mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 16:40:40 +00:00
1133 lines
34 KiB
C++
1133 lines
34 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 "v_video.h"
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#include "hw_postprocess.h"
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#include "hw_cvars.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hwrenderer/postprocessing/hw_postprocessshader.h"
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#include <random>
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#include "texturemanager.h"
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#include "templates.h"
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#include "stats.h"
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#include "colormaps.h"
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Postprocess hw_postprocess;
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PPResource *PPResource::First = nullptr;
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TArray<PostProcessShader> PostProcessShaders;
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bool gpuStatActive = false;
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bool keepGpuStatActive = false;
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FString gpuStatOutput;
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ADD_STAT(gpu)
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{
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keepGpuStatActive = true;
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return gpuStatOutput;
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}
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/////////////////////////////////////////////////////////////////////////////
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void PPBloom::UpdateTextures(int width, int height)
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{
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if (width == lastWidth && height == lastHeight)
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return;
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int bloomWidth = (width + 1) / 2;
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int bloomHeight = (height + 1) / 2;
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for (int i = 0; i < NumBloomLevels; i++)
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{
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auto &blevel = levels[i];
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blevel.Viewport.left = 0;
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blevel.Viewport.top = 0;
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blevel.Viewport.width = (bloomWidth + 1) / 2;
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blevel.Viewport.height = (bloomHeight + 1) / 2;
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blevel.VTexture = { blevel.Viewport.width, blevel.Viewport.height, PixelFormat::Rgba16f };
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blevel.HTexture = { blevel.Viewport.width, blevel.Viewport.height, PixelFormat::Rgba16f };
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bloomWidth = blevel.Viewport.width;
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bloomHeight = blevel.Viewport.height;
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}
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lastWidth = width;
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lastHeight = height;
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}
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void PPBloom::RenderBloom(PPRenderState *renderstate, int sceneWidth, int sceneHeight, int fixedcm)
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{
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// Only bloom things if enabled and no special fixed light mode is active
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if (!gl_bloom || fixedcm != CM_DEFAULT || gl_ssao_debug || sceneWidth <= 0 || sceneHeight <= 0)
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{
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return;
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}
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renderstate->PushGroup("bloom");
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UpdateTextures(sceneWidth, sceneHeight);
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ExtractUniforms extractUniforms;
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extractUniforms.Scale = screen->SceneScale();
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extractUniforms.Offset = screen->SceneOffset();
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auto &level0 = levels[0];
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// Extract blooming pixels from scene texture:
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renderstate->Clear();
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renderstate->Shader = &BloomExtract;
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renderstate->Uniforms.Set(extractUniforms);
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renderstate->Viewport = level0.Viewport;
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renderstate->SetInputCurrent(0, PPFilterMode::Linear);
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renderstate->SetInputTexture(1, &hw_postprocess.exposure.CameraTexture);
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renderstate->SetOutputTexture(&level0.VTexture);
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renderstate->SetNoBlend();
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renderstate->Draw();
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const float blurAmount = gl_bloom_amount;
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BlurUniforms blurUniforms;
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ComputeBlurSamples(7, blurAmount, blurUniforms.SampleWeights);
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// Blur and downscale:
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for (int i = 0; i < NumBloomLevels - 1; i++)
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{
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auto &blevel = levels[i];
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auto &next = levels[i + 1];
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BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
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BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
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// Linear downscale:
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renderstate->Clear();
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renderstate->Shader = &BloomCombine;
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renderstate->Uniforms.Clear();
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renderstate->Viewport = next.Viewport;
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renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
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renderstate->SetOutputTexture(&next.VTexture);
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renderstate->SetNoBlend();
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renderstate->Draw();
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}
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// Blur and upscale:
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for (int i = NumBloomLevels - 1; i > 0; i--)
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{
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auto &blevel = levels[i];
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auto &next = levels[i - 1];
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BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
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BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
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// Linear upscale:
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renderstate->Clear();
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renderstate->Shader = &BloomCombine;
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renderstate->Uniforms.Clear();
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renderstate->Viewport = next.Viewport;
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renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
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renderstate->SetOutputTexture(&next.VTexture);
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renderstate->SetNoBlend();
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renderstate->Draw();
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}
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BlurStep(renderstate, blurUniforms, level0.VTexture, level0.HTexture, level0.Viewport, false);
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BlurStep(renderstate, blurUniforms, level0.HTexture, level0.VTexture, level0.Viewport, true);
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// Add bloom back to scene texture:
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renderstate->Clear();
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renderstate->Shader = &BloomCombine;
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renderstate->Uniforms.Clear();
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renderstate->Viewport = screen->mSceneViewport;
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renderstate->SetInputTexture(0, &level0.VTexture, PPFilterMode::Linear);
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renderstate->SetOutputCurrent();
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renderstate->SetAdditiveBlend();
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renderstate->Draw();
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renderstate->PopGroup();
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}
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void PPBloom::RenderBlur(PPRenderState *renderstate, int sceneWidth, int sceneHeight, float gameinfobluramount)
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{
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// No scene, no blur!
