- added the needed parts of GZDoom's render backend to have the postprocessor working.

Not hooked up yet.
This commit is contained in:
Christoph Oelckers 2019-12-28 18:20:47 +01:00
parent c4219f40be
commit a021b96119
37 changed files with 4929 additions and 24 deletions

View file

@ -613,6 +613,11 @@ file( GLOB HEADER_FILES
common/rendering/*.h common/rendering/*.h
common/rendering/gl_load/*.h common/rendering/gl_load/*.h
common/rendering/gl/system/*.h common/rendering/gl/system/*.h
common/rendering/gl/renderer/*.h
common/rendering/gl/shaders/*.h
common/rendering/hwrenderer/data/*.h
common/rendering/hwrenderer/postprocessing/*.h
common/rendering/hwrenderer/utility/*.h
build/src/*.h build/src/*.h
platform/win32/*.h platform/win32/*.h
@ -660,7 +665,6 @@ set (PCH_SOURCES
glbackend/glbackend.cpp glbackend/glbackend.cpp
glbackend/gl_palmanager.cpp glbackend/gl_palmanager.cpp
glbackend/gl_texture.cpp glbackend/gl_texture.cpp
glbackend/gl_buffers.cpp
glbackend/hw_draw2d.cpp glbackend/hw_draw2d.cpp
thirdparty/src/base64.cpp thirdparty/src/base64.cpp
@ -811,13 +815,21 @@ set (PCH_SOURCES
#common/input/i_input.cpp #common/input/i_input.cpp
common/input/m_joy.cpp common/input/m_joy.cpp
common/rendering/v_video.cpp
common/rendering/v_framebuffer.cpp
common/rendering/r_videoscale.cpp common/rendering/r_videoscale.cpp
common/rendering/gl_load/gl_interface.cpp common/rendering/v_framebuffer.cpp
common/rendering/v_video.cpp
common/rendering/gl/renderer/gl_renderer.cpp
common/rendering/gl/renderer/gl_postprocess.cpp
common/rendering/gl/renderer/gl_postprocessstate.cpp
common/rendering/gl/renderer/gl_renderbuffers.cpp
common/rendering/gl/shaders/gl_shaderprogram.cpp
common/rendering/gl/system/gl_buffers.cpp
common/rendering/gl/system/gl_debug.cpp common/rendering/gl/system/gl_debug.cpp
common/rendering/gl/system/gl_framebuffer.cpp common/rendering/gl/system/gl_framebuffer.cpp
common/rendering/gl_load/gl_interface.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp
common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
common/rendering/hwrenderer/utility/hw_shaderpatcher.cpp
) )
if( MSVC ) if( MSVC )
@ -882,9 +894,13 @@ include_directories(
common/dobject common/dobject
common/menu common/menu
common/input common/input
common/rendering/gl/system
common/rendering/gl_load common/rendering/gl_load
common/rendering/gl common/rendering/gl/system
common/rendering/gl/renderer
common/rendering/gl/shaders
common/rendering/hwrenderer/data
common/rendering/hwrenderer/postprocessing
common/rendering/hwrenderer/utility
common/rendering common/rendering
platform platform

View file

@ -26,6 +26,14 @@ include_directories(
${CMAKE_CURRENT_SOURCE_DIR}/../common/music ${CMAKE_CURRENT_SOURCE_DIR}/../common/music
${CMAKE_CURRENT_SOURCE_DIR}/../common/input ${CMAKE_CURRENT_SOURCE_DIR}/../common/input
${CMAKE_CURRENT_SOURCE_DIR}/../platform ${CMAKE_CURRENT_SOURCE_DIR}/../platform
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl_load
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/system
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/renderer
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/shaders
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/data
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/postprocessing
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/utility
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering
) )

View file

@ -503,6 +503,7 @@ CUSTOM_CVARD(Float, vid_saturation, 0.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "adju
} }
CVAR(Int, gl_satformula, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR(Int, gl_satformula, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CCMD (bumpgamma) CCMD (bumpgamma)
{ {

View file

@ -82,7 +82,7 @@ EXTERN_CVAR(Int, r_upscalefactor)
EXTERN_CVAR(Float, vid_gamma) EXTERN_CVAR(Float, vid_gamma)
EXTERN_CVAR(Float, vid_contrast) EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Float, vid_brightness) EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Int, gl_multisample)
EXTERN_CVAR(Bool, in_joystick) EXTERN_CVAR(Bool, in_joystick)
EXTERN_CVAR(Int, in_mouse) EXTERN_CVAR(Int, in_mouse)

View file

@ -0,0 +1,255 @@
//
//---------------------------------------------------------------------------
//
// 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);
}
}

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@ -0,0 +1,140 @@
//
//---------------------------------------------------------------------------
//
// 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_postprocessstate.cpp
** Render state maintenance
**
**/
#include "templates.h"
#include "gl_load/gl_system.h"
#include "gl_load/gl_interface.h"
#include "gl/renderer/gl_postprocessstate.h"
namespace OpenGLRenderer
{
//-----------------------------------------------------------------------------
//
// Saves state modified by post processing shaders
//
//-----------------------------------------------------------------------------
FGLPostProcessState::FGLPostProcessState()
{
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
SaveTextureBindings(1);
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glGetBooleanv(GL_DEPTH_TEST, &depthEnabled);
glGetBooleanv(GL_MULTISAMPLE, &multisampleEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
}
void FGLPostProcessState::SaveTextureBindings(unsigned int numUnits)
{
while (textureBinding.Size() < numUnits)
{
unsigned int i = textureBinding.Size();
GLint texture;
glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
glBindTexture(GL_TEXTURE_2D, 0);
textureBinding.Push(texture);
GLint sampler;
glGetIntegerv(GL_SAMPLER_BINDING, &sampler);
glBindSampler(i, 0);
samplerBinding.Push(sampler);
}
glActiveTexture(GL_TEXTURE0);
}
//-----------------------------------------------------------------------------
//
// Restores state at the end of post processing
//
//-----------------------------------------------------------------------------
FGLPostProcessState::~FGLPostProcessState()
{
if (blendEnabled)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
else
glDisable(GL_SCISSOR_TEST);
if (depthEnabled)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
if (multisampleEnabled)
glEnable(GL_MULTISAMPLE);
else
glDisable(GL_MULTISAMPLE);
glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
glUseProgram(currentProgram);
// Fully unbind to avoid incomplete texture warnings from Nvidia's driver when gl_debug_level 4 is active
for (unsigned int i = 0; i < textureBinding.Size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, 0);
}
for (unsigned int i = 0; i < samplerBinding.Size(); i++)
{
glBindSampler(i, samplerBinding[i]);
}
for (unsigned int i = 0; i < textureBinding.Size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textureBinding[i]);
}
glActiveTexture(activeTex);
}
}

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@ -0,0 +1,41 @@
#ifndef __GL_POSTPROCESSSTATE_H
#define __GL_POSTPROCESSSTATE_H
#include <string.h>
#include "gl_load/gl_interface.h"
#include "matrix.h"
#include "c_cvars.h"
namespace OpenGLRenderer
{
class FGLPostProcessState
{
public:
FGLPostProcessState();
~FGLPostProcessState();
void SaveTextureBindings(unsigned int numUnits);
private:
FGLPostProcessState(const FGLPostProcessState &) = delete;
FGLPostProcessState &operator=(const FGLPostProcessState &) = delete;
GLint activeTex;
TArray<GLint> textureBinding;
TArray<GLint> samplerBinding;
GLboolean blendEnabled;
GLboolean scissorEnabled;
GLboolean depthEnabled;
GLboolean multisampleEnabled;
GLint currentProgram;
GLint blendEquationRgb;
GLint blendEquationAlpha;
GLint blendSrcRgb;
GLint blendSrcAlpha;
GLint blendDestRgb;
GLint blendDestAlpha;
};
}
#endif

