Files
fs2open.github.com/code/graphics/gropenglpostprocessing.cpp
T

1042 lines
32 KiB
C++

#include "cmdline/cmdline.h"
#include "freespace2/freespace.h"
#include "globalincs/def_files.h"
#include "graphics/gropengl.h"
#include "graphics/gropengldraw.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropenglpostprocessing.h"
#include "graphics/gropenglshader.h"
#include "graphics/gropenglstate.h"
#include "io/timer.h"
#include "lighting/lighting.h"
#include "mod_table/mod_table.h"
#include "nebula/neb.h"
#include "parse/parselo.h"
#include "ship/ship.h"
extern bool PostProcessing_override;
extern int opengl_check_framebuffer();
//Needed to track where the FXAA shaders are
size_t fxaa_shader_id;
//In case we don't find the shaders at all, this override is needed
bool fxaa_unavailable = false;
int Fxaa_preset_last_frame;
bool zbuffer_saved = false;
// lightshaft parameters
bool ls_on = false;
bool ls_force_off = false;
float ls_density = 0.5f;
float ls_weight = 0.02f;
float ls_falloff = 1.0f;
float ls_intensity = 0.5f;
float ls_cpintensity = 0.5f * 50 * 0.02f;
int ls_samplenum = 50;
typedef struct post_effect_t {
SCP_string name;
SCP_string uniform_name;
SCP_string define_name;
float intensity;
float default_intensity;
float div;
float add;
bool always_on;
post_effect_t() :
intensity(0.0f), default_intensity(0.0f), div(1.0f), add(0.0f),
always_on(false)
{
}
} post_effect_t;
SCP_vector<post_effect_t> Post_effects;
static int Post_initialized = 0;
bool Post_in_frame = false;
static int Post_active_shader_index = -1;
static GLuint Post_framebuffer_id[2] = { 0 };
static GLuint Post_bloom_texture_id[3] = { 0 };
static GLuint Post_shadow_framebuffer_id = 0;
static GLuint Post_shadow_texture_id = 0;
static GLuint Post_shadow_depth_texture_id = 0;
static int Post_texture_width = 0;
static int Post_texture_height = 0;
static bool opengl_post_pass_bloom()
{
if (Cmdline_bloom_intensity <= 0) {
return false;
}
// we need the scissor test disabled
GLboolean scissor_test = GL_state.ScissorTest(GL_FALSE);
// ------ begin bright pass ------
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Post_framebuffer_id[0]);
// width and height are 1/2 for the bright pass
int width = Post_texture_width >> 1;
int height = Post_texture_height >> 1;
glViewport(0, 0, width, height);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
opengl_shader_set_current( gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_BRIGHTPASS, 0) );
GL_state.Uniform.setUniformi( "tex", 0 );
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_color_texture);
opengl_draw_textured_quad(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f);
GL_state.Texture.Disable();
// ------ end bright pass ------
// ------ begin blur pass ------
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
// drop width and height once more for the blur passes
width >>= 1;
height >>= 1;
glViewport(0, 0, width, height);
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Post_framebuffer_id[1]);
for (int pass = 0; pass < 2; pass++) {
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Post_bloom_texture_id[1+pass], 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
if ( pass ) {
opengl_shader_set_current( gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_BLUR, SDR_FLAG_BLUR_VERTICAL) );
} else {
opengl_shader_set_current( gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_BLUR, SDR_FLAG_BLUR_HORIZONTAL) );
}
GL_state.Uniform.setUniformi( "tex", 0 );
GL_state.Uniform.setUniformf( "bsize", (pass) ? (float)width : (float)height );
GL_state.Texture.Enable(Post_bloom_texture_id[pass]);
opengl_draw_textured_quad(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f);
}
GL_state.Texture.Disable();
// ------ end blur pass --------
// reset viewport, scissor test and exit
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
GL_state.ScissorTest(scissor_test);
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, opengl_get_rtt_framebuffer());
return true;
}
void gr_opengl_post_process_begin()
{
if ( !Post_initialized ) {
return;
}
if (Post_in_frame) {
return;
}
if (PostProcessing_override) {
return;
}
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Post_framebuffer_id[0]);
// vglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, Post_renderbuffer_id);
// vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Post_screen_texture_id, 0);
// Assert( !opengl_check_framebuffer() );
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Post_in_frame = true;
}
void recompile_fxaa_shader() {
mprintf(("Recompiling FXAA shader with preset %d\n", Cmdline_fxaa_preset));
// start recompile by grabbing deleting the current shader we have, assuming it's already created
opengl_delete_shader( gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_FXAA, 0) );
// then recreate it again. shader loading code will be updated with the new FXAA presets
gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_FXAA, 0);
Fxaa_preset_last_frame = Cmdline_fxaa_preset;
}
void opengl_post_pass_fxaa() {
//If the preset changed, recompile the shader
if (Fxaa_preset_last_frame != Cmdline_fxaa_preset) {
recompile_fxaa_shader();
}
// We only want to draw to ATTACHMENT0
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
// Do a prepass to convert the main shaders' RGBA output into RGBL
opengl_shader_set_current( gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_FXAA_PREPASS, 0) );
// basic/default uniforms
GL_state.Uniform.setUniformi( "tex", 0 );
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Scene_luminance_texture, 0);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_color_texture);
opengl_draw_textured_quad(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, Scene_texture_u_scale, Scene_texture_u_scale);
GL_state.Texture.Disable();
// set and configure post shader ..
