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

1148 lines
29 KiB
C++

#include "graphics/gropengl.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropenglpostprocessing.h"
#include "graphics/gropenglshader.h"
#include "graphics/gropenglstate.h"
#include "graphics/gropengldraw.h"
#include "io/timer.h"
#include "nebula/neb.h"
#include "parse/parselo.h"
#include "cmdline/cmdline.h"
#include "globalincs/def_files.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;
#define SDR_POST_FLAG_MAIN (1<<0)
#define SDR_POST_FLAG_BRIGHT (1<<1)
#define SDR_POST_FLAG_BLUR (1<<2)
#define SDR_POST_FLAG_PASS1 (1<<3)
#define SDR_POST_FLAG_PASS2 (1<<4)
static SCP_vector<opengl_shader_t> GL_post_shader;
// NOTE: The order of this list *must* be preserved! Additional shaders can be
// added, but the first 5 are used with magic numbers so their position
// is assumed to never change.
static opengl_shader_file_t GL_post_shader_files[] = {
// NOTE: the main post-processing shader has any number of uniforms, but
// these few should always be present
{ "post-v.sdr", "post-f.sdr", SDR_POST_FLAG_MAIN,
4, { "tex", "timer", "bloomed", "bloom_intensity" } },
{ "post-v.sdr", "blur-f.sdr", SDR_POST_FLAG_BLUR | SDR_POST_FLAG_PASS1,
2, { "tex", "bsize" } },
{ "post-v.sdr", "blur-f.sdr", SDR_POST_FLAG_BLUR | SDR_POST_FLAG_PASS2,
2, { "tex", "bsize" } },
{ "post-v.sdr", "brightpass-f.sdr", SDR_POST_FLAG_BRIGHT,
1, { "tex" } },
{ "fxaa-v.sdr", "fxaa-f.sdr", NULL,
3, { "tex0", "rt_w", "rt_h"} },
{ "post-v.sdr", "fxaapre-f.sdr", NULL,
1, { "tex"} }
};
static const unsigned int Num_post_shader_files = sizeof(GL_post_shader_files) / sizeof(opengl_shader_file_t);
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 = 0;
static GLuint Post_framebuffer_id[2] = { 0 };
static GLuint Post_bloom_texture_id[3] = { 0 };
static int Post_texture_width = 0;
static int Post_texture_height = 0;
static char *opengl_post_load_shader(char *filename, int flags, int flags2);
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( &GL_post_shader[3] );
vglUniform1iARB( opengl_shader_get_uniform("tex"), 0 );
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_color_texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
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);
opengl_shader_set_current( &GL_post_shader[1+pass] );
vglUniform1iARB( opengl_shader_get_uniform("tex"), 0 );
vglUniform1fARB( opengl_shader_get_uniform("bsize"), (pass) ? (float)width : (float)height );
GL_state.Texture.Enable(Post_bloom_texture_id[pass]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
}
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, 0);
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() );
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
vglDrawBuffers(2, buffers);
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() {
char *vert = NULL, *frag = NULL;
opengl_shader_t *new_shader = &GL_post_shader[fxaa_shader_id];
opengl_shader_file_t *shader_file = &GL_post_shader_files[4];
// choose appropriate files
char *vert_name = shader_file->vert;
char *frag_name = shader_file->frag;
mprintf(("Recompiling FXAA shader with preset %d\n", Cmdline_fxaa_preset));
// read vertex shader
vert = opengl_post_load_shader(vert_name, shader_file->flags, NULL);
// read fragment shader
frag = opengl_post_load_shader(frag_name, shader_file->flags, NULL);
Verify( vert != NULL );
Verify( frag != NULL );
new_shader->program_id = opengl_shader_create(vert, frag);
if ( !new_shader->program_id ) {
}
new_shader->flags = shader_file->flags;
new_shader->flags2 = NULL;
opengl_shader_set_current( new_shader );
new_shader->uniforms.reserve(shader_file->num_uniforms);
for (int i = 0; i < shader_file->num_uniforms; i++) {
opengl_shader_init_uniform( shader_file->uniforms[i] );
}
opengl_shader_set_current();
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();
}
// Do a prepass to convert the main shaders' RGBA output into RGBL
opengl_shader_set_current( &GL_post_shader[fxaa_shader_id + 1] );
// basic/default uniforms
vglUniform1iARB( opengl_shader_get_uniform("tex"), 0 );
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_color_texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
GL_state.Texture.Disable();
// set and configure post shader ..
opengl_shader_set_current( &GL_post_shader[fxaa_shader_id] );
// basic/default uniforms
vglUniform1iARB( opengl_shader_get_uniform("tex0"), 0 );
vglUniform1fARB( opengl_shader_get_uniform("rt_w"), static_cast<float>(Post_texture_width));
vglUniform1fARB( opengl_shader_get_uniform("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_color_texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
GL_state.Texture.Disable();
opengl_shader_set_current();
}
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 light = 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) {
opengl_post_pass_fxaa();
}
// done with screen render framebuffer
//vglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// do bloom, hopefully ;)
bool bloomed = opengl_post_pass_bloom();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// set and configure post shader ...
