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- convert FXAA and Lens Distort
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dpjudas committed Jun 19, 2018
1 parent 684a97f commit e3997d5
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Showing 2 changed files with 197 additions and 7 deletions.
139 changes: 134 additions & 5 deletions src/hwrenderer/postprocessing/hw_postprocess.cpp
Expand Up @@ -2,6 +2,7 @@
#include "v_video.h"
#include "hw_postprocess.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"

Postprocess hw_postprocess;

Expand Down Expand Up @@ -45,15 +46,14 @@ void PPBloom::UpdateTextures(int width, int height)

void PPBloom::UpdateSteps(int fixedcm)
{
TArray<PPStep> steps;

// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || fixedcm != CM_DEFAULT || gl_ssao_debug)
{
hw_postprocess.Effects["BloomScene"] = steps;
hw_postprocess.Effects["BloomScene"] = {};
return;
}

TArray<PPStep> steps;
PPStep step;

ExtractUniforms extractUniforms;
Expand All @@ -68,7 +68,7 @@ void PPBloom::UpdateSteps(int fixedcm)
step.ShaderName = "BloomExtract";
step.Uniforms.Set(extractUniforms);
step.SetOutputTexture(level0.VTexture);
step.SetDisabledBlend();
step.SetNoBlend();
steps.Push(step);

const float blurAmount = gl_bloom_amount;
Expand Down Expand Up @@ -123,7 +123,7 @@ PPStep PPBloom::BlurStep(const BlurUniforms &blurUniforms, PPTextureName input,
step.ShaderName = vertical ? "BlurVertical" : "BlurHorizontal";
step.Uniforms.Set(blurUniforms);
step.SetOutputTexture(output);
step.SetDisabledBlend();
step.SetNoBlend();
return step;
}

Expand Down Expand Up @@ -153,3 +153,132 @@ void PPBloom::ComputeBlurSamples(int sampleCount, float blurAmount, float *sampl
sampleWeights[i] /= totalWeights;
}
}

/////////////////////////////////////////////////////////////////////////////

void PPLensDistort::DeclareShaders()
{
hw_postprocess.Shaders["Lens"] = { "shaders/glsl/lensdistortion.fp", "", LensUniforms::Desc() };
}

void PPLensDistort::UpdateSteps()
{
if (gl_lens == 0)
{
hw_postprocess.Effects["LensDistortScene"] = {};
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;

TArray<PPStep> steps;

PPStep step;
step.SetInputCurrent(0, PPFilterMode::Linear);
step.SetOutputNext();
step.SetNoBlend();
step.Uniforms.Set(uniforms);
step.Viewport = screen->mScreenViewport;
step.ShaderName = "Lens";
steps.Push(step);

hw_postprocess.Effects["LensDistortScene"] = steps;
}

/////////////////////////////////////////////////////////////////////////////

void PPFXAA::DeclareShaders()
{
hw_postprocess.Shaders["FXAALuma"] = { "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", {} };
hw_postprocess.Shaders["FXAA"] = { "shaders/glsl/fxaa.fp", GetDefines(), FXAAUniforms::Desc(), GetMaxVersion() };
}

void PPFXAA::UpdateSteps()
{
if (0 == gl_fxaa)
{
hw_postprocess.Effects["ApplyFXAA"] = {};
return;
}

FXAAUniforms uniforms;
uniforms.ReciprocalResolution = { 1.0f / screen->mScreenViewport.width, 1.0f / screen->mScreenViewport.height };

TArray<PPStep> steps;

PPStep step;
step.SetInputCurrent(0, PPFilterMode::Nearest);
step.SetOutputNext();
step.SetNoBlend();
step.Viewport = screen->mScreenViewport;
step.ShaderName = "FXAALuma";
steps.Push(step);

step.SetInputCurrent(0, PPFilterMode::Linear);
step.Uniforms.Set(uniforms);
step.ShaderName = "FXAA";
steps.Push(step);

hw_postprocess.Effects["ApplyFXAA"] = steps;
}

int PPFXAA::GetMaxVersion()
{
return screen->glslversion >= 4.f ? 400 : 330;
}

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;
}
65 changes: 63 additions & 2 deletions src/hwrenderer/postprocessing/hw_postprocess.h
Expand Up @@ -129,7 +129,7 @@ class PPStep
Output.Texture = {};
}

void SetDisabledBlend()
void SetNoBlend()
{
BlendMode.BlendOp = STYLEOP_Add;
BlendMode.SrcAlpha = STYLEALPHA_One;
Expand Down Expand Up @@ -174,12 +174,13 @@ class PPShader
{
public:
PPShader() { }
PPShader(const FString &fragment, const FString &defines, const std::vector<UniformFieldDesc> &uniforms) : FragmentShader(fragment), Defines(defines), Uniforms(uniforms) { }
PPShader(const FString &fragment, const FString &defines, const std::vector<UniformFieldDesc> &uniforms, int version = 330) : FragmentShader(fragment), Defines(defines), Uniforms(uniforms), Version(version) { }

FString VertexShader = "shaders/glsl/screenquad.vp";
FString FragmentShader;
FString Defines;
std::vector<UniformFieldDesc> Uniforms;
int Version = 330;
};

class Postprocess
Expand Down Expand Up @@ -254,3 +255,63 @@ class PPBloom

PPBlurLevel levels[NumBloomLevels];
};

/////////////////////////////////////////////////////////////////////////////

struct LensUniforms
{
float AspectRatio;
float Scale;
float Padding0, Padding1;
FVector4 LensDistortionCoefficient;
FVector4 CubicDistortionValue;

static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "Aspect", UniformType::Float, offsetof(LensUniforms, AspectRatio) },
{ "Scale", UniformType::Float, offsetof(LensUniforms, Scale) },
{ "Padding0", UniformType::Float, offsetof(LensUniforms, Padding0) },
{ "Padding1", UniformType::Float, offsetof(LensUniforms, Padding1) },
{ "k", UniformType::Vec4, offsetof(LensUniforms, LensDistortionCoefficient) },
{ "kcube", UniformType::Vec4, offsetof(LensUniforms, CubicDistortionValue) }
};
}
};

class PPLensDistort
{
public:
void DeclareShaders();
void UpdateSteps();
};

/////////////////////////////////////////////////////////////////////////////

struct FXAAUniforms
{
FVector2 ReciprocalResolution;
float Padding0, Padding1;

static std::vector<UniformFieldDesc> Desc()
{
return
{
{ "ReciprocalResolution", UniformType::Vec2, offsetof(FXAAUniforms, ReciprocalResolution) },
{ "Padding0", UniformType::Float, offsetof(FXAAUniforms, Padding0) },
{ "Padding1", UniformType::Float, offsetof(FXAAUniforms, Padding1) }
};
}
};

class PPFXAA
{
public:
void DeclareShaders();
void UpdateSteps();

private:
int GetMaxVersion();
FString GetDefines();
};

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