opengl_shader_set_current( gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_FXAA, 0) );
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Scene_color_texture, 0);
// basic/default uniforms
GL_state.Uniform.setUniformi( "tex0", 0 );
GL_state.Uniform.setUniformf( "rt_w", static_cast<float>(Post_texture_width));
GL_state.Uniform.setUniformf( "rt_h", static_cast<float>(Post_texture_height));
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_luminance_texture);
opengl_draw_textured_quad(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, Scene_texture_u_scale, Scene_texture_u_scale);
GL_state.Texture.Disable();
opengl_shader_set_current();
}
extern GLuint Shadow_map_depth_texture;
extern GLuint Scene_depth_texture;
extern GLuint Cockpit_depth_texture;
extern GLuint Scene_position_texture;
extern GLuint Scene_normal_texture;
extern GLuint Scene_specular_texture;
extern bool stars_sun_has_glare(int index);
extern float Sun_spot;
void gr_opengl_post_process_end()
{
// state switch just the once (for bloom pass and final render-to-screen)
GLboolean depth = GL_state.DepthTest(GL_FALSE);
GLboolean depth_mask = GL_state.DepthMask(GL_FALSE);
GLboolean lighting = GL_state.Lighting(GL_FALSE);
GLboolean blend = GL_state.Blend(GL_FALSE);
GLboolean cull = GL_state.CullFace(GL_FALSE);
GL_state.Texture.SetShaderMode(GL_TRUE);
// Do FXAA
if (Cmdline_fxaa && !fxaa_unavailable && !GL_rendering_to_texture) {
opengl_post_pass_fxaa();
}
opengl_shader_set_current( gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_LIGHTSHAFTS, 0) );
float x,y;
// should we even be here?
if (!Game_subspace_effect && ls_on && !ls_force_off)
{
int n_lights = light_get_global_count();
for(int idx=0; idx<n_lights; idx++)
{
vec3d light_dir;
vec3d local_light_dir;
light_get_global_dir(&light_dir, idx);
vm_vec_rotate(&local_light_dir, &light_dir, &Eye_matrix);
if (!stars_sun_has_glare(idx))
continue;
float dot;
if((dot=vm_vec_dot( &light_dir, &Eye_matrix.vec.fvec )) > 0.7f)
{
x = asin(vm_vec_dot( &light_dir, &Eye_matrix.vec.rvec ))/PI*1.5f+0.5f; //cant get the coordinates right but this works for the limited glare fov
y = asin(vm_vec_dot( &light_dir, &Eye_matrix.vec.uvec ))/PI*1.5f*gr_screen.clip_aspect+0.5f;
GL_state.Uniform.setUniform2f( "sun_pos", x, y);
GL_state.Uniform.setUniformi( "scene", 0);
GL_state.Uniform.setUniformi( "cockpit", 1);
GL_state.Uniform.setUniformf( "density", ls_density);
GL_state.Uniform.setUniformf( "falloff", ls_falloff);
GL_state.Uniform.setUniformf( "weight", ls_weight);
GL_state.Uniform.setUniformf( "intensity", Sun_spot * ls_intensity);
GL_state.Uniform.setUniformf( "cp_intensity", Sun_spot * ls_cpintensity);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_depth_texture);
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Cockpit_depth_texture);
GL_state.Color(255, 255, 255, 255);
GL_state.Blend(GL_TRUE);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ADDITIVE);
opengl_draw_textured_quad(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, Scene_texture_u_scale, Scene_texture_u_scale);
GL_state.Blend(GL_FALSE);
break;
}
}
}
if(zbuffer_saved)
{
zbuffer_saved = false;
gr_zbuffer_set(GR_ZBUFF_FULL);
glClear(GL_DEPTH_BUFFER_BIT);
gr_zbuffer_set(GR_ZBUFF_NONE);
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Scene_depth_texture, 0);
}
// Bind the correct framebuffer. opengl_get_rtt_framebuffer returns 0 if not doing RTT
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, opengl_get_rtt_framebuffer());
// do bloom, hopefully ;)
bool bloomed = opengl_post_pass_bloom();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GL_state.Color(255, 255, 255, 255);
// set and configure post shader ...