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@ -0,0 +1,933 @@
//
//---------------------------------------------------------------------------
//
// 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_renderbuffers.cpp
** Render buffers used during rendering
**
*/
#include "gl_load/gl_system.h"
#include "v_video.h"
#include "printf.h"
#include "gl_load/gl_interface.h"
#include "gamecvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl/system/gl_buffers.h"
#include <random>
EXTERN_CVAR(Int, gl_debug_level)
namespace OpenGLRenderer
{
//==========================================================================
//
// Initialize render buffers and textures used in rendering passes
//
//==========================================================================
FGLRenderBuffers::FGLRenderBuffers()
{
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
}
//==========================================================================
//
// Free render buffer resources
//
//==========================================================================
FGLRenderBuffers::~FGLRenderBuffers()
{
ClearScene();
ClearPipeline();
ClearEyeBuffers();
DeleteTexture(mDitherTexture);
}
void FGLRenderBuffers::ClearScene()
{
DeleteFrameBuffer(mSceneFB);
DeleteFrameBuffer(mSceneDataFB);
DeleteRenderBuffer(mSceneMultisampleBuf);
DeleteRenderBuffer(mSceneFogBuf);
DeleteRenderBuffer(mSceneNormalBuf);
DeleteRenderBuffer(mSceneDepthStencilBuf);
}
void FGLRenderBuffers::ClearPipeline()
{
for (int i = 0; i < NumPipelineTextures; i++)
{
DeleteFrameBuffer(mPipelineFB[i]);
DeleteTexture(mPipelineTexture[i]);
}
}
void FGLRenderBuffers::ClearEyeBuffers()
{
for (auto handle : mEyeFBs)
DeleteFrameBuffer(handle);
for (auto handle : mEyeTextures)
DeleteTexture(handle);
mEyeTextures.Clear();
mEyeFBs.Clear();
}
void FGLRenderBuffers::DeleteTexture(PPGLTexture &tex)
{
if (tex.handle != 0)
glDeleteTextures(1, &tex.handle);
tex.handle = 0;
}
void FGLRenderBuffers::DeleteRenderBuffer(PPGLRenderBuffer &buf)
{
if (buf.handle != 0)
glDeleteRenderbuffers(1, &buf.handle);
buf.handle = 0;
}
void FGLRenderBuffers::DeleteFrameBuffer(PPGLFrameBuffer &fb)
{
if (fb.handle != 0)
glDeleteFramebuffers(1, &fb.handle);
fb.handle = 0;
}
//==========================================================================
//
// Makes sure all render buffers have sizes suitable for rending at the
// specified resolution
//
//==========================================================================
void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
{
if (width <= 0 || height <= 0)
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
int samples = clamp((int)gl_multisample, 0, mMaxSamples);
GLint activeTex;
GLint textureBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
if (width != mWidth || height != mHeight)
CreatePipeline(width, height);
if (width != mWidth || height != mHeight || mSamples != samples)
CreateScene(width, height, samples, false);
mWidth = width;
mHeight = height;
mSamples = samples;
mSceneWidth = sceneWidth;
mSceneHeight = sceneHeight;
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (FailedCreate)
{
ClearScene();
ClearPipeline();
ClearEyeBuffers();
mWidth = 0;
mHeight = 0;
mSamples = 0;
mSceneWidth = 0;
mSceneHeight = 0;
I_FatalError("Unable to create render buffers.");
}
}
//==========================================================================
//
// Creates the scene buffers
//
//==========================================================================
void FGLRenderBuffers::CreateScene(int width, int height, int samples, bool needsSceneTextures)
{
ClearScene();
if (samples > 1)
{
if (needsSceneTextures)
{
mSceneMultisampleTex = Create2DMultisampleTexture("SceneMultisample", GL_RGBA16F, width, height, samples, false);
mSceneDepthStencilTex = Create2DMultisampleTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples, false);
mSceneFogTex = Create2DMultisampleTexture("SceneFog", GL_RGBA8, width, height, samples, false);
mSceneNormalTex = Create2DMultisampleTexture("SceneNormal", GL_RGB10_A2, width, height, samples, false);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleTex, {}, {}, mSceneDepthStencilTex, true);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleTex, mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, true);
}
else
{
mSceneMultisampleBuf = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, width, height, samples);
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height, samples);
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mSceneMultisampleBuf, mSceneDepthStencilBuf);
}
}
else
{
if (needsSceneTextures)
{
mSceneDepthStencilTex = Create2DTexture("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFogTex = Create2DTexture("SceneFog", GL_RGBA8, width, height);
mSceneNormalTex = Create2DTexture("SceneNormal", GL_RGB10_A2, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], {}, {}, mSceneDepthStencilTex, false);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneFogTex, mSceneNormalTex, mSceneDepthStencilTex, false);
}
else
{
mSceneDepthStencilBuf = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mSceneDepthStencilBuf);
mSceneDataFB = CreateFrameBuffer("SceneGBufferFB", mPipelineTexture[0], mSceneDepthStencilBuf);
}
}
}
//==========================================================================
//
// Creates the buffers needed for post processing steps
//
//==========================================================================
void FGLRenderBuffers::CreatePipeline(int width, int height)
{
ClearPipeline();
ClearEyeBuffers();
for (int i = 0; i < NumPipelineTextures; i++)
{
mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height);
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]);
}
}
//==========================================================================
//
// Creates eye buffers if needed
//
//==========================================================================
void FGLRenderBuffers::CreateEyeBuffers(int eye)
{
if (mEyeFBs.Size() > unsigned(eye))
return;
GLint activeTex, textureBinding, frameBufferBinding;
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
while (mEyeFBs.Size() <= unsigned(eye))
{
PPGLTexture texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
mEyeTextures.Push(texture);
mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture));
}
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding);
}
//==========================================================================
//
// Creates a 2D texture defaulting to linear filtering and clamp to edge
//
//==========================================================================
PPGLTexture FGLRenderBuffers::Create2DTexture(const char *name, GLuint format, int width, int height, const void *data)
{
PPGLTexture tex;
tex.Width = width;
tex.Height = height;
glGenTextures(1, &tex.handle);
glBindTexture(GL_TEXTURE_2D, tex.handle);
FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
GLenum dataformat = 0, datatype = 0;
switch (format)
{
case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break;
case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break;
case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break;
case GL_RGBA16_SNORM: dataformat = GL_RGBA; datatype = GL_SHORT; break;
case GL_R32F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_R16F: dataformat = GL_RED; datatype = GL_FLOAT; break;
case GL_RG32F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_RG16F: dataformat = GL_RG; datatype = GL_FLOAT; break;
case GL_RGB10_A2: dataformat = GL_RGBA; datatype = GL_UNSIGNED_INT_10_10_10_2; break;
case GL_DEPTH_COMPONENT24: dataformat = GL_DEPTH_COMPONENT; datatype = GL_FLOAT; break;
case GL_STENCIL_INDEX8: dataformat = GL_STENCIL_INDEX; datatype = GL_INT; break;
case GL_DEPTH24_STENCIL8: dataformat = GL_DEPTH_STENCIL; datatype = GL_UNSIGNED_INT_24_8; break;
default: I_FatalError("Unknown format passed to FGLRenderBuffers.Create2DTexture");
}
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, dataformat, datatype, data);
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 tex;
}
PPGLTexture FGLRenderBuffers::Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations)
{
PPGLTexture tex;
tex.Width = width;
tex.Height = height;
glGenTextures(1, &tex.handle);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex.handle);
FGLDebug::LabelObject(GL_TEXTURE, tex.handle, name);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, format, width, height, fixedSampleLocations);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
return tex;
}
//==========================================================================
//
// Creates a render buffer
//
//==========================================================================
PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height)
{
PPGLRenderBuffer buf;
glGenRenderbuffers(1, &buf.handle);
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
return buf;
}
PPGLRenderBuffer FGLRenderBuffers::CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples)
{
if (samples <= 1)
return CreateRenderBuffer(name, format, width, height);
PPGLRenderBuffer buf;
glGenRenderbuffers(1, &buf.handle);
glBindRenderbuffer(GL_RENDERBUFFER, buf.handle);
FGLDebug::LabelObject(GL_RENDERBUFFER, buf.handle, name);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
return buf;
}
//==========================================================================
//
// Creates a frame buffer
//
//==========================================================================
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(false, false);
return fb;
}
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer.handle, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return fb;
}
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer.handle);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil.handle);
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return fb;
}
PPGLFrameBuffer FGLRenderBuffers::CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, bool multisample)
{
PPGLFrameBuffer fb;
glGenFramebuffers(1, &fb.handle);
glBindFramebuffer(GL_FRAMEBUFFER, fb.handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, fb.handle, name);
if (multisample)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer0.handle, 0);
if (colorbuffer1.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer1.handle, 0);
if (colorbuffer2.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D_MULTISAMPLE, colorbuffer2.handle, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, depthstencil.handle, 0);
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer0.handle, 0);
if (colorbuffer1.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, colorbuffer1.handle, 0);
if (colorbuffer2.handle != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, colorbuffer2.handle, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthstencil.handle, 0);
}
if (CheckFrameBufferCompleteness())
ClearFrameBuffer(true, true);
return fb;
}
//==========================================================================
//
// Verifies that the frame buffer setup is valid
//
//==========================================================================
bool FGLRenderBuffers::CheckFrameBufferCompleteness()
{
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (result == GL_FRAMEBUFFER_COMPLETE)
return true;
bool FailedCreate = true;
if (gl_debug_level > 0)
{
FString error = "glCheckFramebufferStatus failed: ";
switch (result)
{
default: error.AppendFormat("error code %d", (int)result); break;
case GL_FRAMEBUFFER_UNDEFINED: error << "GL_FRAMEBUFFER_UNDEFINED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error << "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER"; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error << "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER"; break;
case GL_FRAMEBUFFER_UNSUPPORTED: error << "GL_FRAMEBUFFER_UNSUPPORTED"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: error << "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"; break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: error << "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS"; break;
}
Printf("%s\n", error.GetChars());
}
return false;
}
//==========================================================================
//
// Clear frame buffer to make sure it never contains uninitialized data
//
//==========================================================================
void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
{
GLboolean scissorEnabled;
GLint stencilValue;
GLdouble depthValue;
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilValue);
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &depthValue);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(0.0);
glClearStencil(0);
GLenum flags = GL_COLOR_BUFFER_BIT;
if (stencil)
flags |= GL_STENCIL_BUFFER_BIT;
if (depth)
flags |= GL_DEPTH_BUFFER_BIT;
glClear(flags);
glClearStencil(stencilValue);
glClearDepth(depthValue);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
}
//==========================================================================
//
// Resolves the multisample frame buffer by copying it to the first pipeline texture
//
//==========================================================================
void FGLRenderBuffers::BlitSceneToTexture()
{
mCurrentPipelineTexture = 0;
if (mSamples <= 1)
return;
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
{
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
//==========================================================================
//
// Eye textures and their frame buffers
//
//==========================================================================
void FGLRenderBuffers::BlitToEyeTexture(int eye, bool allowInvalidate)
{
CreateEyeBuffers(eye);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye].handle);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0 && allowInvalidate)
{
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void FGLRenderBuffers::BlitFromEyeTexture(int eye)
{
if (mEyeFBs.Size() <= unsigned(eye)) return;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mEyeFBs[eye].handle);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
{
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void FGLRenderBuffers::BindEyeTexture(int eye, int texunit)
{
CreateEyeBuffers(eye);
glActiveTexture(GL_TEXTURE0 + texunit);
glBindTexture(GL_TEXTURE_2D, mEyeTextures[eye].handle);
}
void FGLRenderBuffers::BindDitherTexture(int texunit)
{
if (!mDitherTexture)
{
static const float data[64] =
{
.0078125, .2578125, .1328125, .3828125, .0234375, .2734375, .1484375, .3984375,
.7578125, .5078125, .8828125, .6328125, .7734375, .5234375, .8984375, .6484375,
.0703125, .3203125, .1953125, .4453125, .0859375, .3359375, .2109375, .4609375,
.8203125, .5703125, .9453125, .6953125, .8359375, .5859375, .9609375, .7109375,
.0390625, .2890625, .1640625, .4140625, .0546875, .3046875, .1796875, .4296875,
.7890625, .5390625, .9140625, .6640625, .8046875, .5546875, .9296875, .6796875,
.1015625, .3515625, .2265625, .4765625, .1171875, .3671875, .2421875, .4921875,
.8515625, .6015625, .9765625, .7265625, .8671875, .6171875, .9921875, .7421875,
};
glActiveTexture(GL_TEXTURE0 + texunit);
mDitherTexture = Create2DTexture("DitherTexture", GL_R32F, 8, 8, data);
}
mDitherTexture.Bind(1, GL_NEAREST, GL_REPEAT);
}
//==========================================================================
//
// Makes the scene frame buffer active (multisample, depth, stecil, etc.)
//
//==========================================================================
void FGLRenderBuffers::BindSceneFB(bool sceneData)
{
glBindFramebuffer(GL_FRAMEBUFFER, sceneData ? mSceneDataFB.handle : mSceneFB.handle);
}
//==========================================================================
//
// Binds the scene color texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneColorTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneMultisampleTex.handle);
else
glBindTexture(GL_TEXTURE_2D, mPipelineTexture[0].handle);
}
//==========================================================================
//
// Binds the scene fog data texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneFogTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneFogTex.handle);
else
glBindTexture(GL_TEXTURE_2D, mSceneFogTex.handle);
}
//==========================================================================
//
// Binds the scene normal data texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneNormalTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneNormalTex.handle);
else
glBindTexture(GL_TEXTURE_2D, mSceneNormalTex.handle);
}
//==========================================================================
//
// Binds the depth texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindSceneDepthTexture(int index)
{
glActiveTexture(GL_TEXTURE0 + index);
if (mSamples > 1)
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, mSceneDepthStencilTex.handle);
else
glBindTexture(GL_TEXTURE_2D, mSceneDepthStencilTex.handle);
}
//==========================================================================
//
// Binds the current scene/effect/hud texture to the specified texture unit
//
//==========================================================================
void FGLRenderBuffers::BindCurrentTexture(int index, int filter, int wrap)
{
mPipelineTexture[mCurrentPipelineTexture].Bind(index, filter, wrap);
}
//==========================================================================
//
// Makes the frame buffer for the current texture active
//
//==========================================================================
void FGLRenderBuffers::BindCurrentFB()
{
mPipelineFB[mCurrentPipelineTexture].Bind();
}
//==========================================================================
//
// Makes the frame buffer for the next texture active
//
//==========================================================================
void FGLRenderBuffers::BindNextFB()
{
int out = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
mPipelineFB[out].Bind();
}
//==========================================================================
//
// Next pipeline texture now contains the output
//
//==========================================================================
void FGLRenderBuffers::NextTexture()
{
mCurrentPipelineTexture = (mCurrentPipelineTexture + 1) % NumPipelineTextures;
}
//==========================================================================
//
// Makes the screen frame buffer active
//
//==========================================================================
void FGLRenderBuffers::BindOutputFB()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
//==========================================================================
//
// Returns true if render buffers are supported and should be used
//
//==========================================================================
bool FGLRenderBuffers::FailedCreate = false;
//==========================================================================
//
// Creates or updates textures used by postprocess effects
//
//==========================================================================
PPGLTextureBackend *GLPPRenderState::GetGLTexture(PPTexture *texture)
{
if (!texture->Backend)
{
FGLPostProcessState savedState;
auto backend = std::make_unique<PPGLTextureBackend>();
int glformat;
switch (texture->Format)
{
default:
case PixelFormat::Rgba8: glformat = GL_RGBA8; break;
case PixelFormat::Rgba16f: glformat = GL_RGBA16F; break;
case PixelFormat::R32f: glformat = GL_R32F; break;
case PixelFormat::Rg16f: glformat = GL_RG16F; break;
case PixelFormat::Rgba16_snorm: glformat = GL_RGBA16_SNORM; break;
}
if (texture->Data)
backend->Tex = buffers->Create2DTexture("PPTexture", glformat, texture->Width, texture->Height, texture->Data.get());
else
backend->Tex = buffers->Create2DTexture("PPTexture", glformat, texture->Width, texture->Height);
texture->Backend = std::move(backend);
}
return static_cast<PPGLTextureBackend*>(texture->Backend.get());
}
//==========================================================================
//
// Compile the shaders declared by post process effects
//
//==========================================================================
FShaderProgram *GLPPRenderState::GetGLShader(PPShader *shader)
{
if (!shader->Backend)
{
auto glshader = std::make_unique<FShaderProgram>();
FString prolog;
if (!shader->Uniforms.empty())
prolog = UniformBlockDecl::Create("Uniforms", shader->Uniforms, POSTPROCESS_BINDINGPOINT);
prolog += shader->Defines;
glshader->Compile(FShaderProgram::Vertex, shader->VertexShader, "", shader->Version);
glshader->Compile(FShaderProgram::Fragment, shader->FragmentShader, prolog, shader->Version);
glshader->Link(shader->FragmentShader.GetChars());
if (!shader->Uniforms.empty())
glshader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
shader->Backend = std::move(glshader);
}
return static_cast<FShaderProgram*>(shader->Backend.get());
}
//==========================================================================
//
// Renders one post process effect
//
//==========================================================================
void GLPPRenderState::Draw()
{
FGLPostProcessState savedState;
// Bind input textures
for (unsigned int index = 0; index < Textures.Size(); index++)
{
savedState.SaveTextureBindings(index + 1);
const PPTextureInput &input = Textures[index];
int filter = (input.Filter == PPFilterMode::Nearest) ? GL_NEAREST : GL_LINEAR;
int wrap = (input.Wrap == PPWrapMode::Clamp) ? GL_CLAMP_TO_EDGE : GL_REPEAT;
switch (input.Type)
{
default:
case PPTextureType::CurrentPipelineTexture:
buffers->BindCurrentTexture(index, filter, wrap);
break;
case PPTextureType::NextPipelineTexture:
I_FatalError("PPTextureType::NextPipelineTexture not allowed as input\n");
break;
case PPTextureType::PPTexture:
GetGLTexture(input.Texture)->Tex.Bind(index, filter, wrap);
break;
case PPTextureType::SceneColor:
buffers->BindSceneColorTexture(index);
break;
case PPTextureType::SceneFog:
buffers->BindSceneFogTexture(index);
break;
case PPTextureType::SceneNormal:
buffers->BindSceneNormalTexture(index);
break;
case PPTextureType::SceneDepth:
buffers->BindSceneDepthTexture(index);
break;
}
}
// Set render target
switch (Output.Type)
{
default:
I_FatalError("Unsupported postprocess output type\n");
break;
case PPTextureType::CurrentPipelineTexture:
buffers->BindCurrentFB();
break;
case PPTextureType::NextPipelineTexture:
buffers->BindNextFB();
break;
case PPTextureType::PPTexture:
if (GetGLTexture(Output.Texture)->FB)
GetGLTexture(Output.Texture)->FB.Bind();
else
GetGLTexture(Output.Texture)->FB = buffers->CreateFrameBuffer("PPTextureFB"/*Output.Texture.GetChars()*/, GetGLTexture(Output.Texture)->Tex);
break;
case PPTextureType::SceneColor:
buffers->BindSceneFB(false);
break;
}
// Set blend mode
if (BlendMode.BlendOp == STYLEOP_Add && BlendMode.SrcAlpha == STYLEALPHA_One && BlendMode.DestAlpha == STYLEALPHA_Zero && BlendMode.Flags == 0)
{
glDisable(GL_BLEND);
}
else
{
// To do: support all the modes
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
if (BlendMode.SrcAlpha == STYLEALPHA_One && BlendMode.DestAlpha == STYLEALPHA_One)
glBlendFunc(GL_ONE, GL_ONE);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// Setup viewport
glViewport(Viewport.left, Viewport.top, Viewport.width, Viewport.height);
auto shader = GetGLShader(Shader);
// Set uniforms
if (Uniforms.Data.Size() > 0)
{
if (!shader->Uniforms)
shader->Uniforms.reset(screen->CreateDataBuffer(POSTPROCESS_BINDINGPOINT, false, false));
shader->Uniforms->SetData(Uniforms.Data.Size(), Uniforms.Data.Data());
static_cast<GLDataBuffer*>(shader->Uniforms.get())->BindBase();
}
// Set shader
shader->Bind();
// Draw the screen quad
GLRenderer->RenderScreenQuad();
// Advance to next PP texture if our output was sent there
if (Output.Type == PPTextureType::NextPipelineTexture)
buffers->NextTexture();
glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
}
void GLPPRenderState::PushGroup(const FString &name)
{
FGLDebug::PushGroup(name.GetChars());
}
void GLPPRenderState::PopGroup()
{
FGLDebug::PopGroup();
}
// Store the current stereo 3D eye buffer, and Load the next one
int FGLRenderBuffers::NextEye(int eyeCount)
{
int nextEye = (mCurrentEye + 1) % eyeCount;
if (nextEye == mCurrentEye) return mCurrentEye;
BlitToEyeTexture(mCurrentEye);
mCurrentEye = nextEye;
BlitFromEyeTexture(mCurrentEye);
return mCurrentEye;
}
} // namespace OpenGLRenderer