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if (sceneWidth <= 0 || sceneHeight <= 0)
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return;
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UpdateTextures(sceneWidth, sceneHeight);
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// first, respect the CVar
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float blurAmount = gl_menu_blur;
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// if CVar is negative, use the gameinfo entry
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if (gl_menu_blur < 0)
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blurAmount = gameinfobluramount;
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// if blurAmount == 0 or somehow still returns negative, exit to prevent a crash, clearly we don't want this
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if (blurAmount <= 0.0)
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{
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return;
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}
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renderstate->PushGroup("blur");
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int numLevels = 3;
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assert(numLevels <= NumBloomLevels);
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auto &level0 = levels[0];
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// Grab the area we want to bloom:
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renderstate->Clear();
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renderstate->Shader = &BloomCombine;
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renderstate->Uniforms.Clear();
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renderstate->Viewport = level0.Viewport;
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renderstate->SetInputCurrent(0, PPFilterMode::Linear);
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renderstate->SetOutputTexture(&level0.VTexture);
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renderstate->SetNoBlend();
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renderstate->Draw();
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BlurUniforms blurUniforms;
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ComputeBlurSamples(7, blurAmount, blurUniforms.SampleWeights);
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// Blur and downscale:
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for (int i = 0; i < numLevels - 1; i++)
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{
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auto &blevel = levels[i];
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auto &next = levels[i + 1];
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BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
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BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
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// Linear downscale:
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renderstate->Clear();
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renderstate->Shader = &BloomCombine;
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renderstate->Uniforms.Clear();
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renderstate->Viewport = next.Viewport;
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renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
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renderstate->SetOutputTexture(&next.VTexture);
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renderstate->SetNoBlend();
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renderstate->Draw();
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}
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// Blur and upscale:
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for (int i = numLevels - 1; i > 0; i--)
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{
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auto &blevel = levels[i];
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auto &next = levels[i - 1];
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BlurStep(renderstate, blurUniforms, blevel.VTexture, blevel.HTexture, blevel.Viewport, false);
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BlurStep(renderstate, blurUniforms, blevel.HTexture, blevel.VTexture, blevel.Viewport, true);
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// Linear upscale:
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renderstate->Clear();
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renderstate->Shader = &BloomCombine;
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renderstate->Uniforms.Clear();
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renderstate->Viewport = next.Viewport;
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renderstate->SetInputTexture(0, &blevel.VTexture, PPFilterMode::Linear);
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renderstate->SetOutputTexture(&next.VTexture);
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renderstate->SetNoBlend();
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renderstate->Draw();
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}
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BlurStep(renderstate, blurUniforms, level0.VTexture, level0.HTexture, level0.Viewport, false);
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BlurStep(renderstate, blurUniforms, level0.HTexture, level0.VTexture, level0.Viewport, true);
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// Copy blur back to scene texture:
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renderstate->Clear();
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renderstate->Shader = &BloomCombine;
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renderstate->Uniforms.Clear();