int flags = 0;
for ( int i = 0; i < (int)Post_effects.size(); i++) {
if (Post_effects[i].always_on) {
flags |= (1 << i);
}
}
int post_sdr_handle = Post_active_shader_index;
if ( post_sdr_handle < 0 ) {
// no active shader index? use the always on shader.
post_sdr_handle = gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_MAIN, flags);
}
opengl_shader_set_current(post_sdr_handle);
// basic/default uniforms
GL_state.Uniform.setUniformi( "tex", 0 );
GL_state.Uniform.setUniformi( "depth_tex", 2);
GL_state.Uniform.setUniformf( "timer", static_cast<float>(timer_get_milliseconds() % 100 + 1) );
for (size_t idx = 0; idx < Post_effects.size(); idx++) {
if ( GL_shader[post_sdr_handle].flags & (1<<idx) ) {
const char *name = Post_effects[idx].uniform_name.c_str();
float value = Post_effects[idx].intensity;
GL_state.Uniform.setUniformf( name, value);
}
}
// bloom uniforms, but only if we did the bloom
if (bloomed) {
float intensity = MIN((float)Cmdline_bloom_intensity, 200.0f) * 0.01f;
if (Neb2_render_mode != NEB2_RENDER_NONE) {
// we need less intensity for full neb missions, so cut it by 30%
intensity /= 3.0f;
}
GL_state.Uniform.setUniformf( "bloom_intensity", intensity );
GL_state.Uniform.setUniformi( "bloomed", 1 );
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Post_bloom_texture_id[2]);
}
else
GL_state.Uniform.setUniformf( "bloom_intensity", 0.0f );
// now render it to the screen ...
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_color_texture);
GL_state.Texture.SetActiveUnit(2);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_depth_texture);
opengl_draw_textured_quad(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, Scene_texture_u_scale, Scene_texture_u_scale);
//Shadow Map debug window
//#define SHADOW_DEBUG
#ifdef SHADOW_DEBUG
opengl_shader_set_current( &GL_post_shader[7] );
GL_state.Texture.SetActiveUnit(0);
// GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.SetTarget(GL_TEXTURE_2D_ARRAY);
// GL_state.Texture.Enable(Shadow_map_depth_texture);
extern GLuint Shadow_map_texture;
extern GLuint Post_shadow_texture_id;
GL_state.Texture.Enable(Shadow_map_texture);
vglUniform1iARB( opengl_shader_get_uniform("shadow_map"), 0);
vglUniform1iARB( opengl_shader_get_uniform("index"), 0);
//opengl_draw_textured_quad(-1.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, Scene_texture_u_scale, Scene_texture_u_scale);
//opengl_draw_textured_quad(-1.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.5f);
opengl_draw_textured_quad(-1.0f, -1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 1.0f, 1.0f);
vglUniform1iARB( opengl_shader_get_uniform("index"), 1);
//opengl_draw_textured_quad(-1.0f, -0.5f, 0.5f, 0.0f, -0.5f, 0.0f, 0.75f, 0.25f);
opengl_draw_textured_quad(-1.0f, -0.5f, 0.0f, 0.0f, -0.5f, 0.0f, 1.0f, 1.0f);
vglUniform1iARB( opengl_shader_get_uniform("index"), 2);
opengl_draw_textured_quad(-0.5f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 1.0f, 1.0f);
vglUniform1iARB( opengl_shader_get_uniform("index"), 3);
opengl_draw_textured_quad(-0.5f, -1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 1.0f, 1.0f);
opengl_shader_set_current();
#endif
/*GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_depth_texture);
*/
// Done!