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@ -0,0 +1,205 @@
#pragma once
#include "hwrenderer/postprocessing/hw_postprocess.h"
namespace OpenGLRenderer
{
class FGLRenderBuffers;
class PPGLTexture
{
public:
void Bind(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE)
{
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
}
int Width = -1;
int Height = -1;
explicit operator bool() const { return handle != 0; }
private:
GLuint handle = 0;
friend class FGLRenderBuffers;
friend class PPGLTextureBackend;
};
class PPGLFrameBuffer
{
public:
void Bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, handle);
}
explicit operator bool() const { return handle != 0; }
private:
GLuint handle = 0;
friend class FGLRenderBuffers;
friend class PPGLTextureBackend;
};
class PPGLRenderBuffer
{
private:
GLuint handle = 0;
explicit operator bool() const { return handle != 0; }
friend class FGLRenderBuffers;
};
class PPGLTextureBackend : public PPTextureBackend
{
public:
~PPGLTextureBackend()
{
if (Tex.handle != 0)
{
glDeleteTextures(1, &Tex.handle);
Tex.handle = 0;
}
if (FB.handle != 0)
{
glDeleteFramebuffers(1, &FB.handle);
FB.handle = 0;
}
}
PPGLTexture Tex;
PPGLFrameBuffer FB;
};
class FShaderProgram;
class GLPPRenderState : public PPRenderState
{
public:
GLPPRenderState(FGLRenderBuffers *buffers) : buffers(buffers) { }
void PushGroup(const FString &name) override;
void PopGroup() override;
void Draw() override;
private:
PPGLTextureBackend *GetGLTexture(PPTexture *texture);
FShaderProgram *GetGLShader(PPShader *shader);
FGLRenderBuffers *buffers;
};
class FGLRenderBuffers
{
public:
FGLRenderBuffers();
~FGLRenderBuffers();
void Setup(int width, int height, int sceneWidth, int sceneHeight);
void BindSceneFB(bool sceneData);
void BindSceneColorTexture(int index);
void BindSceneFogTexture(int index);
void BindSceneNormalTexture(int index);
void BindSceneDepthTexture(int index);
void BlitSceneToTexture();
void BindCurrentTexture(int index, int filter = GL_NEAREST, int wrap = GL_CLAMP_TO_EDGE);
void BindCurrentFB();
void BindNextFB();
void NextTexture();
PPGLFrameBuffer GetCurrentFB() const { return mPipelineFB[mCurrentPipelineTexture]; }
void BindOutputFB();
void BlitToEyeTexture(int eye, bool allowInvalidate=true);
void BlitFromEyeTexture(int eye);
void BindEyeTexture(int eye, int texunit);
int NextEye(int eyeCount);
int & CurrentEye() { return mCurrentEye; }
void BindDitherTexture(int texunit);
int GetWidth() const { return mWidth; }
int GetHeight() const { return mHeight; }
int GetSceneWidth() const { return mSceneWidth; }
int GetSceneHeight() const { return mSceneHeight; }
private:
void ClearScene();
void ClearPipeline();
void ClearEyeBuffers();
void CreateScene(int width, int height, int samples, bool needsSceneTextures);
void CreatePipeline(int width, int height);
void CreateEyeBuffers(int eye);
PPGLTexture Create2DTexture(const char *name, GLuint format, int width, int height, const void *data = nullptr);
PPGLTexture Create2DMultisampleTexture(const char *name, GLuint format, int width, int height, int samples, bool fixedSampleLocations);
PPGLRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height);
PPGLRenderBuffer CreateRenderBuffer(const char *name, GLuint format, int width, int height, int samples);
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer);
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer, PPGLRenderBuffer depthstencil);
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLRenderBuffer colorbuffer, PPGLRenderBuffer depthstencil);
PPGLFrameBuffer CreateFrameBuffer(const char *name, PPGLTexture colorbuffer0, PPGLTexture colorbuffer1, PPGLTexture colorbuffer2, PPGLTexture depthstencil, bool multisample);
bool CheckFrameBufferCompleteness();
void ClearFrameBuffer(bool stencil, bool depth);
void DeleteTexture(PPGLTexture &handle);
void DeleteRenderBuffer(PPGLRenderBuffer &handle);
void DeleteFrameBuffer(PPGLFrameBuffer &handle);
int mWidth = 0;
int mHeight = 0;
int mSamples = 0;
int mMaxSamples = 0;
int mSceneWidth = 0;
int mSceneHeight = 0;
static const int NumPipelineTextures = 2;
int mCurrentPipelineTexture = 0;
// Buffers for the scene
PPGLTexture mSceneMultisampleTex;
PPGLTexture mSceneDepthStencilTex;
PPGLTexture mSceneFogTex;
PPGLTexture mSceneNormalTex;
PPGLRenderBuffer mSceneMultisampleBuf;
PPGLRenderBuffer mSceneDepthStencilBuf;
PPGLRenderBuffer mSceneFogBuf;
PPGLRenderBuffer mSceneNormalBuf;
PPGLFrameBuffer mSceneFB;
PPGLFrameBuffer mSceneDataFB;
// Effect/HUD buffers
PPGLTexture mPipelineTexture[NumPipelineTextures];
PPGLFrameBuffer mPipelineFB[NumPipelineTextures];
// Eye buffers
TArray<PPGLTexture> mEyeTextures;
TArray<PPGLFrameBuffer> mEyeFBs;
int mCurrentEye = 0;
// Shadow map texture
PPGLTexture mShadowMapTexture;
PPGLFrameBuffer mShadowMapFB;
int mCurrentShadowMapSize = 0;
PPGLTexture mDitherTexture;
static bool FailedCreate;
friend class GLPPRenderState;
};
}

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// 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/
//
//--------------------------------------------------------------------------
//
/*
** gl1_renderer.cpp
** Renderer interface
**
*/
#include "gl_load/gl_system.h"
#include "files.h"
#include "v_video.h"
#include "m_png.h"
#include "filesystem.h"
#include "i_time.h"
#include "cmdlib.h"
//#include "swrenderer/r_swscene.h"
//#include "hwrenderer/utility/hw_clock.h"
#include "gl_load/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gamecvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
//#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/shaders/gl_shaderprogram.h"
//#include "hwrenderer/data/flatvertices.h"
//#include "gl/textures/gl_samplers.h"
//#include "hwrenderer/dynlights/hw_lightbuffer.h"
//#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "r_videoscale.h"
//#include "r_data/models/models.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/system/gl_buffers.h"
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)
extern bool NoInterpolateView;
void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown);
namespace OpenGLRenderer
{
FGLRenderer* GLRenderer;
//===========================================================================
//
// Renderer interface
//
//===========================================================================
//-----------------------------------------------------------------------------
//
// Initialize
//
//-----------------------------------------------------------------------------
FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
{
framebuffer = fb;
}
void FGLRenderer::Initialize(int width, int height)
{
mScreenBuffers = new FGLRenderBuffers();
mSaveBuffers = new FGLRenderBuffers();
mBuffers = mScreenBuffers;
mPresentShader = new FPresentShader();
mPresent3dCheckerShader = new FPresent3DCheckerShader();
mPresent3dColumnShader = new FPresent3DColumnShader();
mPresent3dRowShader = new FPresent3DRowShader();
//glGenQueries(1, &PortalQueryObject);
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
glGenVertexArrays(1, &mVAOID);
glBindVertexArray(mVAOID);
FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");
mFBID = 0;
mOldFBID = 0;
//mShaderManager = new FShaderManager;
//mSamplerManager = new FSamplerManager;
}
FGLRenderer::~FGLRenderer()
{
//FlushModels();
//TexMan.FlushAll();
//if (mShaderManager != nullptr) delete mShaderManager;
//if (mSamplerManager != nullptr) delete mSamplerManager;
if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
if (mVAOID != 0)
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &mVAOID);
}
//if (PortalQueryObject != 0) glDeleteQueries(1, &PortalQueryObject);
//if (swdrawer) delete swdrawer;
if (mBuffers) delete mBuffers;
if (mSaveBuffers) delete mSaveBuffers;
if (mPresentShader) delete mPresentShader;
if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
if (mPresent3dColumnShader) delete mPresent3dColumnShader;
if (mPresent3dRowShader) delete mPresent3dRowShader;
}
//===========================================================================
//
//
//
//===========================================================================
bool FGLRenderer::StartOffscreen()
{
bool firstBind = (mFBID == 0);
if (mFBID == 0)
glGenFramebuffers(1, &mFBID);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
if (firstBind)
FGLDebug::LabelObject(GL_FRAMEBUFFER, mFBID, "OffscreenFB");
return true;
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::EndOffscreen()
{
glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
{
#if 0
auto BaseLayer = static_cast<FHardwareTexture*>(mat->GetLayer(0, 0));
if (BaseLayer == nullptr)
{
// must create the hardware texture first
BaseLayer->BindOrCreate(mat->sourcetex, 0, 0, 0, 0);
FHardwareTexture::Unbind(0);
gl_RenderState.ClearLastMaterial();
}
BaseLayer->BindToFrameBuffer(mat->GetWidth(), mat->GetHeight());
#endif
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
#if 0
void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
{
IntRect bounds;
bounds.left = 0;
bounds.top = 0;
bounds.width = width;
bounds.height = height;
// we must be sure the GPU finished reading from the buffer before we fill it with new data.
glFinish();
// Switch to render buffers dimensioned for the savepic
mBuffers = mSaveBuffers;
hw_ClearFakeFlat();
gl_RenderState.SetVertexBuffer(screen->mVertexData);
screen->mVertexData->Reset();
screen->mLights->Clear();
screen->mViewpoints->Clear();
// This shouldn't overwrite the global viewpoint even for a short time.
FRenderViewpoint savevp;
sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
glDisable(GL_STENCIL_TEST);
gl_RenderState.SetNoSoftLightLevel();
CopyToBackbuffer(&bounds, false);
// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
glFinish();
int numpixels = width * height;
uint8_t * scr = (uint8_t *)M_Malloc(numpixels * 3);
glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, true);
M_Free(scr);
// Switch back the screen render buffers
screen->SetViewportRects(nullptr);
mBuffers = mScreenBuffers;
}
#endif
//===========================================================================
//
//
//
//===========================================================================
void FGLRenderer::BeginFrame()
{
mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
//mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
}
}