opengl_shader_set_current( &GL_post_shader[Post_active_shader_index] );
// basic/default uniforms
vglUniform1iARB( opengl_shader_get_uniform("tex"), 0 );
vglUniform1fARB( opengl_shader_get_uniform("timer"), static_cast<float>(timer_get_milliseconds() % 100 + 1) );
for (size_t idx = 0; idx < Post_effects.size(); idx++) {
if ( GL_post_shader[Post_active_shader_index].flags2 & (1<<idx) ) {
const char *name = Post_effects[idx].uniform_name.c_str();
float value = Post_effects[idx].intensity;
vglUniform1fARB( opengl_shader_get_uniform(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;
}
vglUniform1fARB( opengl_shader_get_uniform("bloom_intensity"), intensity );
vglUniform1iARB( opengl_shader_get_uniform("bloomed"), 1 );
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Post_bloom_texture_id[2]);
}
// now render it to the screen ...
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_color_texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f, 1.0f);
glEnd();
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// Done!
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(light);
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);
}
}
static bool opengl_post_compile_main_shader(int flags)
{
char *vert = NULL, *frag = NULL;
bool in_error = false;
opengl_shader_t new_shader;
opengl_shader_file_t *shader_file = &GL_post_shader_files[0];
int num_main_uniforms = 0;
int idx;
for (idx = 0; idx < (int)Post_effects.size(); idx++) {
if ( flags & (1 << idx) ) {
num_main_uniforms++;
}
}
// choose appropriate files
char *vert_name = shader_file->vert;
char *frag_name = shader_file->frag;
mprintf(("POST-PROCESSING: Compiling new post-processing shader with flags %d ... \n", flags));
// read vertex shader
if ( (vert = opengl_post_load_shader(vert_name, shader_file->flags, flags)) == NULL ) {
in_error = true;
goto Done;
}
// read fragment shader
if ( (frag = opengl_post_load_shader(frag_name, shader_file->flags, flags)) == NULL ) {
in_error = true;
goto Done;
}
Verify( vert != NULL );
Verify( frag != NULL );
new_shader.program_id = opengl_shader_create(vert, frag);
if ( !new_shader.program_id ) {
in_error = true;
goto Done;
}
new_shader.flags = shader_file->flags;
new_shader.flags2 = flags;
opengl_shader_set_current( &new_shader );
new_shader.uniforms.reserve(shader_file->num_uniforms + num_main_uniforms);
for (idx = 0; idx < shader_file->num_uniforms; idx++) {
opengl_shader_init_uniform( shader_file->uniforms[idx] );
}
for (idx = 0; idx < (int)Post_effects.size(); idx++) {
if ( flags & (1 << idx) ) {
opengl_shader_init_uniform( Post_effects[idx].uniform_name.c_str() );
}
}
opengl_shader_set_current();
// add it to our list of embedded shaders
GL_post_shader.push_back( new_shader );
Done:
if (vert != NULL) {
vm_free(vert);
vert = NULL;
}
if (frag != NULL) {
vm_free(frag);
frag = NULL;
}
return in_error;
}
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;
bool need_change = true;
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);
}
}
// see if any existing shader has those flags
for (idx = 0; idx < GL_post_shader.size(); idx++) {
if (GL_post_shader[idx].flags2 == sflags) {
// no change required
need_change = false;
// set this as the active post shader
Post_active_shader_index = (int)idx;
break;
}
}
// if not then add a new shader to the list
if (need_change) {
if ( !opengl_post_compile_main_shader(sflags) ) {
// shader added, set it as active
Post_active_shader_index = (int)(GL_post_shader.size() - 1);
} else {
// failed to load, just go with default
Post_active_shader_index = 0;
}
}
}
void gr_opengl_post_process_set_defaults()
{
size_t idx, list_size;
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;
}
// remove any post shaders created on-demand, leaving only the defaults
list_size = GL_post_shader.size();
for (idx = list_size-1; idx > 0; idx--) {
if ( !(GL_post_shader[idx].flags & SDR_POST_FLAG_MAIN) ) {
break;
}
if (GL_post_shader[idx].program_id) {
vglDeleteObjectARB(GL_post_shader[idx].program_id);
}
GL_post_shader[idx].uniforms.clear();
GL_post_shader.pop_back();
}
Post_active_shader_index = 0;
}
void gr_opengl_post_process_save_zbuffer()
{
if ( !Post_initialized ) {
return;
}
}
static bool opengl_post_init_table()
{
int rval;
bool warned = false;
if ( (rval = setjmp(parse_abort)) != 0 ) {
mprintf(("Unable to parse 'post_processing.tbl'! Error code = %d.\n", rval));