/*GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_effect_texture);
opengl_draw_textured_quad(0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, Scene_texture_u_scale, Scene_texture_u_scale);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_normal_texture);
opengl_draw_textured_quad(-1.0f, -0.0f, 0.0f, 0.0f, 0.0f, 1.0f, Scene_texture_u_scale, Scene_texture_u_scale);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_specular_texture);
opengl_draw_textured_quad(0.0f, -0.0f, 0.0f, 0.0f, 1.0f, 1.0f, Scene_texture_u_scale, Scene_texture_u_scale);
*/
GL_state.Texture.SetActiveUnit(2);
GL_state.Texture.Disable();
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.Disable();
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.Disable();
GL_state.Texture.SetShaderMode(GL_FALSE);
// reset state
GL_state.DepthTest(depth);
GL_state.DepthMask(depth_mask);
GL_state.Lighting(lighting);
GL_state.Blend(blend);
GL_state.CullFace(cull);
opengl_shader_set_current();
Post_in_frame = false;
}
void get_post_process_effect_names(SCP_vector<SCP_string> &names)
{
size_t idx;
for (idx = 0; idx < Post_effects.size(); idx++) {
names.push_back(Post_effects[idx].name);
}
}
void opengl_post_init_uniforms(int flags)
{
for (int idx = 0; idx < (int)Post_effects.size(); idx++) {
if (flags & (1 << idx)) {
opengl_shader_init_uniform(Post_effects[idx].uniform_name.c_str());
}
}
}
void gr_opengl_post_process_set_effect(const char *name, int value)
{
if ( !Post_initialized ) {
return;
}
if (name == NULL) {
return;
}
size_t idx;
int sflags = 0;
if(!stricmp("lightshafts",name))
{
ls_intensity = value / 100.0f;
ls_on = !!value;
return;
}
for (idx = 0; idx < Post_effects.size(); idx++) {
const char *eff_name = Post_effects[idx].name.c_str();
if ( !stricmp(eff_name, name) ) {
Post_effects[idx].intensity = (value / Post_effects[idx].div) + Post_effects[idx].add;
break;
}
}
// figure out new flags
for (idx = 0; idx < Post_effects.size(); idx++) {
if ( Post_effects[idx].always_on || (Post_effects[idx].intensity != Post_effects[idx].default_intensity) ) {
sflags |= (1<<idx);
}
}
Post_active_shader_index = gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_MAIN, sflags);
}
void gr_opengl_post_process_set_defaults()
{
size_t idx;
if ( !Post_initialized ) {
return;
}
// reset all effects to their default values
for (idx = 0; idx < Post_effects.size(); idx++) {
Post_effects[idx].intensity = Post_effects[idx].default_intensity;
}
Post_active_shader_index = -1;
}
extern GLuint Cockpit_depth_texture;
void gr_opengl_post_process_save_zbuffer()
{
if (Post_initialized)
{
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Cockpit_depth_texture, 0);
gr_zbuffer_clear(TRUE);
zbuffer_saved = true;
}
else
{
// If we can't save the z-buffer then just clear it so cockpits are still rendered correctly when
// post-processing isn't available/enabled.