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renderstate->Viewport = screen->mScreenViewport;
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renderstate->SetInputTexture(0, &level0.VTexture, PPFilterMode::Linear);
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renderstate->SetOutputCurrent();
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renderstate->SetNoBlend();
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renderstate->Draw();
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renderstate->PopGroup();
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}
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void PPBloom::BlurStep(PPRenderState *renderstate, const BlurUniforms &blurUniforms, PPTexture &input, PPTexture &output, PPViewport viewport, bool vertical)
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{
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renderstate->Clear();
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renderstate->Shader = vertical ? &BlurVertical : &BlurHorizontal;
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renderstate->Uniforms.Set(blurUniforms);
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renderstate->Viewport = viewport;
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renderstate->SetInputTexture(0, &input);
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renderstate->SetOutputTexture(&output);
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renderstate->SetNoBlend();
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renderstate->Draw();
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}
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float PPBloom::ComputeBlurGaussian(float n, float theta) // theta = Blur Amount
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{
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return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
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}
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void PPBloom::ComputeBlurSamples(int sampleCount, float blurAmount, float *sampleWeights)
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{
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sampleWeights[0] = ComputeBlurGaussian(0, blurAmount);
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float totalWeights = sampleWeights[0];
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for (int i = 0; i < sampleCount / 2; i++)
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{
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float weight = ComputeBlurGaussian(i + 1.0f, blurAmount);
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sampleWeights[i * 2 + 1] = weight;
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sampleWeights[i * 2 + 2] = weight;
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totalWeights += weight * 2;
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}
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for (int i = 0; i < sampleCount; i++)
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{
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sampleWeights[i] /= totalWeights;
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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void PPLensDistort::Render(PPRenderState *renderstate)
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{
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if (gl_lens == 0)
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{
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return;
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}
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float k[4] =
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{
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gl_lens_k,
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gl_lens_k * gl_lens_chromatic,
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gl_lens_k * gl_lens_chromatic * gl_lens_chromatic,
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0.0f
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};
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float kcube[4] =
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{
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gl_lens_kcube,
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gl_lens_kcube * gl_lens_chromatic,
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gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic,
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0.0f
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};
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float aspect = screen->mSceneViewport.width / (float)screen->mSceneViewport.height;
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// Scale factor to keep sampling within the input texture
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float r2 = aspect * aspect * 0.25f + 0.25f;
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float sqrt_r2 = sqrt(r2);
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float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f);
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float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f);
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float f = MAX(f0, f2);
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float scale = 1.0f / f;
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LensUniforms uniforms;
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uniforms.AspectRatio = aspect;
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uniforms.Scale = scale;
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uniforms.LensDistortionCoefficient = k;
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uniforms.CubicDistortionValue = kcube;
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renderstate->PushGroup("lens");