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#ifndef __GL_RENDERER_H
#define __GL_RENDERER_H
#include "v_video.h"
#include "vectors.h"
#include "matrix.h"
#include "gl/renderer/gl_renderbuffers.h"
#include <functional>
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
struct particle_t;
class FCanvasTexture;
class FFlatVertexBuffer;
class FSkyVertexBuffer;
class FShaderManager;
class HWPortal;
class FLightBuffer;
class DPSprite;
class FGLRenderBuffers;
class FGL2DDrawer;
class FHardwareTexture;
class SWSceneDrawer;
class HWViewpointBuffer;
struct FRenderViewpoint;
namespace OpenGLRenderer
{
class FSamplerManager;
class OpenGLFrameBuffer;
class FPresentShaderBase;
class FPresentShader;
class FPresent3DCheckerShader;
class FPresent3DColumnShader;
class FPresent3DRowShader;
class FGLRenderer
{
public:
OpenGLFrameBuffer *framebuffer;
int mMirrorCount = 0;
int mPlaneMirrorCount = 0;
//FShaderManager *mShaderManager = nullptr;
//FSamplerManager *mSamplerManager = nullptr;
unsigned int mFBID;
unsigned int mVAOID;
//unsigned int PortalQueryObject;
unsigned int mStencilValue = 0;
int mOldFBID;
FGLRenderBuffers *mBuffers = nullptr;
FGLRenderBuffers *mScreenBuffers = nullptr;
FGLRenderBuffers *mSaveBuffers = nullptr;
FPresentShader *mPresentShader = nullptr;
FPresent3DCheckerShader *mPresent3dCheckerShader = nullptr;
FPresent3DColumnShader *mPresent3dColumnShader = nullptr;
FPresent3DRowShader *mPresent3dRowShader = nullptr;
//FRotator mAngles;
//SWSceneDrawer *swdrawer = nullptr;
FGLRenderer(OpenGLFrameBuffer *fb);
~FGLRenderer() ;
void Initialize(int width, int height);
void ClearBorders();
void PresentStereo();
void RenderScreenQuad();
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
void AmbientOccludeScene(float m5);
void ClearTonemapPalette();
void BlurScene(float gameinfobluramount);
void CopyToBackbuffer(const IntRect *bounds, bool applyGamma);
void DrawPresentTexture(const IntRect &box, bool applyGamma);
void Flush();
//void Draw2D(F2DDrawer *data);
#if 0
void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
#endif
void BeginFrame();
bool StartOffscreen();
void EndOffscreen();
void BindToFrameBuffer(FMaterial *mat);
private:
void DrawScene(HWDrawInfo *di, int drawmode);
bool QuadStereoCheckInitialRenderContextState();
void PresentAnaglyph(bool r, bool g, bool b);
void PresentSideBySide();
void PresentTopBottom();
void prepareInterleavedPresent(FPresentShaderBase& shader);
void PresentColumnInterleaved();
void PresentRowInterleaved();
void PresentCheckerInterleaved();
void PresentQuadStereo();
};
struct TexFilter_s
{
int minfilter;
int magfilter;
bool mipmapping;
} ;
extern FGLRenderer *GLRenderer;
}
#endif

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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_shaderprogram.cpp
** GLSL shader program compile and link
**
*/
#include "gl_load/gl_system.h"
#include "v_video.h"
#include "gl_load/gl_interface.h"
#include "gamecvars.h"
#include "gl/system/gl_debug.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "hwrenderer/utility/hw_shaderpatcher.h"
#include "filesystem.h"
#include "printf.h"
namespace OpenGLRenderer
{
bool IsShaderCacheActive();
TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat);
void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat);
FShaderProgram::FShaderProgram()
{
for (int i = 0; i < NumShaderTypes; i++)
mShaders[i] = 0;
}
//==========================================================================
//
// Free shader program resources
//
//==========================================================================
FShaderProgram::~FShaderProgram()
{
if (mProgram != 0)
glDeleteProgram(mProgram);
for (int i = 0; i < NumShaderTypes; i++)
{
if (mShaders[i] != 0)
glDeleteShader(mShaders[i]);
}
}
//==========================================================================
//
// Creates an OpenGL shader object for the specified type of shader
//
//==========================================================================
void FShaderProgram::CreateShader(ShaderType type)
{
GLenum gltype = 0;
switch (type)
{
default:
case Vertex: gltype = GL_VERTEX_SHADER; break;
case Fragment: gltype = GL_FRAGMENT_SHADER; break;
}
mShaders[type] = glCreateShader(gltype);
}
//==========================================================================
//
// Compiles a shader and attaches it the program object
//
//==========================================================================
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
{
int lump = fileSystem.FindFile(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = fileSystem.ReadFile(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)
{
mShaderNames[type] = name;
mShaderSources[type] = PatchShader(type, code, defines, maxGlslVersion);
}
void FShaderProgram::CompileShader(ShaderType type)
{
CreateShader(type);
const auto &handle = mShaders[type];
FGLDebug::LabelObject(GL_SHADER, handle, mShaderNames[type]);
const FString &patchedCode = mShaderSources[type];
int lengths[1] = { (int)patchedCode.Len() };
const char *sources[1] = { patchedCode.GetChars() };
glShaderSource(handle, 1, sources, lengths);
glCompileShader(handle);
GLint status = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
I_FatalError("Compile Shader '%s':\n%s\n", mShaderNames[type].GetChars(), GetShaderInfoLog(handle).GetChars());
}
else
{
if (mProgram == 0)
mProgram = glCreateProgram();
glAttachShader(mProgram, handle);
}
}
//==========================================================================
//
// Links a program with the compiled shaders
//
//==========================================================================
void FShaderProgram::Link(const char *name)
{
FGLDebug::LabelObject(GL_PROGRAM, mProgram, name);
uint32_t binaryFormat = 0;
TArray<uint8_t> binary;
#if 0
if (IsShaderCacheActive())
binary = LoadCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binaryFormat);
#endif
bool loadedFromBinary = false;
if (binary.Size() > 0 && glProgramBinary)
{
if (mProgram == 0)
mProgram = glCreateProgram();
glProgramBinary(mProgram, binaryFormat, binary.Data(), binary.Size());
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
loadedFromBinary = (status == GL_TRUE);
}
if (!loadedFromBinary)
{
CompileShader(Vertex);
CompileShader(Fragment);
glLinkProgram(mProgram);
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
}
#if 0
else if (glProgramBinary && IsShaderCacheActive())
{
int binaryLength = 0;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
binary.Resize(binaryLength);
glGetProgramBinary(mProgram, binary.Size(), &binaryLength, &binaryFormat, binary.Data());
binary.Resize(binaryLength);
SaveCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binary, binaryFormat);
}
#endif
}
// This is only for old OpenGL which didn't allow to set the binding from within the shader.
if (screen->glslversion < 4.20)
{
glUseProgram(mProgram);
for (auto &uni : samplerstobind)
{
auto index = glGetUniformLocation(mProgram, uni.first);
if (index >= 0)
{
glUniform1i(index, uni.second);
}
}
}
samplerstobind.Clear();
samplerstobind.ShrinkToFit();
}
//==========================================================================
//
// Set uniform buffer location (only useful for GL 3.3)
//
//==========================================================================
void FShaderProgram::SetUniformBufferLocation(int index, const char *name)
{
if (screen->glslversion < 4.20)
{
GLuint uniformBlockIndex = glGetUniformBlockIndex(mProgram, name);
if (uniformBlockIndex != GL_INVALID_INDEX)
glUniformBlockBinding(mProgram, uniformBlockIndex, index);
}
}
//==========================================================================
//
// Makes the shader the active program
//
//==========================================================================
void FShaderProgram::Bind()
{
glUseProgram(mProgram);
}
//==========================================================================
//
// Returns the shader info log (warnings and compile errors)
//
//==========================================================================
FString FShaderProgram::GetShaderInfoLog(GLuint handle)
{
static char buffer[10000];
GLsizei length = 0;
buffer[0] = 0;
glGetShaderInfoLog(handle, 10000, &length, buffer);
return FString(buffer);
}
//==========================================================================
//
// Returns the program info log (warnings and compile errors)
//
//==========================================================================
FString FShaderProgram::GetProgramInfoLog(GLuint handle)
{
static char buffer[10000];
GLsizei length = 0;
buffer[0] = 0;
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;
// If we have 4.2, always use it because it adds important new syntax.
if (maxGlslVersion < 420 && gl.glslversion >= 4.2f) maxGlslVersion = 420;
int shaderVersion = std::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;
// 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 << RemoveLayoutLocationDecl(code, type == Vertex ? "out" : "in");
if (maxGlslVersion < 420)
{
// Here we must strip out all layout(binding) declarations for sampler uniforms and store them in 'samplerstobind' which can then be processed by the link function.
patchedCode = RemoveSamplerBindings(patchedCode, samplerstobind);
}
return patchedCode;
}
/////////////////////////////////////////////////////////////////////////////
void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program_name)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
mShader.reset(new FShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", prolog, 330);
mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
mShader->Link(program_name);
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
}
void FPresentShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present.fp", "shaders/glsl/present");
}
mShader->Bind();
}
/////////////////////////////////////////////////////////////////////////////
void FPresent3DCheckerShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d");
}
mShader->Bind();
}
void FPresent3DColumnShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d");
}
mShader->Bind();
}
void FPresent3DRowShader::Bind()
{
if (!mShader)
{
Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d");
}
mShader->Bind();
}
}

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#pragma once
#include "gl_load/gl_system.h"
//#include "gl_shader.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
namespace OpenGLRenderer
{
class FShaderProgram : public PPShaderBackend
{
public:
FShaderProgram();
~FShaderProgram();
enum ShaderType
{
Vertex,
Fragment,
NumShaderTypes
};
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 Link(const char *name);
void SetUniformBufferLocation(int index, const char *name);
void Bind();
GLuint Handle() { return mProgram; }
//explicit operator bool() const { return mProgram != 0; }
std::unique_ptr<IDataBuffer> Uniforms;
private:
FShaderProgram(const FShaderProgram &) = delete;
FShaderProgram &operator=(const FShaderProgram &) = delete;
void CompileShader(ShaderType type);
FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
void CreateShader(ShaderType type);
FString GetShaderInfoLog(GLuint handle);
FString GetProgramInfoLog(GLuint handle);
GLuint mProgram = 0;
GLuint mShaders[NumShaderTypes];
FString mShaderSources[NumShaderTypes];
FString mShaderNames[NumShaderTypes];
TArray<std::pair<FString, int>> samplerstobind;
};
class FPresentShaderBase
{
public:
virtual ~FPresentShaderBase() {}
virtual void Bind() = 0;
ShaderUniforms<PresentUniforms, POSTPROCESS_BINDINGPOINT> Uniforms;
protected:
virtual void Init(const char * vtx_shader_name, const char * program_name);
std::unique_ptr<FShaderProgram> mShader;
};
class FPresentShader : public FPresentShaderBase
{
public:
void Bind() override;
};
class FPresent3DCheckerShader : public FPresentShaderBase
{
public:
void Bind() override;
};
class FPresent3DColumnShader : public FPresentShaderBase
{
public:
void Bind() override;
};
class FPresent3DRowShader : public FPresentShaderBase
{
public:
void Bind() override;
};
}

View file

@ -26,7 +26,7 @@
#include <algorithm> #include <algorithm>
#include "gl_load.h" #include "gl_load.h"
#include "glbackend.h" //#include "glbackend.h"
#include "gl_buffers.h" #include "gl_buffers.h"
namespace OpenGLRenderer namespace OpenGLRenderer

View file

@ -44,9 +44,9 @@ CUSTOM_CVAR(Int, gl_debug_level, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOIN
CVAR(Bool, gl_debug_breakpoint, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR(Bool, gl_debug_breakpoint, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
bool gpuStatActive; extern bool gpuStatActive;
bool keepGpuStatActive; extern bool keepGpuStatActive;
FString gpuStatOutput; extern FString gpuStatOutput;
namespace OpenGLRenderer namespace OpenGLRenderer
{ {

View file

@ -34,7 +34,7 @@
#include "v_video.h" #include "v_video.h"
#include "printf.h" #include "printf.h"
#include "gl_load/gl_interface.h" #include "gl_load/gl_interface.h"
//#include "hwrenderer/utility/hw_cvars.h" #include "gamecvars.h"
static TArray<FString> m_Extensions; static TArray<FString> m_Extensions;
RenderContext gl; RenderContext gl;

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@ -0,0 +1,33 @@
#pragma once
#include <stdint.h>
#include "tflags.h"
// A render queue is what contains all render commands.
// On Vulkan there can be several of them so this interface is needed to allow for the needed parallelism.
// On OpenGL the render state is global so all this will do is to translate the system independent calls into OpenGL API calls.
enum class ColormaskBits
{
RED = 1,
GREEN = 2,
BLUE = 4,
ALPHA = 8
};
typedef TFlags<ColormaskBits, uint8_t> Colormask;
class IRenderQueue
{
Colormask mColorMask;
Colormask GetColorMask() const
{
return mColorMask;
}
virtual void SetColorMask(Colormask mask) = 0;
};