gr_zbuffer_clear(TRUE);
}
}
static bool opengl_post_init_table()
{
bool warned = false;
try
{
if (cf_exists_full("post_processing.tbl", CF_TYPE_TABLES))
read_file_text("post_processing.tbl", CF_TYPE_TABLES);
else
read_file_text_from_array(defaults_get_file("post_processing.tbl"));
reset_parse();
if (optional_string("#Effects")) {
while (!required_string_one_of(3, "$Name:", "#Ship Effects", "#End")) {
char tbuf[NAME_LENGTH + 1] = { 0 };
post_effect_t eff;
required_string("$Name:");
stuff_string(tbuf, F_NAME, NAME_LENGTH);
eff.name = tbuf;
required_string("$Uniform:");
stuff_string(tbuf, F_NAME, NAME_LENGTH);
eff.uniform_name = tbuf;
required_string("$Define:");
stuff_string(tbuf, F_NAME, NAME_LENGTH);
eff.define_name = tbuf;
required_string("$AlwaysOn:");
stuff_boolean(&eff.always_on);
required_string("$Default:");
stuff_float(&eff.default_intensity);
eff.intensity = eff.default_intensity;
required_string("$Div:");
stuff_float(&eff.div);
required_string("$Add:");
stuff_float(&eff.add);
// Post_effects index is used for flag checks, so we can't have more than 32
if (Post_effects.size() < 32) {
Post_effects.push_back(eff);
}
else if (!warned) {
mprintf(("WARNING: post_processing.tbl can only have a max of 32 effects! Ignoring extra...\n"));
warned = true;
}
}
}
//Built-in per-ship effects
ship_effect se1;
strcpy_s(se1.name, "FS1 Ship select");
se1.shader_effect = 0;
se1.disables_rendering = false;
se1.invert_timer = false;
Ship_effects.push_back(se1);
if (optional_string("#Ship Effects")) {
while (!required_string_one_of(3, "$Name:", "#Light Shafts", "#End")) {
ship_effect se;
char tbuf[NAME_LENGTH] = { 0 };
required_string("$Name:");
stuff_string(tbuf, F_NAME, NAME_LENGTH);
strcpy_s(se.name, tbuf);
required_string("$Shader Effect:");
stuff_int(&se.shader_effect);
required_string("$Disables Rendering:");
stuff_boolean(&se.disables_rendering);
required_string("$Invert timer:");
stuff_boolean(&se.invert_timer);
Ship_effects.push_back(se);
}
}
if (optional_string("#Light Shafts")) {
required_string("$AlwaysOn:");
stuff_boolean(&ls_on);
required_string("$Density:");
stuff_float(&ls_density);
required_string("$Falloff:");
stuff_float(&ls_falloff);
required_string("$Weight:");
stuff_float(&ls_weight);
required_string("$Intensity:");
stuff_float(&ls_intensity);
required_string("$Sample Number:");
stuff_int(&ls_samplenum);
ls_cpintensity = ls_weight;
for (int i = 1; i < ls_samplenum; i++)
ls_cpintensity += ls_weight * pow(ls_falloff, i);
ls_cpintensity *= ls_intensity;
}
required_string("#End");
return true;
}
catch (const parse::ParseException& e)
{
mprintf(("Unable to parse 'post_processing.tbl'! Error message = %s.\n", e.what()));
return false;
}
}
void opengl_post_shader_header(SCP_stringstream &sflags, shader_type shader_t, int flags)
{
if ( shader_t == SDR_TYPE_POST_PROCESS_MAIN ) {
for (size_t idx = 0; idx < Post_effects.size(); idx++) {
if (flags & (1 << idx)) {
sflags << "#define ";
sflags << Post_effects[idx].define_name.c_str();
sflags << "\n";
}
}
} else if ( shader_t == SDR_TYPE_POST_PROCESS_LIGHTSHAFTS ) {
char temp[64];
sprintf(temp, "#define SAMPLE_NUM %d\n", ls_samplenum);
sflags << temp;
} else if ( shader_t == SDR_TYPE_POST_PROCESS_FXAA ) {
/* GLSL version < 120 are guarded against reaching this code
path via testing is_minimum_GLSL_version().