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renderstate->Clear();
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renderstate->Shader = &Lens;
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renderstate->Uniforms.Set(uniforms);
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renderstate->Viewport = screen->mScreenViewport;
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renderstate->SetInputCurrent(0, PPFilterMode::Linear);
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renderstate->SetOutputNext();
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renderstate->SetNoBlend();
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renderstate->Draw();
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renderstate->PopGroup();
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}
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/////////////////////////////////////////////////////////////////////////////
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void PPFXAA::Render(PPRenderState *renderstate)
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{
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if (0 == gl_fxaa)
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{
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return;
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}
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CreateShaders();
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FXAAUniforms uniforms;
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uniforms.ReciprocalResolution = { 1.0f / screen->mScreenViewport.width, 1.0f / screen->mScreenViewport.height };
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renderstate->PushGroup("fxaa");
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renderstate->Clear();
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renderstate->Shader = &FXAALuma;
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renderstate->Uniforms.Clear();
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renderstate->Viewport = screen->mScreenViewport;
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renderstate->SetInputCurrent(0, PPFilterMode::Nearest);
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renderstate->SetOutputNext();
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renderstate->SetNoBlend();
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renderstate->Draw();
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renderstate->Shader = &FXAA;
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renderstate->Uniforms.Set(uniforms);
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renderstate->SetInputCurrent(0, PPFilterMode::Linear);
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renderstate->Draw();
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renderstate->PopGroup();
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}
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int PPFXAA::GetMaxVersion()
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{
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return screen->glslversion >= 4.f ? 400 : 330;
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}
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void PPFXAA::CreateShaders()
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{
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if (LastQuality == gl_fxaa)
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return;
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FXAALuma = { "shaders/pp/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
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FXAA = { "shaders/pp/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
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LastQuality = gl_fxaa;
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}
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FString PPFXAA::GetDefines()
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{
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int quality;
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switch (gl_fxaa)
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{
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default:
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case IFXAAShader::Low: quality = 10; break;
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case IFXAAShader::Medium: quality = 12; break;
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case IFXAAShader::High: quality = 29; break;
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case IFXAAShader::Extreme: quality = 39; break;
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}
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const int gatherAlpha = GetMaxVersion() >= 400 ? 1 : 0;
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// TODO: enable FXAA_GATHER4_ALPHA on OpenGL earlier than 4.0
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// when GL_ARB_gpu_shader5/GL_NV_gpu_shader5 extensions are supported
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FString result;
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result.Format(
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"#define FXAA_QUALITY__PRESET %i\n"
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"#define FXAA_GATHER4_ALPHA %i\n",
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quality, gatherAlpha);
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return result;
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}
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/////////////////////////////////////////////////////////////////////////////
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void PPCameraExposure::Render(PPRenderState *renderstate, int sceneWidth, int sceneHeight)
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{
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if (!gl_bloom)