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@ -0,0 +1,154 @@
#pragma once
#include <vector>
#include "hwrenderer/data/buffers.h"
#include "v_video.h"
enum
{
LIGHTBUF_BINDINGPOINT = 1,
POSTPROCESS_BINDINGPOINT = 2,
VIEWPOINT_BINDINGPOINT = 3,
LIGHTNODES_BINDINGPOINT = 4,
LIGHTLINES_BINDINGPOINT = 5,
LIGHTLIST_BINDINGPOINT = 6
};
enum class UniformType
{
Int,
UInt,
Float,
Vec2,
Vec3,
Vec4,
IVec2,
IVec3,
IVec4,
UVec2,
UVec3,
UVec4,
Mat4
};
class UniformFieldDesc
{
public:
UniformFieldDesc() { }
UniformFieldDesc(const char *name, UniformType type, std::size_t offset) : Name(name), Type(type), Offset(offset) { }
const char *Name;
UniformType Type;
std::size_t Offset;
};
class UniformBlockDecl
{
public:
static FString Create(const char *name, const std::vector<UniformFieldDesc> &fields, int bindingpoint)
{
FString decl;
FString layout;
if (bindingpoint == -1)
{
layout = "push_constant";
}
else if (screen->glslversion < 4.20)
{
layout = "std140";
}
else
{
layout.Format("std140, binding = %d", bindingpoint);
}
decl.Format("layout(%s) uniform %s\n{\n", layout.GetChars(), name);
for (size_t i = 0; i < fields.size(); i++)
{
decl.AppendFormat("\t%s %s;\n", GetTypeStr(fields[i].Type), fields[i].Name);
}
decl += "};\n";
return decl;
}
private:
static const char *GetTypeStr(UniformType type)
{
switch (type)
{
default:
case UniformType::Int: return "int";
case UniformType::UInt: return "uint";
case UniformType::Float: return "float";
case UniformType::Vec2: return "vec2";
case UniformType::Vec3: return "vec3";
case UniformType::Vec4: return "vec4";
case UniformType::IVec2: return "ivec2";
case UniformType::IVec3: return "ivec3";
case UniformType::IVec4: return "ivec4";
case UniformType::UVec2: return "uvec2";
case UniformType::UVec3: return "uvec3";
case UniformType::UVec4: return "uvec4";
case UniformType::Mat4: return "mat4";
}
}
};
template<typename T, int bindingpoint>
class ShaderUniforms
{
public:
ShaderUniforms()
{
memset(&Values, 0, sizeof(Values));
}
~ShaderUniforms()
{
if (mBuffer != nullptr)
delete mBuffer;
}
int BindingPoint() const
{
return bindingpoint;
}
FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
{
mFields = fields;
return UniformBlockDecl::Create(name, fields, bindingpoint);
}
void Init()
{
if (mBuffer == nullptr)
mBuffer = screen->CreateDataBuffer(bindingpoint, false, false);
}
void SetData()
{
if (mBuffer != nullptr)
mBuffer->SetData(sizeof(T), &Values);
}
IDataBuffer* GetBuffer() const
{
// OpenGL needs to mess around with this in ways that should not be part of the interface.
return mBuffer;
}
T *operator->() { return &Values; }
const T *operator->() const { return &Values; }
T Values;
private:
ShaderUniforms(const ShaderUniforms &) = delete;
ShaderUniforms &operator=(const ShaderUniforms &) = delete;
IDataBuffer *mBuffer = nullptr;
std::vector<UniformFieldDesc> mFields;
};