Accordingly do not test for them again here. */
if (GLSL_version == 120) {
sflags << "#define FXAA_GLSL_120 1\n";
sflags << "#define FXAA_GLSL_130 0\n";
}
if (GLSL_version > 120) {
sflags << "#define FXAA_GLSL_120 0\n";
sflags << "#define FXAA_GLSL_130 1\n";
}
switch (Cmdline_fxaa_preset) {
case 0:
sflags << "#define FXAA_QUALITY_PRESET 10\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/6.0)\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/12.0)\n";
sflags << "#define FXAA_QUALITY_SUBPIX 0.33\n";
break;
case 1:
sflags << "#define FXAA_QUALITY_PRESET 11\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/7.0)\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/14.0)\n";
sflags << "#define FXAA_QUALITY_SUBPIX 0.33\n";
break;
case 2:
sflags << "#define FXAA_QUALITY_PRESET 12\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/8.0)\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/16.0)\n";
sflags << "#define FXAA_QUALITY_SUBPIX 0.33\n";
break;
case 3:
sflags << "#define FXAA_QUALITY_PRESET 13\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/9.0)\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/18.0)\n";
sflags << "#define FXAA_QUALITY_SUBPIX 0.33\n";
break;
case 4:
sflags << "#define FXAA_QUALITY_PRESET 14\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/10.0)\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/20.0)\n";
sflags << "#define FXAA_QUALITY_SUBPIX 0.33\n";
break;
case 5:
sflags << "#define FXAA_QUALITY_PRESET 25\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/11.0)\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/22.0)\n";
sflags << "#define FXAA_QUALITY_SUBPIX 0.33\n";
break;
case 6:
sflags << "#define FXAA_QUALITY_PRESET 26\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/12.0)\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/24.0)\n";
sflags << "#define FXAA_QUALITY_SUBPIX 0.33\n";
break;
case 7:
sflags << "#define FXAA_PC 1\n";
sflags << "#define FXAA_QUALITY_PRESET 27\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/13.0)\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/26.0)\n";
sflags << "#define FXAA_QUALITY_SUBPIX 0.33\n";
break;
case 8:
sflags << "#define FXAA_QUALITY_PRESET 28\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/14.0)\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/28.0)\n";
sflags << "#define FXAA_QUALITY_SUBPIX 0.33\n";
break;
case 9:
sflags << "#define FXAA_QUALITY_PRESET 39\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD (1.0/15.0)\n";
sflags << "#define FXAA_QUALITY_EDGE_THRESHOLD_MIN (1.0/32.0)\n";
sflags << "#define FXAA_QUALITY_SUBPIX 0.33\n";
break;
}
}
}
bool opengl_post_init_shaders()
{
int idx;
int flags = 0;
// figure out which flags we need for the main post process shader
for (idx = 0; idx < (int)Post_effects.size(); idx++) {
if (Post_effects[idx].always_on) {
flags |= (1 << idx);
}
}
if ( gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_MAIN, flags) < 0 ) {
// only the main shader is actually required for post-processing
return false;
}
if ( gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_BRIGHTPASS, 0) < 0 ||
gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_BLUR, SDR_FLAG_BLUR_HORIZONTAL) < 0 ||
gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_BLUR, SDR_FLAG_BLUR_VERTICAL) < 0 ) {
// disable bloom if we don't have those shaders available
Cmdline_bloom_intensity = 0;
}
if ( gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_FXAA, 0) < 0 ||
gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_FXAA_PREPASS, 0) < 0 ) {
Cmdline_fxaa = false;
fxaa_unavailable = true;
mprintf(("Error while compiling FXAA shaders. FXAA will be unavailable.\n"));
}
return true;
}
// generate and test the framebuffer and textures that we are going to use
static bool opengl_post_init_framebuffer()
{
bool rval = false;
// clamp size, if needed
Post_texture_width = gr_screen.max_w;
Post_texture_height = gr_screen.max_h;
if (Post_texture_width > GL_max_renderbuffer_size) {
Post_texture_width = GL_max_renderbuffer_size;
}
if (Post_texture_height > GL_max_renderbuffer_size) {
Post_texture_height = GL_max_renderbuffer_size;
}
if (Cmdline_bloom_intensity > 0) {
// two more framebuffers, one each for the two different sized bloom textures
vglGenFramebuffersEXT(1, &Post_framebuffer_id[0]);
vglGenFramebuffersEXT(1, &Post_framebuffer_id[1]);
// need to generate textures for bloom too
glGenTextures(3, Post_bloom_texture_id);
// half size
int width = Post_texture_width >> 1;
int height = Post_texture_height >> 1;
for (int tex = 0; tex < 3; tex++) {
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Post_bloom_texture_id[tex]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
if (tex == 0) {
// attach to our bright pass framebuffer and make sure it's ok
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Post_framebuffer_id[0]);