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{
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return;
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}
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renderstate->PushGroup("exposure");
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UpdateTextures(sceneWidth, sceneHeight);
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ExposureExtractUniforms extractUniforms;
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extractUniforms.Scale = screen->SceneScale();
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extractUniforms.Offset = screen->SceneOffset();
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ExposureCombineUniforms combineUniforms;
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combineUniforms.ExposureBase = gl_exposure_base;
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combineUniforms.ExposureMin = gl_exposure_min;
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combineUniforms.ExposureScale = gl_exposure_scale;
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combineUniforms.ExposureSpeed = gl_exposure_speed;
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auto &level0 = ExposureLevels[0];
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// Extract light blevel from scene texture:
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renderstate->Clear();
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renderstate->Shader = &ExposureExtract;
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renderstate->Uniforms.Set(extractUniforms);
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renderstate->Viewport = level0.Viewport;
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renderstate->SetInputCurrent(0, PPFilterMode::Linear);
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renderstate->SetOutputTexture(&level0.Texture);
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renderstate->SetNoBlend();
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renderstate->Draw();
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// Find the average value:
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for (size_t i = 0; i + 1 < ExposureLevels.size(); i++)
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{
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auto &blevel = ExposureLevels[i];
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auto &next = ExposureLevels[i + 1];
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renderstate->Shader = &ExposureAverage;
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renderstate->Uniforms.Clear();
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renderstate->Viewport = next.Viewport;
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renderstate->SetInputTexture(0, &blevel.Texture, PPFilterMode::Linear);
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renderstate->SetOutputTexture(&next.Texture);
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renderstate->SetNoBlend();
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renderstate->Draw();
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}
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// Combine average value with current camera exposure:
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renderstate->Shader = &ExposureCombine;
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renderstate->Uniforms.Set(combineUniforms);
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renderstate->Viewport.left = 0;
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renderstate->Viewport.top = 0;
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renderstate->Viewport.width = 1;
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renderstate->Viewport.height = 1;
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renderstate->SetInputTexture(0, &ExposureLevels.back().Texture, PPFilterMode::Linear);
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renderstate->SetOutputTexture(&CameraTexture);
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if (!FirstExposureFrame)
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renderstate->SetAlphaBlend();
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else
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renderstate->SetNoBlend();
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renderstate->Draw();
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renderstate->PopGroup();
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FirstExposureFrame = false;
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}
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void PPCameraExposure::UpdateTextures(int width, int height)
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{
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int firstwidth = MAX(width / 2, 1);
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int firstheight = MAX(height / 2, 1);
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if (ExposureLevels.size() > 0 && ExposureLevels[0].Viewport.width == firstwidth && ExposureLevels[0].Viewport.height == firstheight)
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{
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return;
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}
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|
|
ExposureLevels.clear();
|
|
|
|
int i = 0;
|
|
do
|
|
{
|
|
width = MAX(width / 2, 1);
|
|
height = 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 PPColormap::Render(PPRenderState *renderstate, int fixedcm, float flash)
|
|
{
|
|
ColormapUniforms uniforms;
|
|
|
|
if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP)
|
|
{
|
|
if (flash == 1.f)
|
|
return;
|
|
|
|
uniforms.MapStart = { 0,0,0, flash };
|
|
uniforms.MapRange = { 0,0,0, 1.f };
|
|
}
|
|
else
|
|
{
|
|
FSpecialColormap* scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
|
|
|
|
uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], flash };
