> mShaders;
|
2019-12-28 17:20:47 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
class Postprocess
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
PPBloom bloom;
|
|
|
|
PPLensDistort lens;
|
|
|
|
PPFXAA fxaa;
|
|
|
|
PPCameraExposure exposure;
|
2020-04-25 22:01:04 +00:00
|
|
|
PPColormap colormap;
|
2019-12-28 17:20:47 +00:00
|
|
|
PPTonemap tonemap;
|
|
|
|
PPAmbientOcclusion ssao;
|
|
|
|
PPPresent present;
|
2020-04-25 22:01:04 +00:00
|
|
|
PPShadowMap shadowmap;
|
|
|
|
PPCustomShaders customShaders;
|
2019-12-28 17:20:47 +00:00
|
|
|
|
|
|
|
|
|
|
|
void Pass1(PPRenderState *state, int fixedcm, int sceneWidth, int sceneHeight);
|
|
|
|
void Pass2(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight);
|
|
|
|
};
|
|
|
|
|
|
|
|
extern Postprocess hw_postprocess;
|