View file

@ -0,0 +1,826 @@
#include "v_video.h"
#include "hw_postprocess.h"
#include "gamecvars.h"
#include "stats.h"
#include "imagehelpers.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
#include <random>
Postprocess hw_postprocess;
PPResource *PPResource::First = nullptr;
bool gpuStatActive = false;
bool keepGpuStatActive = false;
FString gpuStatOutput;
ADD_STAT(gpu)
{
keepGpuStatActive = true;
return gpuStatOutput;
}
/////////////////////////////////////////////////////////////////////////////
void PPBloom::UpdateTextures(int width, int height)
{
if (width == lastWidth && height == lastHeight)
return;
int bloomWidth = (width + 1) / 2;
int bloomHeight = (height + 1) / 2;
for (int i = 0; i < NumBloomLevels; i++)
{
auto &blevel = levels[i];
blevel.Viewport.left = 0;
blevel.Viewport.top = 0;
blevel.Viewport.width = (bloomWidth + 1) / 2;
blevel.Viewport.height = (bloomHeight + 1) / 2;
blevel.VTexture = { blevel.Viewport.width, blevel.Viewport.height, PixelFormat::Rgba16f };
blevel.HTexture = { blevel.Viewport.width, blevel.Viewport.height, PixelFormat::Rgba16f };
bloomWidth = blevel.Viewport.width;
bloomHeight = blevel.Viewport.height;
}
lastWidth = width;
lastHeight = height;
}
void PPBloom::RenderBloom(PPRenderState *renderstate, int sceneWidth, int sceneHeight, int fixedcm)
{
// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || sceneWidth <= 0 || sceneHeight <= 0)
{
return;
}
renderstate->PushGroup("bloom");
UpdateTextures(sceneWidth, sceneHeight);
ExtractUniforms extractUniforms;
extractUniforms.Scale = screen->SceneScale();
extractUniforms.Offset = screen->SceneOffset();
auto &level0 = levels[0];
// Extract blooming pixels from scene texture:
renderstate->Clear();
renderstate->Shader = &BloomExtract;
renderstate->Uniforms.Set(extractUniforms);
renderstate->Viewport = level0.Viewport;
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
renderstate->SetInputTexture(1, &hw_postprocess.exposure.CameraTexture);
renderstate->SetOutputTexture(&level0.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
const float blurAmount = gl_bloom_amount;
BlurUniforms blurUniforms;
ComputeBlurSamples(7, blurAmount, blurUniforms.SampleWeights);
// Blur and downscale:
for (int i = 0; i < NumBloomLevels - 1; i++)
{
auto &blevel = levels[i];
auto &next = levels[i + 1];
BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
// Linear downscale:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = next.Viewport;
renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&next.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
}
// Blur and upscale:
for (int i = NumBloomLevels - 1; i > 0; i--)
{
auto &blevel = levels[i];
auto &next = levels[i - 1];
BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
// Linear upscale:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = next.Viewport;
renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&next.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
}
BlurStep(renderstate, blurUniforms, level0.VTexture, level0.HTexture, level0.Viewport, false);
BlurStep(renderstate, blurUniforms, level0.HTexture, level0.VTexture, level0.Viewport, true);
// Add bloom back to scene texture:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = screen->mSceneViewport;
renderstate->SetInputTexture(0, &level0.VTexture, PPFilterMode::Linear);
renderstate->SetOutputCurrent();
renderstate->SetAdditiveBlend();
renderstate->Draw();
renderstate->PopGroup();
}
void PPBloom::RenderBlur(PPRenderState *renderstate, int sceneWidth, int sceneHeight, float gameinfobluramount)
{
// No scene, no blur!
if (sceneWidth <= 0 || sceneHeight <= 0)
return;
UpdateTextures(sceneWidth, sceneHeight);
// first, respect the CVar
float blurAmount = gl_menu_blur;
// if CVar is negative, use the gameinfo entry
if (gl_menu_blur < 0)
blurAmount = gameinfobluramount;
// if blurAmount == 0 or somehow still returns negative, exit to prevent a crash, clearly we don't want this
if (blurAmount <= 0.0)
{
return;
}
renderstate->PushGroup("blur");
int numLevels = 3;
assert(numLevels <= NumBloomLevels);
auto &level0 = levels[0];
// Grab the area we want to bloom:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = level0.Viewport;
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
renderstate->SetOutputTexture(&level0.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
BlurUniforms blurUniforms;
ComputeBlurSamples(7, blurAmount, blurUniforms.SampleWeights);
// Blur and downscale:
for (int i = 0; i < numLevels - 1; i++)
{
auto &blevel = levels[i];
auto &next = levels[i + 1];
BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
// Linear downscale:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = next.Viewport;
renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&next.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
}
// Blur and upscale:
for (int i = numLevels - 1; i > 0; i--)
{
auto &blevel = levels[i];
auto &next = levels[i - 1];
BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
// Linear upscale:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = next.Viewport;
renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&next.VTexture);
renderstate->SetNoBlend();
renderstate->Draw();
}
BlurStep(renderstate, blurUniforms, level0.VTexture, level0.HTexture, level0.Viewport, false);
BlurStep(renderstate, blurUniforms, level0.HTexture, level0.VTexture, level0.Viewport, true);
// Copy blur back to scene texture:
renderstate->Clear();
renderstate->Shader = &BloomCombine;
renderstate->Uniforms.Clear();
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetInputTexture(0, &level0.VTexture, PPFilterMode::Linear);
renderstate->SetOutputCurrent();
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->PopGroup();
}
void PPBloom::BlurStep(PPRenderState *renderstate, const BlurUniforms &blurUniforms, PPTexture &input, PPTexture &output, PPViewport viewport, bool vertical)
{
renderstate->Clear();
renderstate->Shader = vertical ? &BlurVertical : &BlurHorizontal;
renderstate->Uniforms.Set(blurUniforms);
renderstate->Viewport = viewport;
renderstate->SetInputTexture(0, &input);
renderstate->SetOutputTexture(&output);
renderstate->SetNoBlend();
renderstate->Draw();
}
float PPBloom::ComputeBlurGaussian(float n, float theta) // theta = Blur Amount
{
return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
}
void PPBloom::ComputeBlurSamples(int sampleCount, float blurAmount, float *sampleWeights)
{
sampleWeights[0] = ComputeBlurGaussian(0, blurAmount);
float totalWeights = sampleWeights[0];
for (int i = 0; i < sampleCount / 2; i++)
{
float weight = ComputeBlurGaussian(i + 1.0f, blurAmount);
sampleWeights[i * 2 + 1] = weight;
sampleWeights[i * 2 + 2] = weight;
totalWeights += weight * 2;
}
for (int i = 0; i < sampleCount; i++)
{
sampleWeights[i] /= totalWeights;
}
}
/////////////////////////////////////////////////////////////////////////////
void PPLensDistort::Render(PPRenderState *renderstate)
{
if (gl_lens == 0)
{
return;
}
float k[4] =
{
gl_lens_k,
gl_lens_k * gl_lens_chromatic,
gl_lens_k * gl_lens_chromatic * gl_lens_chromatic,
0.0f
};
float kcube[4] =
{
gl_lens_kcube,
gl_lens_kcube * gl_lens_chromatic,
gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic,
0.0f
};
float aspect = screen->mSceneViewport.width / (float)screen->mSceneViewport.height;
// Scale factor to keep sampling within the input texture
float r2 = aspect * aspect * 0.25f + 0.25f;
float sqrt_r2 = sqrt(r2);
float f0 = 1.0f + std::max(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f);
float f2 = 1.0f + std::max(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f);
float f = std::max(f0, f2);
float scale = 1.0f / f;
LensUniforms uniforms;
uniforms.AspectRatio = aspect;
uniforms.Scale = scale;
uniforms.LensDistortionCoefficient = k;
uniforms.CubicDistortionValue = kcube;
renderstate->PushGroup("lens");
renderstate->Clear();
renderstate->Shader = &Lens;
renderstate->Uniforms.Set(uniforms);
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
renderstate->SetOutputNext();
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->PopGroup();
}
/////////////////////////////////////////////////////////////////////////////
void PPFXAA::Render(PPRenderState *renderstate)
{
if (0 == gl_fxaa)
{
return;
}
CreateShaders();
FXAAUniforms uniforms;
uniforms.ReciprocalResolution = { 1.0f / screen->mScreenViewport.width, 1.0f / screen->mScreenViewport.height };
renderstate->PushGroup("fxaa");
renderstate->Clear();
renderstate->Shader = &FXAALuma;
renderstate->Uniforms.Clear();
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetInputCurrent(0, PPFilterMode::Nearest);
renderstate->SetOutputNext();
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->Shader = &FXAA;
renderstate->Uniforms.Set(uniforms);
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
renderstate->Draw();
renderstate->PopGroup();
}
int PPFXAA::GetMaxVersion()
{
return screen->glslversion >= 4.f ? 400 : 330;
}
void PPFXAA::CreateShaders()
{
if (LastQuality == gl_fxaa)
return;
FXAALuma = { "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
FXAA = { "shaders/glsl/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
LastQuality = gl_fxaa;
}
FString PPFXAA::GetDefines()
{
int quality;
switch (gl_fxaa)
{
default:
case IFXAAShader::Low: quality = 10; break;
case IFXAAShader::Medium: quality = 12; break;
case IFXAAShader::High: quality = 29; break;
case IFXAAShader::Extreme: quality = 39; break;
}
const int gatherAlpha = GetMaxVersion() >= 400 ? 1 : 0;
// TODO: enable FXAA_GATHER4_ALPHA on OpenGL earlier than 4.0
// when GL_ARB_gpu_shader5/GL_NV_gpu_shader5 extensions are supported
FString result;
result.Format(
"#define FXAA_QUALITY__PRESET %i\n"
"#define FXAA_GATHER4_ALPHA %i\n",
quality, gatherAlpha);
return result;
}
/////////////////////////////////////////////////////////////////////////////
void PPCameraExposure::Render(PPRenderState *renderstate, int sceneWidth, int sceneHeight)
{
if (!gl_bloom)
{
return;
}
renderstate->PushGroup("exposure");
UpdateTextures(sceneWidth, sceneHeight);
ExposureExtractUniforms extractUniforms;
extractUniforms.Scale = screen->SceneScale();
extractUniforms.Offset = screen->SceneOffset();
ExposureCombineUniforms combineUniforms;
combineUniforms.ExposureBase = gl_exposure_base;
combineUniforms.ExposureMin = gl_exposure_min;
combineUniforms.ExposureScale = gl_exposure_scale;
combineUniforms.ExposureSpeed = gl_exposure_speed;
auto &level0 = ExposureLevels[0];
// Extract light blevel from scene texture:
renderstate->Clear();
renderstate->Shader = &ExposureExtract;
renderstate->Uniforms.Set(extractUniforms);
renderstate->Viewport = level0.Viewport;
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
renderstate->SetOutputTexture(&level0.Texture);
renderstate->SetNoBlend();
renderstate->Draw();
// Find the average value:
for (size_t i = 0; i + 1 < ExposureLevels.size(); i++)
{
auto &blevel = ExposureLevels[i];
auto &next = ExposureLevels[i + 1];
renderstate->Shader = &ExposureAverage;
renderstate->Uniforms.Clear();
renderstate->Viewport = next.Viewport;
renderstate->SetInputTexture(0, &blevel.Texture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&next.Texture);
renderstate->SetNoBlend();
renderstate->Draw();
}
// Combine average value with current camera exposure:
renderstate->Shader = &ExposureCombine;
renderstate->Uniforms.Set(combineUniforms);
renderstate->Viewport.left = 0;
renderstate->Viewport.top = 0;
renderstate->Viewport.width = 1;
renderstate->Viewport.height = 1;
renderstate->SetInputTexture(0, &ExposureLevels.back().Texture, PPFilterMode::Linear);
renderstate->SetOutputTexture(&CameraTexture);
if (!FirstExposureFrame)
renderstate->SetAlphaBlend();
else
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->PopGroup();
FirstExposureFrame = false;
}
void PPCameraExposure::UpdateTextures(int width, int height)
{
int firstwidth = std::max(width / 2, 1);
int firstheight = std::max(height / 2, 1);
if (ExposureLevels.size() > 0 && ExposureLevels[0].Viewport.width == firstwidth && ExposureLevels[0].Viewport.height == firstheight)
{
return;
}
ExposureLevels.clear();
int i = 0;
do
{
width = std::max(width / 2, 1);
height = std::max(height / 2, 1);
PPExposureLevel blevel;
blevel.Viewport.left = 0;
blevel.Viewport.top = 0;
blevel.Viewport.width = width;
blevel.Viewport.height = height;
blevel.Texture = { blevel.Viewport.width, blevel.Viewport.height, PixelFormat::R32f };
ExposureLevels.push_back(std::move(blevel));
i++;
} while (width > 1 || height > 1);
FirstExposureFrame = true;
}
/////////////////////////////////////////////////////////////////////////////
void PPTonemap::UpdateTextures()
{
if (gl_tonemap == Palette && !PaletteTexture.Data)
{
std::shared_ptr<void> data(new uint32_t[512 * 512], [](void *p) { delete[](uint32_t*)p; });
uint8_t *lut = (uint8_t *)data.get();
for (int r = 0; r < 64; r++)
{
for (int g = 0; g < 64; g++)
{
for (int b = 0; b < 64; b++)
{
PalEntry color = ImageHelpers::BaseColors[(uint8_t)ImageHelpers::PTM_BestColor((r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4),
gl_paltonemap_reverselookup, gl_paltonemap_powtable, 0, 256)];
int index = ((r * 64 + g) * 64 + b) * 4;
lut[index] = color.r;
lut[index + 1] = color.g;
lut[index + 2] = color.b;
lut[index + 3] = 255;
}
}
}
PaletteTexture = { 512, 512, PixelFormat::Rgba8, data };
}
}
void PPTonemap::Render(PPRenderState *renderstate)
{
if (gl_tonemap == 0)
{
return;
}
UpdateTextures();
PPShader *shader = nullptr;
switch (gl_tonemap)
{
default:
case Linear: shader = &LinearShader; break;
case Reinhard: shader = &ReinhardShader; break;
case HejlDawson: shader = &HejlDawsonShader; break;
case Uncharted2: shader = &Uncharted2Shader; break;
case Palette: shader = &PaletteShader; break;
}
renderstate->PushGroup("tonemap");
renderstate->Clear();
renderstate->Shader = shader;
renderstate->Viewport = screen->mScreenViewport;
renderstate->SetInputCurrent(0);
if (gl_tonemap == Palette)
renderstate->SetInputTexture(1, &PaletteTexture);
renderstate->SetOutputNext();
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->PopGroup();
}
/////////////////////////////////////////////////////////////////////////////
PPAmbientOcclusion::PPAmbientOcclusion()
{
// Must match quality enum in PPAmbientOcclusion::DeclareShaders
double numDirections[NumAmbientRandomTextures] = { 2.0, 4.0, 8.0 };
std::mt19937 generator(1337);
std::uniform_real_distribution<double> distribution(0.0, 1.0);
for (int quality = 0; quality < NumAmbientRandomTextures; quality++)
{
std::shared_ptr<void> data(new int16_t[16 * 4], [](void *p) { delete[](int16_t*)p; });
int16_t *randomValues = (int16_t *)data.get();
for (int i = 0; i < 16; i++)
{
double angle = 2.0 * M_PI * distribution(generator) / numDirections[quality];
double x = cos(angle);
double y = sin(angle);
double z = distribution(generator);
double w = distribution(generator);
randomValues[i * 4 + 0] = (int16_t)clamp(x * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 1] = (int16_t)clamp(y * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 2] = (int16_t)clamp(z * 32767.0, -32768.0, 32767.0);
randomValues[i * 4 + 3] = (int16_t)clamp(w * 32767.0, -32768.0, 32767.0);
}
AmbientRandomTexture[quality] = { 4, 4, PixelFormat::Rgba16_snorm, data };
}
}
void PPAmbientOcclusion::CreateShaders()
{
if (gl_ssao == LastQuality)
return;
// Must match quality values in PPAmbientOcclusion::UpdateTextures
int numDirections, numSteps;
switch (gl_ssao)
{
default:
case LowQuality: numDirections = 2; numSteps = 4; break;
case MediumQuality: numDirections = 4; numSteps = 4; break;
case HighQuality: numDirections = 8; numSteps = 4; break;
}
FString defines;
defines.Format(R"(
#define USE_RANDOM_TEXTURE
#define RANDOM_TEXTURE_WIDTH 4.0
#define NUM_DIRECTIONS %d.0
#define NUM_STEPS %d.0
)", numDirections, numSteps);
LinearDepth = { "shaders/glsl/lineardepth.fp", "", LinearDepthUniforms::Desc() };
LinearDepthMS = { "shaders/glsl/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
AmbientOcclude = { "shaders/glsl/ssao.fp", defines, SSAOUniforms::Desc() };
AmbientOccludeMS = { "shaders/glsl/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
BlurVertical = { "shaders/glsl/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
BlurHorizontal = { "shaders/glsl/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
Combine = { "shaders/glsl/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
CombineMS = { "shaders/glsl/ssaocombine.fp", "#define MULTISAMPLE\n", AmbientCombineUniforms::Desc() };
LastQuality = gl_ssao;
}
void PPAmbientOcclusion::UpdateTextures(int width, int height)
{
if ((width <= 0 || height <= 0) || (width == LastWidth && height == LastHeight))
return;
AmbientWidth = (width + 1) / 2;
AmbientHeight = (height + 1) / 2;
LinearDepthTexture = { AmbientWidth, AmbientHeight, PixelFormat::R32f };
Ambient0 = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
Ambient1 = { AmbientWidth, AmbientHeight, PixelFormat::Rg16f };
LastWidth = width;
LastHeight = height;
}
void PPAmbientOcclusion::Render(PPRenderState *renderstate, float m5, int sceneWidth, int sceneHeight)
{
if (gl_ssao == 0 || sceneWidth == 0 || sceneHeight == 0)
{
return;
}
CreateShaders();
UpdateTextures(sceneWidth, sceneHeight);
float bias = gl_ssao_bias;
float aoRadius = gl_ssao_radius;
const float blurAmount = gl_ssao_blur;
float aoStrength = gl_ssao_strength;
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
float tanHalfFovy = 1.0f / m5;
float invFocalLenX = tanHalfFovy * (sceneWidth / (float)sceneHeight);
float invFocalLenY = tanHalfFovy;
float nDotVBias = clamp(bias, 0.0f, 1.0f);
float r2 = aoRadius * aoRadius;
float blurSharpness = 1.0f / blurAmount;
auto sceneScale = screen->SceneScale();
auto sceneOffset = screen->SceneOffset();
int randomTexture = clamp(gl_ssao - 1, 0, NumAmbientRandomTextures - 1);
LinearDepthUniforms linearUniforms;
linearUniforms.SampleIndex = 0;
linearUniforms.LinearizeDepthA = 1.0f / screen->GetZFar() - 1.0f / screen->GetZNear();
linearUniforms.LinearizeDepthB = std::max(1.0f / screen->GetZNear(), 1.e-8f);
linearUniforms.InverseDepthRangeA = 1.0f;
linearUniforms.InverseDepthRangeB = 0.0f;
linearUniforms.Scale = sceneScale;
linearUniforms.Offset = sceneOffset;
SSAOUniforms ssaoUniforms;
ssaoUniforms.SampleIndex = 0;
ssaoUniforms.UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY };
ssaoUniforms.UVToViewB = { -invFocalLenX, -invFocalLenY };
ssaoUniforms.InvFullResolution = { 1.0f / AmbientWidth, 1.0f / AmbientHeight };
ssaoUniforms.NDotVBias = nDotVBias;
ssaoUniforms.NegInvR2 = -1.0f / r2;
ssaoUniforms.RadiusToScreen = aoRadius * 0.5f / tanHalfFovy * AmbientHeight;
ssaoUniforms.AOMultiplier = 1.0f / (1.0f - nDotVBias);
ssaoUniforms.AOStrength = aoStrength;
ssaoUniforms.Scale = sceneScale;
ssaoUniforms.Offset = sceneOffset;
DepthBlurUniforms blurUniforms;
blurUniforms.BlurSharpness = blurSharpness;
blurUniforms.PowExponent = gl_ssao_exponent;
AmbientCombineUniforms combineUniforms;
combineUniforms.SampleCount = gl_multisample;
combineUniforms.Scale = screen->SceneScale();
combineUniforms.Offset = screen->SceneOffset();
combineUniforms.DebugMode = gl_ssao_debug;
IntRect ambientViewport;
ambientViewport.left = 0;
ambientViewport.top = 0;
ambientViewport.width = AmbientWidth;
ambientViewport.height = AmbientHeight;
renderstate->PushGroup("ssao");
// Calculate linear depth values
renderstate->Clear();
renderstate->Shader = gl_multisample > 1 ? &LinearDepthMS : &LinearDepth;
renderstate->Uniforms.Set(linearUniforms);
renderstate->Viewport = ambientViewport;
renderstate->SetInputSceneDepth(0);
renderstate->SetInputSceneColor(1);
renderstate->SetOutputTexture(&LinearDepthTexture);
renderstate->SetNoBlend();
renderstate->Draw();
// Apply ambient occlusion
renderstate->Clear();
renderstate->Shader = gl_multisample > 1 ? &AmbientOccludeMS : &AmbientOcclude;
renderstate->Uniforms.Set(ssaoUniforms);
renderstate->Viewport = ambientViewport;
renderstate->SetInputTexture(0, &LinearDepthTexture);
renderstate->SetInputSceneNormal(1);
renderstate->SetInputTexture(2, &AmbientRandomTexture[randomTexture], PPFilterMode::Nearest, PPWrapMode::Repeat);
renderstate->SetOutputTexture(&Ambient0);
renderstate->SetNoBlend();
renderstate->Draw();
// Blur SSAO texture
if (gl_ssao_debug < 2)
{
renderstate->Clear();
renderstate->Shader = &BlurHorizontal;
renderstate->Uniforms.Set(blurUniforms);
renderstate->Viewport = ambientViewport;
renderstate->SetInputTexture(0, &Ambient0);
renderstate->SetOutputTexture(&Ambient1);
renderstate->SetNoBlend();
renderstate->Draw();
renderstate->Clear();
renderstate->Shader = &BlurVertical;
renderstate->Uniforms.Set(blurUniforms);
renderstate->Viewport = ambientViewport;
renderstate->SetInputTexture(0, &Ambient1);
renderstate->SetOutputTexture(&Ambient0);
renderstate->SetNoBlend();
renderstate->Draw();
}
// Add SSAO back to scene texture:
renderstate->Clear();
renderstate->Shader = gl_multisample > 1 ? &CombineMS : &Combine;
renderstate->Uniforms.Set(combineUniforms);
renderstate->Viewport = screen->mSceneViewport;
if (gl_ssao_debug < 4)
renderstate->SetInputTexture(0, &Ambient0, PPFilterMode::Linear);
else
renderstate->SetInputSceneNormal(0, PPFilterMode::Linear);
renderstate->SetInputSceneFog(1);
renderstate->SetOutputSceneColor();
if (gl_ssao_debug != 0)
renderstate->SetNoBlend();
else
renderstate->SetAlphaBlend();
renderstate->Draw();
renderstate->PopGroup();
}
/////////////////////////////////////////////////////////////////////////////
PPPresent::PPPresent()
{
static const float data[64] =
{
.0078125, .2578125, .1328125, .3828125, .0234375, .2734375, .1484375, .3984375,
.7578125, .5078125, .8828125, .6328125, .7734375, .5234375, .8984375, .6484375,
.0703125, .3203125, .1953125, .4453125, .0859375, .3359375, .2109375, .4609375,
.8203125, .5703125, .9453125, .6953125, .8359375, .5859375, .9609375, .7109375,
.0390625, .2890625, .1640625, .4140625, .0546875, .3046875, .1796875, .4296875,
.7890625, .5390625, .9140625, .6640625, .8046875, .5546875, .9296875, .6796875,
.1015625, .3515625, .2265625, .4765625, .1171875, .3671875, .2421875, .4921875,
.8515625, .6015625, .9765625, .7265625, .8671875, .6171875, .9921875, .7421875,
};
std::shared_ptr<void> pixels(new float[64], [](void *p) { delete[](float*)p; });
memcpy(pixels.get(), data, 64 * sizeof(float));
Dither = { 8, 8, PixelFormat::R32f, pixels };
}
void Postprocess::Pass1(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight)
{
exposure.Render(state, sceneWidth, sceneHeight);
bloom.RenderBloom(state, sceneWidth, sceneHeight, fixedcm);
}
void Postprocess::Pass2(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight)
{
tonemap.Render(state);
lens.Render(state);
fxaa.Render(state);
}