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Post_bloom_texture_id[tex], 0);
// if not then clean up and disable bloom
if ( opengl_check_framebuffer() ) {
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
vglDeleteFramebuffersEXT(1, &Post_framebuffer_id[0]);
vglDeleteFramebuffersEXT(1, &Post_framebuffer_id[1]);
Post_framebuffer_id[0] = 0;
Post_framebuffer_id[1] = 0;
glDeleteTextures(3, Post_bloom_texture_id);
memset(Post_bloom_texture_id, 0, sizeof(Post_bloom_texture_id));
Cmdline_bloom_intensity = 0;
break;
}
// width and height are 1/2 for the bright pass, 1/4 for the blur, so drop down
width >>= 1;
height >>= 1;
} else {
// attach to our blur pass framebuffer and make sure it's ok
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Post_framebuffer_id[1]);
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Post_bloom_texture_id[tex], 0);
// if not then clean up and disable bloom
if ( opengl_check_framebuffer() ) {
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
vglDeleteFramebuffersEXT(1, &Post_framebuffer_id[0]);
vglDeleteFramebuffersEXT(1, &Post_framebuffer_id[1]);
Post_framebuffer_id[0] = 0;
Post_framebuffer_id[1] = 0;
glDeleteTextures(3, Post_bloom_texture_id);
memset(Post_bloom_texture_id, 0, sizeof(Post_bloom_texture_id));
Cmdline_bloom_intensity = 0;
break;
}
}
}
}
if ( Cmdline_shadow_quality ) {
int size = (Cmdline_shadow_quality == 2 ? 1024 : 512);
vglGenFramebuffersEXT(1, &Post_shadow_framebuffer_id);
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Post_shadow_framebuffer_id);
glGenTextures(1, &Post_shadow_texture_id);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D_ARRAY_EXT);
// GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Post_shadow_texture_id);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
vglTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA32F_ARB, size, size, 4, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, size, size, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
// vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Post_shadow_texture_id, 0);
vglFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, Post_shadow_texture_id, 0);
glGenTextures(1, &Post_shadow_depth_texture_id);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D_ARRAY_EXT);
// GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Post_shadow_depth_texture_id);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
vglTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_DEPTH_COMPONENT32, size, size, 4, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, size, size, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
// vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Post_shadow_depth_texture_id, 0);
vglFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, Post_shadow_depth_texture_id, 0);
}
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
GL_state.Texture.Disable();
rval = true;
if ( opengl_check_for_errors("post_init_framebuffer()") ) {
rval = false;
}
return rval;
}
void opengl_post_process_init()
{
Post_initialized = 0;
//We need to read the tbl first. This is mostly for FRED's benefit, as otherwise the list of post effects for the sexp doesn't get updated.
if ( !opengl_post_init_table() ) {
mprintf((" Unable to read post-processing table! Disabling post-processing...\n\n"));
Cmdline_postprocess = 0;
return;
}
if ( !Cmdline_postprocess ) {
return;
}
if ( !Scene_texture_initialized ) {
return;
}
if ( !is_minimum_GLSL_version() || Cmdline_no_fbo || !Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) ) {
Cmdline_postprocess = 0;
return;
}
// for ease of use we require support for non-power-of-2 textures in one
// form or another:
// - the NPOT extension
// - GL version 2.0+ (which should work for non-reporting ATI cards since we don't use mipmaps)
if ( !(Is_Extension_Enabled(OGL_ARB_TEXTURE_NON_POWER_OF_TWO) || (GL_version >= 20)) ) {
Cmdline_postprocess = 0;
return;
}
if ( !opengl_post_init_shaders() ) {
mprintf((" Unable to initialize post-processing shaders! Disabling post-processing...\n\n"));
Cmdline_postprocess = 0;
return;
}
if ( !opengl_post_init_framebuffer() ) {
mprintf((" Unable to initialize post-processing framebuffer! Disabling post-processing...\n\n"));
Cmdline_postprocess = 0;
return;
}
Post_initialized = 1;
}
void opengl_post_process_shutdown()
{
if ( !Post_initialized ) {
return;
}
if (Post_bloom_texture_id[0]) {
glDeleteTextures(3, Post_bloom_texture_id);
memset(Post_bloom_texture_id, 0, sizeof(Post_bloom_texture_id));
}
if (Post_framebuffer_id[0]) {
vglDeleteFramebuffersEXT(1, &Post_framebuffer_id[0]);
Post_framebuffer_id[0] = 0;
if (Post_framebuffer_id[1]) {
vglDeleteFramebuffersEXT(1, &Post_framebuffer_id[1]);
Post_framebuffer_id[1] = 0;
}
}
Post_effects.clear();
Post_in_frame = false;
Post_active_shader_index = 0;
Post_initialized = 0;
}