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

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_postprocess.cpp
** Post processing effects in the render pipeline
**
*/
#include "gl_load/gl_system.h"
#include "m_png.h"
#include "gl/system/gl_buffers.h"
#include "gl/system/gl_framebuffer.h"
#include "gamecvars.h"
#include "gl/system/gl_debug.h"
//#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
//#include "hwrenderer/data/flatvertices.h"
#include "r_videoscale.h"
extern bool vid_hdr_active;
CVAR(Int, gl_dither_bpc, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
namespace OpenGLRenderer
{
void FGLRenderer::RenderScreenQuad()
{
// The buffer here needs to be enabled later again, of course.
#if 0
auto buffer = static_cast<GLVertexBuffer *>(screen->mVertexData->GetBufferObjects().first);
buffer->Bind(nullptr);
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
#else
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0);
glVertex2f(-1, -1);
glTexCoord2f(0, 1);
glVertex2f(-1, 1);
glTexCoord2f(1, 0);
glVertex2f(1, -1);
glTexCoord2f(1, 1);
glVertex2f(1,1);
glEnd();
#endif
}
void FGLRenderer::PostProcessScene(int fixedcm, 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();
afterBloomDrawEndScene2D();
hw_postprocess.Pass2(&renderstate, fixedcm, 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);
hw_postprocess.bloom.RenderBlur(&renderstate, sceneWidth, sceneHeight, gameinfobluramount);
}
void FGLRenderer::ClearTonemapPalette()
{
hw_postprocess.tonemap.ClearTonemapPalette();
}
//-----------------------------------------------------------------------------
//
// Copies the rendered screen to its final destination
//
//-----------------------------------------------------------------------------
void FGLRenderer::Flush()
{
CopyToBackbuffer(nullptr, true);
}
//-----------------------------------------------------------------------------
//
// 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
//screen->Clear2D();
GLPPRenderState renderstate(mBuffers);
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);
}
}