View file

@ -0,0 +1,771 @@
#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(); }
FString VertexShader = "shaders/glsl/screenquad.vp";
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;
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() };
};
/////////////////////////////////////////////////////////////////////////////
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:
PPShader Lens = { "shaders/glsl/lensdistortion.fp", "", LensUniforms::Desc() };
};
/////////////////////////////////////////////////////////////////////////////
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;
PPShader ExposureExtract = { "shaders/glsl/exposureextract.fp", "", ExposureExtractUniforms::Desc() };
PPShader ExposureAverage = { "shaders/glsl/exposureaverage.fp", "", {}, 400 };
PPShader ExposureCombine = { "shaders/glsl/exposurecombine.fp", "", ExposureCombineUniforms::Desc() };
};
/////////////////////////////////////////////////////////////////////////////
struct ColormapUniforms
{
FVector4 MapStart;
FVector4 MapRange;
static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "uFixedColormapStart", UniformType::Vec4, offsetof(ColormapUniforms, MapStart) },
{ "uFixedColormapRange", UniformType::Vec4, offsetof(ColormapUniforms, MapRange) },
};
}
};
/////////////////////////////////////////////////////////////////////////////
class PPTonemap
{
public:
void Render(PPRenderState *renderstate);
void ClearTonemapPalette() { PaletteTexture = {}; }
private:
void UpdateTextures();
PPTexture PaletteTexture;
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", {} };
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;
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() };
};
/////////////////////////////////////////////////////////////////////////////
class Postprocess
{
public:
PPBloom bloom;
PPLensDistort lens;
PPFXAA fxaa;
PPCameraExposure exposure;
PPTonemap tonemap;
PPAmbientOcclusion ssao;
PPPresent present;
void Pass1(PPRenderState *state, int fixedcm, int sceneWidth, int sceneHeight);
void Pass2(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight);
};
extern Postprocess hw_postprocess;

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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 "hw_postprocess_cvars.h"
#include "v_video.h"
//==========================================================================
//
// CVARs
//
//==========================================================================
CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE);
CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, CVAR_ARCHIVE)
{
if (self < 0.1f) self = 0.1f;
}
CVAR(Float, gl_exposure_scale, 1.3f, CVAR_ARCHIVE)
CVAR(Float, gl_exposure_min, 0.35f, CVAR_ARCHIVE)
CVAR(Float, gl_exposure_base, 0.35f, CVAR_ARCHIVE)
CVAR(Float, gl_exposure_speed, 0.05f, CVAR_ARCHIVE)
CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE)
{
if (self < 0 || self > 5)
self = 0;
}
CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self >= IFXAAShader::Count)
{
self = 0;
}
}
CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 3)
self = 0;
}
CUSTOM_CVAR(Int, gl_ssao_portals, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0)
self = 0;
}
CVAR(Float, gl_ssao_strength, 0.7f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, gl_ssao_debug, 0, 0)
CVAR(Float, gl_ssao_bias, 0.2f, 0)
CVAR(Float, gl_ssao_radius, 80.0f, 0)
CUSTOM_CVAR(Float, gl_ssao_blur, 16.0f, 0)
{
if (self < 0.1f) self = 0.1f;
}
CUSTOM_CVAR(Float, gl_ssao_exponent, 1.8f, 0)
{
if (self < 0.1f) self = 0.1f;
}
CUSTOM_CVAR(Float, gl_paltonemap_powtable, 2.0f, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
screen->UpdatePalette();
}
CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
screen->UpdatePalette();
}
CVAR(Float, gl_menu_blur, -1.0f, CVAR_ARCHIVE)

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#pragma once
#include "c_cvars.h"
class IFXAAShader
{
public:
enum Quality
{
None,
Low,
Medium,
High,
Extreme,
Count
};
};
//==========================================================================
//
// CVARs
//
//==========================================================================
EXTERN_CVAR(Bool, gl_bloom)
EXTERN_CVAR(Float, gl_bloom_amount)
EXTERN_CVAR(Float, gl_exposure_scale)
EXTERN_CVAR(Float, gl_exposure_min)
EXTERN_CVAR(Float, gl_exposure_base)
EXTERN_CVAR(Float, gl_exposure_speed)
EXTERN_CVAR(Int, gl_tonemap)
EXTERN_CVAR(Int, gl_bloom_kernel_size)
EXTERN_CVAR(Bool, gl_lens)
EXTERN_CVAR(Float, gl_lens_k)
EXTERN_CVAR(Float, gl_lens_kcube)
EXTERN_CVAR(Float, gl_lens_chromatic)
EXTERN_CVAR(Int, gl_fxaa)
EXTERN_CVAR(Int, gl_ssao)
EXTERN_CVAR(Int, gl_ssao_portals)
EXTERN_CVAR(Float, gl_ssao_strength)
EXTERN_CVAR(Int, gl_ssao_debug)
EXTERN_CVAR(Float, gl_ssao_bias)
EXTERN_CVAR(Float, gl_ssao_radius)
EXTERN_CVAR(Float, gl_ssao_blur)
EXTERN_CVAR(Float, gl_ssao_exponent)
EXTERN_CVAR(Float, gl_paltonemap_powtable)
EXTERN_CVAR(Bool, gl_paltonemap_reverselookup)
EXTERN_CVAR(Float, gl_menu_blur)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Float, vid_saturation)
EXTERN_CVAR(Int, gl_satformula)

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// 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/
//
//--------------------------------------------------------------------------
//
#include "c_cvars.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "hw_cvars.h"
#include "menu/menu.h"
// OpenGL stuff moved here
// GL related CVARs
//==========================================================================
//
// Texture CVARs
//
//==========================================================================
#if 0
CUSTOM_CVAR(Float,gl_texture_filter_anisotropic,8.0f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
screen->TextureFilterChanged();
}
CCMD(gl_flush)
{
//TexMan.FlushAll();
}
CUSTOM_CVAR(Int, gl_texture_filter, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
{
if (self < 0 || self > 6) self=4;
screen->TextureFilterChanged();
}
CVAR(Bool, gl_precache, false, CVAR_ARCHIVE)
#endif
//==========================================================================
//
// Sprite CVARs
//
//==========================================================================
#if 0
CVAR(Bool, gl_usecolorblending, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_sprite_blend, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Int, gl_spriteclip, 1, CVAR_ARCHIVE)
CVAR(Float, gl_sclipthreshold, 10.0, CVAR_ARCHIVE)
CVAR(Float, gl_sclipfactor, 1.8f, CVAR_ARCHIVE)
CVAR(Int, gl_particles_style, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth
CVAR(Int, gl_billboard_mode, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_faces_camera, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
{
if (self < 0 || self > 8) self = 0;
}
CUSTOM_CVAR(Int, gl_shadowmap_filter, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 8) self = 1;
}
#endif

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#pragma once
#include "c_cvars.h"
EXTERN_CVAR(Bool,gl_enhanced_nightvision)
EXTERN_CVAR(Int, screenblocks);
EXTERN_CVAR(Bool, gl_texture)
EXTERN_CVAR(Int, gl_texture_filter)
EXTERN_CVAR(Float, gl_texture_filter_anisotropic)
EXTERN_CVAR(Int, gl_texture_format)
EXTERN_CVAR(Bool, gl_texture_usehires)
EXTERN_CVAR(Bool, gl_usefb)
EXTERN_CVAR(Int, gl_weaponlight)
EXTERN_CVAR (Bool, gl_light_sprites);
EXTERN_CVAR (Bool, gl_light_particles);
EXTERN_CVAR (Bool, gl_light_shadowmap);
EXTERN_CVAR (Int, gl_shadowmap_quality);
EXTERN_CVAR(Int, gl_fogmode)
EXTERN_CVAR(Int, gl_lightmode)
EXTERN_CVAR(Bool,gl_mirror_envmap)
EXTERN_CVAR(Bool,gl_mirrors)
EXTERN_CVAR(Bool,gl_mirror_envmap)
EXTERN_CVAR(Float, gl_mask_threshold)
EXTERN_CVAR(Float, gl_mask_sprite_threshold)
EXTERN_CVAR(Int, gl_multisample)
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)
EXTERN_CVAR(Bool, gl_lens)
EXTERN_CVAR(Float, gl_lens_k)
EXTERN_CVAR(Float, gl_lens_kcube)
EXTERN_CVAR(Float, gl_lens_chromatic)
EXTERN_CVAR(Int, gl_ssao)
EXTERN_CVAR(Int, gl_ssao_portals)
EXTERN_CVAR(Float, gl_ssao_strength)
EXTERN_CVAR(Int, gl_ssao_debug)
EXTERN_CVAR(Float, gl_ssao_bias)
EXTERN_CVAR(Float, gl_ssao_radius)
EXTERN_CVAR(Float, gl_ssao_blur_amount)
EXTERN_CVAR(Int, gl_debug_level)
EXTERN_CVAR(Bool, gl_debug_breakpoint)
EXTERN_CVAR(Bool, gl_usecolorblending)
EXTERN_CVAR(Bool, gl_sprite_blend)
EXTERN_CVAR(Int, gl_spriteclip)
EXTERN_CVAR(Float, gl_sclipthreshold)
EXTERN_CVAR(Float, gl_sclipfactor)
EXTERN_CVAR(Int, gl_particles_style)
EXTERN_CVAR(Int, gl_billboard_mode)
EXTERN_CVAR(Bool, gl_billboard_faces_camera)
EXTERN_CVAR(Bool, gl_billboard_particles)
EXTERN_CVAR(Int, gl_enhanced_nv_stealth)
EXTERN_CVAR(Int, gl_fuzztype)
EXTERN_CVAR(Int, gl_shadowmap_filter)
EXTERN_CVAR(Bool, gl_brightfog)
EXTERN_CVAR(Bool, gl_lightadditivesurfaces)
EXTERN_CVAR(Bool, gl_notexturefill)

