mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 08:30:58 +00:00
267 lines
No EOL
8.2 KiB
C++
267 lines
No EOL
8.2 KiB
C++
/*
|
|
** Postprocessing framework
|
|
** Copyright (c) 2016-2020 Magnus Norddahl
|
|
**
|
|
** This software is provided 'as-is', without any express or implied
|
|
** warranty. In no event will the authors be held liable for any damages
|
|
** arising from the use of this software.
|
|
**
|
|
** Permission is granted to anyone to use this software for any purpose,
|
|
** including commercial applications, and to alter it and redistribute it
|
|
** freely, subject to the following restrictions:
|
|
**
|
|
** 1. The origin of this software must not be misrepresented; you must not
|
|
** claim that you wrote the original software. If you use this software
|
|
** in a product, an acknowledgment in the product documentation would be
|
|
** appreciated but is not required.
|
|
** 2. Altered source versions must be plainly marked as such, and must not be
|
|
** misrepresented as being the original software.
|
|
** 3. This notice may not be removed or altered from any source distribution.
|
|
*/
|
|
|
|
#include "gl_system.h"
|
|
#include "m_png.h"
|
|
#include "gl_buffers.h"
|
|
#include "gl_framebuffer.h"
|
|
#include "gl_debug.h"
|
|
#include "gl_renderbuffers.h"
|
|
#include "gl_renderer.h"
|
|
#include "gl_postprocessstate.h"
|
|
#include "gl_shaderprogram.h"
|
|
#include "hwrenderer/postprocessing/hw_postprocess.h"
|
|
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
|
|
#include "flatvertices.h"
|
|
#include "r_videoscale.h"
|
|
#include "v_video.h"
|
|
#include "templates.h"
|
|
#include "hw_vrmodes.h"
|
|
#include "v_draw.h"
|
|
|
|
extern bool vid_hdr_active;
|
|
|
|
CVAR(Int, gl_dither_bpc, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
|
|
|
namespace OpenGLRenderer
|
|
{
|
|
|
|
|
|
void FGLRenderer::RenderScreenQuad()
|
|
{
|
|
auto buffer = static_cast<GLVertexBuffer *>(screen->mVertexData->GetBufferObjects().first);
|
|
buffer->Bind(nullptr);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
|
|
}
|
|
|
|
void FGLRenderer::PostProcessScene(int fixedcm, float flash, 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();
|
|
if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
|
|
hw_postprocess.Pass2(&renderstate, fixedcm, flash, 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);
|
|
|
|
auto vrmode = VRMode::GetVRMode(true);
|
|
int eyeCount = vrmode->mEyeCount;
|
|
for (int i = 0; i < eyeCount; ++i)
|
|
{
|
|
hw_postprocess.bloom.RenderBlur(&renderstate, sceneWidth, sceneHeight, gameinfobluramount);
|
|
if (eyeCount - i > 1) mBuffers->NextEye(eyeCount);
|
|
}
|
|
}
|
|
|
|
void FGLRenderer::ClearTonemapPalette()
|
|
{
|
|
hw_postprocess.tonemap.ClearTonemapPalette();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Copies the rendered screen to its final destination
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::Flush()
|
|
{
|
|
auto vrmode = VRMode::GetVRMode(true);
|
|
if (vrmode->mEyeCount == 1)
|
|
{
|
|
CopyToBackbuffer(nullptr, true);
|
|
}
|
|
else
|
|
{
|
|
// Render 2D to eye textures
|
|
int eyeCount = vrmode->mEyeCount;
|
|
for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix)
|
|
{
|
|
screen->Draw2D();
|
|
if (eyeCount - eye_ix > 1)
|
|
mBuffers->NextEye(eyeCount);
|
|
}
|
|
twod->Clear();
|
|
|
|
FGLPostProcessState savedState;
|
|
FGLDebug::PushGroup("PresentEyes");
|
|
// Note: This here is the ONLY place in the entire engine where the OpenGL dependent parts of the Stereo3D code need to be dealt with.
|
|
// There's absolutely no need to create a overly complex class hierarchy for just this.
|
|
PresentStereo();
|
|
FGLDebug::PopGroup();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// 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
|
|
twod->Clear();
|
|
|
|
GLPPRenderState renderstate(mBuffers);
|
|
hw_postprocess.customShaders.Run(&renderstate, "screen");
|
|
|
|
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);
|
|
}
|
|
|
|
} |