|
|
uniforms.MapRange = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
|
|
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
|
|
}
|
|
|
|
renderstate->PushGroup("colormap");
|
|
|
|
renderstate->Clear();
|
|
renderstate->Shader = &Colormap;
|
|
renderstate->Uniforms.Set(uniforms);
|
|
renderstate->Viewport = screen->mScreenViewport;
|
|
renderstate->SetInputCurrent(0);
|
|
renderstate->SetOutputNext();
|
|
renderstate->SetNoBlend();
|
|
renderstate->Draw();
|
|
|
|
renderstate->PopGroup();
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
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 = GPalette.BaseColors[(uint8_t)PTM_BestColor((uint32_t *)GPalette.BaseColors, (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/pp/lineardepth.fp", "", LinearDepthUniforms::Desc() };
|
|
LinearDepthMS = { "shaders/pp/lineardepth.fp", "#define MULTISAMPLE\n", LinearDepthUniforms::Desc() };
|
|
AmbientOcclude = { "shaders/pp/ssao.fp", defines, SSAOUniforms::Desc() };
|
|
AmbientOccludeMS = { "shaders/pp/ssao.fp", defines + "\n#define MULTISAMPLE\n", SSAOUniforms::Desc() };
|
|
BlurVertical = { "shaders/pp/depthblur.fp", "#define BLUR_VERTICAL\n", DepthBlurUniforms::Desc() };
|
|
BlurHorizontal = { "shaders/pp/depthblur.fp", "#define BLUR_HORIZONTAL\n", DepthBlurUniforms::Desc() };
|
|
Combine = { "shaders/pp/ssaocombine.fp", "", AmbientCombineUniforms::Desc() };
|
|
CombineMS = { "shaders/pp/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 = 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 PPShadowMap::Update(PPRenderState* renderstate)
|
|
{
|
|
ShadowMapUniforms uniforms;
|
|
uniforms.ShadowmapQuality = (float)gl_shadowmap_quality;
|
|
uniforms.NodesCount = screen->mShadowMap.NodesCount();
|
|
|
|
renderstate->PushGroup("shadowmap");
|
|
|
|
renderstate->Clear();
|
|
renderstate->Shader = &ShadowMap;
|
|
renderstate->Uniforms.Set(uniforms);
|
|
renderstate->Viewport = { 0, 0, gl_shadowmap_quality, 1024 };
|
|
renderstate->SetShadowMapBuffers(true);
|
|
renderstate->SetOutputShadowMap();
|
|
renderstate->SetNoBlend();
|
|
renderstate->Draw();
|
|
|
|
renderstate->PopGroup();
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
CVAR(Bool, gl_custompost, true, 0)
|
|
|
|
void PPCustomShaders::Run(PPRenderState *renderstate, FString target)
|
|
{
|
|
if (!gl_custompost)
|
|
return;
|
|
|
|
CreateShaders();
|
|
|
|
for (auto &shader : mShaders)
|
|
{
|
|
if (shader->Desc->Target == target && shader->Desc->Enabled)
|
|
{
|
|
shader->Run(renderstate);
|
|
}
|
|
}
|
|
}
|
|
|
|
void PPCustomShaders::CreateShaders()
|
|
{
|
|
if (mShaders.size() == PostProcessShaders.Size())
|
|
return;
|
|
|
|
mShaders.clear();
|
|
|
|
for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
|
|
{
|
|
mShaders.push_back(std::make_unique<PPCustomShaderInstance>(&PostProcessShaders[i]));
|
|
}
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
PPCustomShaderInstance::PPCustomShaderInstance(PostProcessShader *desc) : Desc(desc)
|
|
{
|
|
// Build an uniform block to be used as input
|
|
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
|
|
TMap<FString, PostProcessUniformValue>::Pair *pair;
|
|
size_t offset = 0;
|
|
while (it.NextPair(pair))
|
|
{
|
|
FString type;
|
|
FString name = pair->Key;
|
|
|
|
switch (pair->Value.Type)
|
|
{
|
|
case PostProcessUniformType::Float: AddUniformField(offset, name, UniformType::Float, sizeof(float)); break;
|
|
case PostProcessUniformType::Int: AddUniformField(offset, name, UniformType::Int, sizeof(int)); break;
|
|
case PostProcessUniformType::Vec2: AddUniformField(offset, name, UniformType::Vec2, sizeof(float) * 2); break;
|
|
case PostProcessUniformType::Vec3: AddUniformField(offset, name, UniformType::Vec3, sizeof(float) * 3, sizeof(float) * 4); break;
|
|
default: break;
|
|
}
|
|
}
|
|
UniformStructSize = ((int)offset + 15) / 16 * 16;
|
|
|
|
// Build the input textures
|
|
FString uniformTextures;
|
|
uniformTextures += "layout(binding=0) uniform sampler2D InputTexture;\n";
|
|
|
|
TMap<FString, FString>::Iterator itTextures(Desc->Textures);
|
|
TMap<FString, FString>::Pair *pairTextures;
|
|
int binding = 1;
|
|
while (itTextures.NextPair(pairTextures))
|
|
{
|
|
uniformTextures.AppendFormat("layout(binding=%d) uniform sampler2D %s;\n", binding++, pairTextures->Key.GetChars());
|
|
}
|
|
|
|
// Setup pipeline
|
|
FString pipelineInOut;
|
|
if (screen->IsVulkan())
|
|
{
|
|
pipelineInOut += "layout(location=0) in vec2 TexCoord;\n";
|
|
pipelineInOut += "layout(location=0) out vec4 FragColor;\n";
|
|
}
|
|
else
|
|
{
|
|
pipelineInOut += "in vec2 TexCoord;\n";
|
|
pipelineInOut += "out vec4 FragColor;\n";
|
|
}
|
|
|
|
FString prolog;
|
|
prolog += uniformTextures;
|
|
prolog += pipelineInOut;
|
|
|
|
Shader = PPShader(Desc->ShaderLumpName, prolog, Fields);
|
|
}
|
|
|
|
void PPCustomShaderInstance::Run(PPRenderState *renderstate)
|
|
{
|
|
renderstate->PushGroup(Desc->Name);
|
|
|
|
renderstate->Clear();
|
|
renderstate->Shader = &Shader;
|
|
renderstate->Viewport = screen->mScreenViewport;
|
|
renderstate->SetNoBlend();
|
|
renderstate->SetOutputNext();
|
|
//renderstate->SetDebugName(Desc->ShaderLumpName.GetChars());
|
|
|
|
SetTextures(renderstate);
|
|
SetUniforms(renderstate);
|
|
|
|
renderstate->Draw();
|
|
|
|
renderstate->PopGroup();
|
|
}
|
|
|
|
void PPCustomShaderInstance::SetTextures(PPRenderState *renderstate)
|
|
{
|
|
renderstate->SetInputCurrent(0, PPFilterMode::Linear);
|
|
|
|
int textureIndex = 1;
|
|
TMap<FString, FString>::Iterator it(Desc->Textures);
|
|
TMap<FString, FString>::Pair *pair;
|
|
while (it.NextPair(pair))
|
|
{
|
|
FString name = pair->Value;
|
|
auto gtex = TexMan.GetGameTexture(TexMan.CheckForTexture(name, ETextureType::Any), true);
|
|
if (gtex && gtex->isValid())
|
|
{
|
|
// Why does this completely circumvent the normal way of handling textures?
|
|
// This absolutely needs fixing because it will also circumvent any potential caching system that may get implemented.