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2018 Christoph Oelckers
// 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/
//
//--------------------------------------------------------------------------
//
/*
** hw_shaderpatcher.cpp
**
** Modifies shader source to account for different syntax versions or engine changes.
**
*/
#include "hw_shaderpatcher.h"
static bool IsGlslWhitespace(char c)
{
switch (c)
{
case ' ':
case '\r':
case '\n':
case '\t':
case '\f':
return true;
default:
return false;
}
}
static FString NextGlslToken(const char *chars, long len, long &pos)
{
// Eat whitespace
long tokenStart = pos;
while (tokenStart != len && IsGlslWhitespace(chars[tokenStart]))
tokenStart++;
// Find token end
long tokenEnd = tokenStart;
while (tokenEnd != len && !IsGlslWhitespace(chars[tokenEnd]) && chars[tokenEnd] != ';')
tokenEnd++;
pos = tokenEnd;
return FString(chars + tokenStart, tokenEnd - tokenStart);
}
static bool isShaderType(const char *name)
{
return !strcmp(name, "sampler1D") || !strcmp(name, "sampler2D") || !strcmp(name, "sampler3D") || !strcmp(name, "samplerCube") || !strcmp(name, "sampler2DMS");
}
FString RemoveLegacyUserUniforms(FString code)
{
// User shaders must declare their uniforms via the GLDEFS file.
code.Substitute("uniform sampler2D tex;", " ");
code.Substitute("uniform float timer;", " ");
// The following code searches for legacy uniform declarations in the shader itself and replaces them with whitespace.
long len = (long)code.Len();
char *chars = code.LockBuffer();
long startIndex = 0;
while (true)
{
long matchIndex = code.IndexOf("uniform", startIndex);
if (matchIndex == -1)
break;
bool isLegacyUniformName = false;
bool isKeywordStart = matchIndex == 0 || IsGlslWhitespace(chars[matchIndex - 1]);
bool isKeywordEnd = matchIndex + 7 == len || IsGlslWhitespace(chars[matchIndex + 7]);
if (isKeywordStart && isKeywordEnd)
{
long pos = matchIndex + 7;
FString type = NextGlslToken(chars, len, pos);
FString identifier = NextGlslToken(chars, len, pos);
isLegacyUniformName = type.Compare("float") == 0 && identifier.Compare("timer") == 0;
}
if (isLegacyUniformName)
{
long statementEndIndex = code.IndexOf(';', matchIndex + 7);
if (statementEndIndex == -1)
statementEndIndex = len;
for (long i = matchIndex; i <= statementEndIndex; i++)
{
if (!IsGlslWhitespace(chars[i]))
chars[i] = ' ';
}
startIndex = statementEndIndex;
}
else
{
startIndex = matchIndex + 7;
}
}
// Also remove all occurences of the token 'texture2d'. Some shaders may still use this deprecated function to access a sampler.
// Modern GLSL only allows use of 'texture'.
while (true)
{
long matchIndex = code.IndexOf("texture2d", startIndex);
if (matchIndex == -1)
break;
// Check if this is a real token.
bool isKeywordStart = matchIndex == 0 || !isalnum(chars[matchIndex - 1] & 255);
bool isKeywordEnd = matchIndex + 9 == len || !isalnum(chars[matchIndex + 9] & 255);
if (isKeywordStart && isKeywordEnd)
{
chars[matchIndex + 7] = chars[matchIndex + 8] = ' ';
}
startIndex = matchIndex + 9;
}
code.UnlockBuffer();
return code;
}
FString RemoveSamplerBindings(FString code, TArray<std::pair<FString, int>> &samplerstobind)
{
long len = (long)code.Len();
char *chars = code.LockBuffer();
long startIndex = 0;
long startpos, endpos;
while (true)
{
long matchIndex = code.IndexOf("layout(binding", startIndex);
if (matchIndex == -1)
break;
bool isSamplerUniformName = false;
bool isKeywordStart = matchIndex == 0 || IsGlslWhitespace(chars[matchIndex - 1]);
bool isKeywordEnd = matchIndex + 14 == len || IsGlslWhitespace(chars[matchIndex + 14]) || chars[matchIndex + 14] == '=';
if (isKeywordStart && isKeywordEnd)
{
long pos = matchIndex + 14;
startpos = matchIndex;
while (IsGlslWhitespace(chars[pos])) pos++;
if (chars[pos] == '=')
{
char *p;
pos++;
auto val = strtol(&chars[pos], &p, 0);
if (p != &chars[pos])
{
pos = long(p - chars);
while (IsGlslWhitespace(chars[pos])) pos++;
if (chars[pos] == ')')
{
endpos = ++pos;
FString uniform = NextGlslToken(chars, len, pos);
FString type = NextGlslToken(chars, len, pos);
FString identifier = NextGlslToken(chars, len, pos);
isSamplerUniformName = uniform.Compare("uniform") == 0 && isShaderType(type);
if (isSamplerUniformName)
{
samplerstobind.Push(std::make_pair(identifier, val));
for (auto pos = startpos; pos < endpos; pos++)
{
if (!IsGlslWhitespace(chars[pos]))
chars[pos] = ' ';
}
}
}
}
}
}
if (isSamplerUniformName)
{
startIndex = endpos;
}
else
{
startIndex = matchIndex + 7;
}
}
code.UnlockBuffer();
return code;
}
FString RemoveLayoutLocationDecl(FString code, const char *inoutkeyword)
{
long len = (long)code.Len();
char *chars = code.LockBuffer();
long startIndex = 0;
while (true)
{
long matchIndex = code.IndexOf("layout(location", startIndex);
if (matchIndex == -1)
break;
long endIndex = matchIndex;
// Find end of layout declaration
while (chars[endIndex] != ')' && chars[endIndex] != 0)
endIndex++;
if (chars[endIndex] == ')')
endIndex++;
else if (chars[endIndex] == 0)
break;
// Skip whitespace
while (IsGlslWhitespace(chars[endIndex]))
endIndex++;
// keyword following the declaration?
bool keywordFound = true;
long i;
for (i = 0; inoutkeyword[i] != 0; i++)
{
if (chars[endIndex + i] != inoutkeyword[i])
{
keywordFound = false;
break;
}
}
if (keywordFound && IsGlslWhitespace(chars[endIndex + i]))
{
// yes - replace declaration with spaces
for (long i = matchIndex; i < endIndex; i++)
chars[i] = ' ';
}
startIndex = endIndex;
}
code.UnlockBuffer();
return code;
}
/////////////////////////////////////////////////////////////////////////////
// Note: the MaterialShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified.
const FDefaultShader defaultshaders[] =
{
{"Default", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", ""},
{"Warp 1", "shaders/glsl/func_warp1.fp", "shaders/glsl/material_normal.fp", ""},
{"Warp 2", "shaders/glsl/func_warp2.fp", "shaders/glsl/material_normal.fp", ""},
{"Brightmap","shaders/glsl/func_brightmap.fp", "shaders/glsl/material_normal.fp", "#define BRIGHTMAP\n"},
{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
{"SpecularBrightmap", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n#define BRIGHTMAP\n"},
{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
{"PBRBrightmap","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n#define BRIGHTMAP\n"},
{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", ""},
{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},
{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", "shaders/glsl/material_normal.fp", ""},
{"Translucent Fuzz", "shaders/glsl/fuzz_smoothtranslucent.fp", "shaders/glsl/material_normal.fp", ""},
{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp", "shaders/glsl/material_normal.fp", ""},
{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp", "shaders/glsl/material_normal.fp", ""},
{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp", "shaders/glsl/material_normal.fp", ""},
{"Software Fuzz", "shaders/glsl/fuzz_software.fp", "shaders/glsl/material_normal.fp", ""},
{nullptr,nullptr,nullptr,nullptr}
};
const FEffectShader effectshaders[] =
{
{ "fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", nullptr, nullptr, "#define NO_ALPHATEST\n" },
{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "shaders/glsl/material_normal.fp", "#define SPHEREMAP\n#define NO_ALPHATEST\n" },
{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", nullptr, nullptr, "#define SIMPLE\n#define NO_ALPHATEST\n" },
};

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#pragma once
#include "tarray.h"
#include "zstring.h"
#include "utility"
FString RemoveLegacyUserUniforms(FString code);
FString RemoveSamplerBindings(FString code, TArray<std::pair<FString, int>> &samplerstobind); // For GL 3.3 compatibility which cannot declare sampler bindings in the sampler source.
FString RemoveLayoutLocationDecl(FString code, const char *inoutkeyword);
struct FDefaultShader
{
const char * ShaderName;
const char * gettexelfunc;
const char * lightfunc;
const char * Defines;
};
struct FEffectShader
{
const char *ShaderName;
const char *vp;
const char *fp1;
const char *fp2;
const char *fp3;
const char *defines;
};
extern const FDefaultShader defaultshaders[];
extern const FEffectShader effectshaders[];

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@ -292,6 +292,9 @@ void DFrameBuffer::SetViewportRects(IntRect *bounds)
mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2)); mSceneViewport.top = screenHeight - (height + viewwindowy - ((height - viewheight) / 2));
mSceneViewport.width = viewwidth; mSceneViewport.width = viewwidth;
mSceneViewport.height = height; mSceneViewport.height = height;
#else
// For now use the full screen. This needs to be done better.
mSceneViewport = mScreenViewport;
#endif #endif
// Scale viewports to fit letterbox // Scale viewports to fit letterbox
@ -302,12 +305,12 @@ void DFrameBuffer::SetViewportRects(IntRect *bounds)
{ {
mScreenViewport.width = mOutputLetterbox.width; mScreenViewport.width = mOutputLetterbox.width;
mScreenViewport.height = mOutputLetterbox.height; mScreenViewport.height = mOutputLetterbox.height;
#if 0
mSceneViewport.left = (int)round(mSceneViewport.left * scaleX); mSceneViewport.left = (int)round(mSceneViewport.left * scaleX);
mSceneViewport.top = (int)round(mSceneViewport.top * scaleY); mSceneViewport.top = (int)round(mSceneViewport.top * scaleY);
mSceneViewport.width = (int)round(mSceneViewport.width * scaleX); mSceneViewport.width = (int)round(mSceneViewport.width * scaleX);
mSceneViewport.height = (int)round(mSceneViewport.height * scaleY); mSceneViewport.height = (int)round(mSceneViewport.height * scaleY);
#endif
} }
} }

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@ -236,7 +236,7 @@ public:
//IShadowMap mShadowMap; //IShadowMap mShadowMap;
IntRect mScreenViewport; IntRect mScreenViewport;
//IntRect mSceneViewport; IntRect mSceneViewport;
IntRect mOutputLetterbox; IntRect mOutputLetterbox;
float mSceneClearColor[4]; float mSceneClearColor[4];
@ -259,7 +259,7 @@ public:
inline int GetWidth() const { return Width; } inline int GetWidth() const { return Width; }
inline int GetHeight() const { return Height; } inline int GetHeight() const { return Height; }
#if 0 // Currently there is no concept of a scene viewport in Build, but let's keep this stuff here to implement it later.
FVector2 SceneScale() const FVector2 SceneScale() const
{ {
return { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height }; return { mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height };
@ -269,7 +269,6 @@ public:
{ {
return { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height }; return { mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height };
} }
#endif
// Make the surface visible. // Make the surface visible.
virtual void Update (); virtual void Update ();
@ -395,8 +394,6 @@ extern DFrameBuffer *screen;
#define SCREENHEIGHT (screen->GetHeight ()) #define SCREENHEIGHT (screen->GetHeight ())
#define SCREENPITCH (screen->GetPitch ()) #define SCREENPITCH (screen->GetPitch ())
EXTERN_CVAR (Float, Gamma)
// Allocates buffer screens, call before R_Init. // Allocates buffer screens, call before R_Init.
void V_InitScreenSize(); void V_InitScreenSize();

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@ -71,6 +71,43 @@ namespace ImageHelpers
return bestcolor; return bestcolor;
} }
// [SP] Re-implemented BestColor for more precision rather than speed. This function is only ever called once until the game palette is changed.
int PTM_BestColor(int r, int g, int b, bool reverselookup, float powtable_val, int first, int num)
{
const PalEntry* pal = BaseColors;
static double powtable[256];
static bool firstTime = true;
static float trackpowtable = 0.;
double fbestdist = DBL_MAX, fdist;
int bestcolor = 0;
if (firstTime || trackpowtable != powtable_val)
{
auto pt = powtable_val;
trackpowtable = pt;
firstTime = false;
for (int x = 0; x < 256; x++) powtable[x] = pow((double)x / 255, (double)pt);
}
for (int color = first; color < num; color++)
{
double x = powtable[abs(r - pal[color].r)];
double y = powtable[abs(g - pal[color].g)];
double z = powtable[abs(b - pal[color].b)];
fdist = x + y + z;
if (color == first || (reverselookup ? (fdist <= fbestdist) : (fdist < fbestdist)))
{
if (fdist == 0 && !reverselookup)
return color;
fbestdist = fdist;
bestcolor = color;
}
}
return bestcolor;
}
void SetPalette(const PalEntry* colors) void SetPalette(const PalEntry* colors)
{ {

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@ -59,6 +59,7 @@ namespace ImageHelpers
// Todo: This should not pick fullbright colors. // Todo: This should not pick fullbright colors.
int BestColor(int r, int g, int b, int first = 0, int num = 255); int BestColor(int r, int g, int b, int first = 0, int num = 255);
int PTM_BestColor(int r, int g, int b, bool reverselookup, float powtable_val, int first, int num);
void SetPalette(const PalEntry* colors); void SetPalette(const PalEntry* colors);

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@ -26,6 +26,14 @@ include_directories(
${CMAKE_CURRENT_SOURCE_DIR}/../common/music ${CMAKE_CURRENT_SOURCE_DIR}/../common/music
${CMAKE_CURRENT_SOURCE_DIR}/../common/input ${CMAKE_CURRENT_SOURCE_DIR}/../common/input
${CMAKE_CURRENT_SOURCE_DIR}/../platform ${CMAKE_CURRENT_SOURCE_DIR}/../platform
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl_load
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/system
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/renderer
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/shaders
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/data
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/postprocessing
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/utility
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering
) )

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@ -24,7 +24,16 @@ include_directories(
${CMAKE_CURRENT_SOURCE_DIR}/../common/2d ${CMAKE_CURRENT_SOURCE_DIR}/../common/2d
${CMAKE_CURRENT_SOURCE_DIR}/../common/music ${CMAKE_CURRENT_SOURCE_DIR}/../common/music
${CMAKE_CURRENT_SOURCE_DIR}/../common/input ${CMAKE_CURRENT_SOURCE_DIR}/../common/input
${CMAKE_CURRENT_SOURCE_DIR}/../platform ) ${CMAKE_CURRENT_SOURCE_DIR}/../platform
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl_load
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/system
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/renderer
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/shaders
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/data
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/postprocessing
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/utility
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering
)

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@ -194,7 +194,7 @@ public:
} }
else else
{ {
disttable[i] = 255 - eax >> 8; disttable[i] = 255 - (eax >> 8);
eax = (eax * eax) >> 8; eax = (eax * eax) >> 8;
} }
@ -257,9 +257,8 @@ int LoadSound(const char* name)
else if (!ISDEMOVER) // demo tries to load sound files it doesn't have else if (!ISDEMOVER) // demo tries to load sound files it doesn't have
{ {
Printf("Unable to open sound '%s'!\n", filename.GetChars()); Printf("Unable to open sound '%s'!\n", filename.GetChars());
return 0;
} }
return -1;
} }
//========================================================================== //==========================================================================
// //

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@ -26,6 +26,14 @@ include_directories(
${CMAKE_CURRENT_SOURCE_DIR}/../common/music ${CMAKE_CURRENT_SOURCE_DIR}/../common/music
${CMAKE_CURRENT_SOURCE_DIR}/../common/input ${CMAKE_CURRENT_SOURCE_DIR}/../common/input
${CMAKE_CURRENT_SOURCE_DIR}/../platform ${CMAKE_CURRENT_SOURCE_DIR}/../platform
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl_load
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/system
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/renderer
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/shaders
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/data
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/postprocessing
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/utility
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering
) )

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@ -26,6 +26,14 @@ include_directories(
${CMAKE_CURRENT_SOURCE_DIR}/../common/music ${CMAKE_CURRENT_SOURCE_DIR}/../common/music
${CMAKE_CURRENT_SOURCE_DIR}/../common/input ${CMAKE_CURRENT_SOURCE_DIR}/../common/input
${CMAKE_CURRENT_SOURCE_DIR}/../platform ${CMAKE_CURRENT_SOURCE_DIR}/../platform
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl_load
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/system
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/renderer
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/gl/shaders
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/data
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/postprocessing
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering/hwrenderer/utility
${CMAKE_CURRENT_SOURCE_DIR}/../common/rendering
) )