/* ** 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 "v_video.h" #include "hw_postprocess.h" #include "hwrenderer/utility/hw_cvars.h" #include "hwrenderer/postprocessing/hw_postprocess_cvars.h" #include "hwrenderer/postprocessing/hw_postprocessshader.h" #include #include "texturemanager.h" #include "templates.h" #include "stats.h" #include "colormaps.h" Postprocess hw_postprocess; PPResource *PPResource::First = nullptr; TArray PostProcessShaders; 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 || fixedcm != CM_DEFAULT || gl_ssao_debug || 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 + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f); float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f); float f = 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 = MAX(width / 2, 1); int firstheight = 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 = 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) { if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP) { return; } FSpecialColormap *scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP]; float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0], scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f }; ColormapUniforms uniforms; uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f }; uniforms.MapRange = m; 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 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 distribution(0.0, 1.0); for (int quality = 0; quality < NumAmbientRandomTextures; quality++) { std::shared_ptr 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 = 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 pixels(new float[64], [](void *p) { delete[](float*)p; }); memcpy(pixels.get(), data, 64 * sizeof(float)); Dither = { 8, 8, PixelFormat::R32f, pixels }; } ///////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////// 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(&PostProcessShaders[i])); } } ///////////////////////////////////////////////////////////////////////////// PPCustomShaderInstance::PPCustomShaderInstance(PostProcessShader *desc) : Desc(desc) { // Build an uniform block to be used as input TMap::Iterator it(Desc->Uniforms); TMap::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::Iterator itTextures(Desc->Textures); TMap::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::Iterator it(Desc->Textures); TMap::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 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(buffer.mWidth, buffer.mHeight, PixelFormat::Rgba8, data); } renderstate->SetInputTexture(textureIndex, pptex.get(), PPFilterMode::Linear, PPWrapMode::Repeat); textureIndex++; } } } void PPCustomShaderInstance::SetUniforms(PPRenderState *renderstate) { TArray uniforms; uniforms.Resize(UniformStructSize); TMap::Iterator it(Desc->Uniforms); TMap::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(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(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, int sceneWidth, int sceneHeight) { tonemap.Render(state); colormap.Render(state, fixedcm); lens.Render(state); fxaa.Render(state); customShaders.Run(state, "scene"); }