|
|
//
|
|
// To do: fix the above problem by adding PPRenderState::SetInput(FTexture *tex)
|
|
|
|
auto tex = gtex->GetTexture();
|
|
auto &pptex = Textures[tex];
|
|
if (!pptex)
|
|
{
|
|
auto buffer = tex->CreateTexBuffer(0);
|
|
|
|
std::shared_ptr<void> data(new uint32_t[buffer.mWidth * buffer.mHeight], [](void *p) { delete[](uint32_t*)p; });
|
|
|
|
int count = buffer.mWidth * buffer.mHeight;
|
|
uint8_t *pixels = (uint8_t *)data.get();
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
int pos = i << 2;
|
|
pixels[pos] = buffer.mBuffer[pos + 2];
|
|
pixels[pos + 1] = buffer.mBuffer[pos + 1];
|
|
pixels[pos + 2] = buffer.mBuffer[pos];
|
|
pixels[pos + 3] = buffer.mBuffer[pos + 3];
|
|
}
|
|
|
|
pptex = std::make_unique<PPTexture>(buffer.mWidth, buffer.mHeight, PixelFormat::Rgba8, data);
|
|
}
|
|
|
|
renderstate->SetInputTexture(textureIndex, pptex.get(), PPFilterMode::Linear, PPWrapMode::Repeat);
|
|
textureIndex++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PPCustomShaderInstance::SetUniforms(PPRenderState *renderstate)
|
|
{
|
|
TArray<uint8_t> uniforms;
|
|
uniforms.Resize(UniformStructSize);
|
|
|
|
TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
|
|
TMap<FString, PostProcessUniformValue>::Pair *pair;
|
|
while (it.NextPair(pair))
|
|
{
|
|
auto it2 = FieldOffset.find(pair->Key);
|
|
if (it2 != FieldOffset.end())
|
|
{
|
|
uint8_t *dst = &uniforms[it2->second];
|
|
float fValues[4];
|
|
int iValues[4];
|
|
switch (pair->Value.Type)
|
|
{
|
|
case PostProcessUniformType::Float:
|
|
fValues[0] = (float)pair->Value.Values[0];
|
|
memcpy(dst, fValues, sizeof(float));
|
|
break;
|
|
case PostProcessUniformType::Int:
|
|
iValues[0] = (int)pair->Value.Values[0];
|
|
memcpy(dst, iValues, sizeof(int));
|
|
break;
|
|
case PostProcessUniformType::Vec2:
|
|
fValues[0] = (float)pair->Value.Values[0];
|
|
fValues[1] = (float)pair->Value.Values[1];
|
|
memcpy(dst, fValues, sizeof(float) * 2);
|
|
break;
|
|
case PostProcessUniformType::Vec3:
|
|
fValues[0] = (float)pair->Value.Values[0];
|
|
fValues[1] = (float)pair->Value.Values[1];
|
|
fValues[2] = (float)pair->Value.Values[2];
|
|
memcpy(dst, fValues, sizeof(float) * 3);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
renderstate->Uniforms.Data = uniforms;
|
|
}
|
|
|
|
void PPCustomShaderInstance::AddUniformField(size_t &offset, const FString &name, UniformType type, size_t fieldsize, size_t alignment)
|
|
{
|
|
if (alignment == 0) alignment = fieldsize;
|
|
offset = (offset + alignment - 1) / alignment * alignment;
|
|
|
|
FieldOffset[name] = offset;
|
|
|
|
auto name2 = std::make_unique<FString>(name);
|
|
auto chars = name2->GetChars();
|
|
FieldNames.push_back(std::move(name2));
|
|
Fields.push_back({ chars, type, offset });
|
|
offset += fieldsize;
|
|
|
|
if (fieldsize != alignment) // Workaround for buggy OpenGL drivers that does not do std140 layout correctly for vec3
|
|
{
|
|
name2 = std::make_unique<FString>(name + "_F39350FF12DE_padding");
|
|
chars = name2->GetChars();
|
|
FieldNames.push_back(std::move(name2));
|
|
Fields.push_back({ chars, UniformType::Float, offset });
|
|
offset += alignment - fieldsize;
|
|
}
|
|
}
|
|
|
|
|
|
void Postprocess::Pass1(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight)
|
|
{
|
|
exposure.Render(state, sceneWidth, sceneHeight);
|
|
customShaders.Run(state, "beforebloom");
|
|
bloom.RenderBloom(state, sceneWidth, sceneHeight, fixedcm);
|
|
}
|
|
|
|
void Postprocess::Pass2(PPRenderState* state, int fixedcm, float flash, int sceneWidth, int sceneHeight)
|
|
{
|
|
tonemap.Render(state);
|
|
colormap.Render(state, fixedcm, flash);
|
|
lens.Render(state);
|
|
fxaa.Render(state);
|
|
customShaders.Run(state, "scene");
|
|
}
|