mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-18 02:01:39 +00:00
235 lines
No EOL
7.3 KiB
C++
235 lines
No EOL
7.3 KiB
C++
/*
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** Postprocessing framework
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "gl_load/gl_system.h"
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#include "m_png.h"
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#include "gl/system/gl_buffers.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gamecvars.h"
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#include "gl/system/gl_debug.h"
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//#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "r_videoscale.h"
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#include "v_video.h"
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extern bool vid_hdr_active;
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CVAR(Int, gl_dither_bpc, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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namespace OpenGLRenderer
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{
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void FGLRenderer::RenderScreenQuad()
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{
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auto buffer = static_cast<GLVertexBuffer *>(screen->mVertexData->GetBufferObjects().first);
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buffer->Bind(nullptr);
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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int sceneWidth = mBuffers->GetSceneWidth();
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int sceneHeight = mBuffers->GetSceneHeight();
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GLPPRenderState renderstate(mBuffers);
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hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
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mBuffers->BindCurrentFB();
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if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
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hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
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}
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//-----------------------------------------------------------------------------
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//
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// Adds ambient occlusion to the scene
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::AmbientOccludeScene(float m5)
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{
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int sceneWidth = mBuffers->GetSceneWidth();
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int sceneHeight = mBuffers->GetSceneHeight();
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GLPPRenderState renderstate(mBuffers);
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hw_postprocess.ssao.Render(&renderstate, m5, sceneWidth, sceneHeight);
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}
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void FGLRenderer::BlurScene(float gameinfobluramount)
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{
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int sceneWidth = mBuffers->GetSceneWidth();
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int sceneHeight = mBuffers->GetSceneHeight();
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GLPPRenderState renderstate(mBuffers);
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hw_postprocess.bloom.RenderBlur(&renderstate, sceneWidth, sceneHeight, gameinfobluramount);
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}
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void FGLRenderer::ClearTonemapPalette()
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{
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hw_postprocess.tonemap.ClearTonemapPalette();
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}
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//-----------------------------------------------------------------------------
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//
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// Copies the rendered screen to its final destination
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::Flush()
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{
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CopyToBackbuffer(nullptr, true);
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}
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//-----------------------------------------------------------------------------
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//
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// Gamma correct while copying to frame buffer
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
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{
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screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
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GLPPRenderState renderstate(mBuffers);
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FGLDebug::PushGroup("CopyToBackbuffer");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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mBuffers->BindOutputFB();
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IntRect box;
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if (bounds)
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{
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box = *bounds;
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}
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else
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{
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ClearBorders();
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box = screen->mOutputLetterbox;
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}
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mBuffers->BindCurrentTexture(0);
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DrawPresentTexture(box, applyGamma);
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FGLDebug::PopGroup();
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}
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void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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{
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glViewport(box.left, box.top, box.width, box.height);
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mBuffers->BindDitherTexture(1);
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glActiveTexture(GL_TEXTURE0);
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if (ViewportLinearScale())
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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mPresentShader->Bind();
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if (!applyGamma || framebuffer->IsHWGammaActive())
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{
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mPresentShader->Uniforms->InvGamma = 1.0f;
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mPresentShader->Uniforms->Contrast = 1.0f;
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mPresentShader->Uniforms->Brightness = 0.0f;
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mPresentShader->Uniforms->Saturation = 1.0f;
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}
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else
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{
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mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
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mPresentShader->Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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mPresentShader->Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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mPresentShader->Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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}
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if (vid_hdr_active && framebuffer->IsFullscreen())
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{
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// Full screen exclusive mode treats a rgba16f frame buffer as linear.
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// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
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mPresentShader->Uniforms->HdrMode = 1;
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mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 1023.0f : (float)((1 << gl_dither_bpc) - 1);
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}
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else
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{
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mPresentShader->Uniforms->HdrMode = 0;
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mPresentShader->Uniforms->ColorScale = (gl_dither_bpc == -1) ? 255.0f : (float)((1 << gl_dither_bpc) - 1);
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}
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mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
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mPresentShader->Uniforms->Offset = { 0.0f, 0.0f };
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mPresentShader->Uniforms.SetData();
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static_cast<GLDataBuffer*>(mPresentShader->Uniforms.GetBuffer())->BindBase();
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RenderScreenQuad();
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}
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//-----------------------------------------------------------------------------
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//
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// Fills the black bars around the screen letterbox
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::ClearBorders()
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{
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const auto &box = screen->mOutputLetterbox;
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int clientWidth = framebuffer->GetClientWidth();
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int clientHeight = framebuffer->GetClientHeight();
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if (clientWidth == 0 || clientHeight == 0)
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return;
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glViewport(0, 0, clientWidth, clientHeight);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_SCISSOR_TEST);
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if (box.top > 0)
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{
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glScissor(0, 0, clientWidth, box.top);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientHeight - box.top - box.height > 0)
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{
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glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (box.left > 0)
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{
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glScissor(0, box.top, box.left, box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (clientWidth - box.left - box.width > 0)
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{
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glScissor(box.left + box.width, box.top, clientWidth - box.left - box.width, box.height);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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} |