return false;
}
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_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_either("#End", "$Name:") ) {
ship_effect se;
char tbuf[NAME_LENGTH] = { 0 };
required_string("$Name:");
stuff_string(tbuf, F_NAME, NAME_LENGTH);
strcpy_s(se.name, tbuf);
required_string("$Shader Effect:");
stuff_int(&se.shader_effect);
if (se.shader_effect == 0 || se.shader_effect == 1) {
WarningEx(LOCATION, "Invalid shader effect specified for effect %s. 0 and 1 are reserved for internal use.\n", se.name);
skip_to_start_of_string_either("$Name:", "#End");
}
required_string("$Disables Rendering:");
stuff_boolean(&se.disables_rendering);
required_string("$Invert timer:");
stuff_boolean(&se.invert_timer);
Ship_effects.push_back(se);
}
}
required_string("#End");
return true;
}
static char *opengl_post_load_shader(char *filename, int flags, int flags2)
{
SCP_string sflags;
if (Use_GLSL >= 4) {
sflags += "#define SHADER_MODEL 4\n";
} else if (Use_GLSL == 3) {
sflags += "#define SHADER_MODEL 3\n";
} else {
sflags += "#define SHADER_MODEL 2\n";
}
for (size_t idx = 0; idx < Post_effects.size(); idx++) {
if ( flags2 & (1 << idx) ) {
sflags += "#define ";
sflags += Post_effects[idx].define_name.c_str();
sflags += "\n";
}
}
if (flags & SDR_POST_FLAG_PASS1) {
sflags += "#define PASS_0\n";
} else if (flags & SDR_POST_FLAG_PASS2) {
sflags += "#define PASS_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;
}
const char *shader_flags = sflags.c_str();
int flags_len = strlen(shader_flags);
CFILE *cf_shader = cfopen(filename, "rt", CFILE_NORMAL, CF_TYPE_EFFECTS);
if (cf_shader != NULL && stricmp(filename, "fxaa-f.sdr") && stricmp(filename, "fxaa-v.sdr") ) {
int len = cfilelength(cf_shader);
char *shader = (char*) vm_malloc(len + flags_len + 1);
strcpy(shader, shader_flags);
memset(shader + flags_len, 0, len + 1);
cfread(shader + flags_len, len + 1, 1, cf_shader);
cfclose(cf_shader);
return shader;
} else {
mprintf(("Loading built-in default shader for: %s\n", filename));
char* def_shader = defaults_get_file(filename);
size_t len = strlen(def_shader);
char *shader = (char*) vm_malloc(len + flags_len + 1);
strcpy(shader, shader_flags);
strcat(shader, def_shader);
//memset(shader + flags_len, 0, len + 1);
return shader;
}
}
static bool opengl_post_init_shader()
{
char *vert = NULL, *frag = NULL;
bool rval = true;
int idx, i;
int flags2 = 0;
int num_main_uniforms = 0;
for (idx = 0; idx < (int)Post_effects.size(); idx++) {
if (Post_effects[idx].always_on) {
flags2 |= (1 << idx);
num_main_uniforms++;
}
}
for (idx = 0; idx < (int)Num_post_shader_files; idx++) {
bool in_error = false;
opengl_shader_t new_shader;
opengl_shader_file_t *shader_file = &GL_post_shader_files[idx];
// choose appropriate files
char *vert_name = shader_file->vert;
char *frag_name = shader_file->frag;
mprintf((" Compiling post-processing shader %d ... \n", idx+1));
// read vertex shader
if ( (vert = opengl_post_load_shader(vert_name, shader_file->flags, flags2)) == NULL ) {
in_error = true;
goto Done;
}
// read fragment shader
if ( (frag = opengl_post_load_shader(frag_name, shader_file->flags, flags2)) == NULL ) {
in_error = true;
goto Done;
}
Verify( vert != NULL );
Verify( frag != NULL );
new_shader.program_id = opengl_shader_create(vert, frag);
if ( !new_shader.program_id ) {
in_error = true;
goto Done;
}
new_shader.flags = shader_file->flags;
new_shader.flags2 = flags2;
opengl_shader_set_current( &new_shader );
new_shader.uniforms.reserve(shader_file->num_uniforms + num_main_uniforms);
for (i = 0; i < shader_file->num_uniforms; i++) {
opengl_shader_init_uniform( shader_file->uniforms[i] );
}
if (idx == 0) {
for (i = 0; i < (int)Post_effects.size(); i++) {
if ( flags2 & (1 << i) ) {
opengl_shader_init_uniform( Post_effects[i].uniform_name.c_str() );
}
}
flags2 = 0;
num_main_uniforms = 0;
}
opengl_shader_set_current();
// add it to our list of embedded shaders
GL_post_shader.push_back( new_shader );
Done:
if (vert != NULL) {
vm_free(vert);
vert = NULL;
}
if (frag != NULL) {
vm_free(frag);
frag = NULL;
}
if (idx == 4)
fxaa_shader_id = GL_post_shader.size() - 1;
if (in_error) {
if (idx == 0) {
// only the main/first shader is actually required for post-processing
rval = false;
break;
} else if (idx == 4) {
Cmdline_fxaa = false;
fxaa_unavailable = true;
mprintf(("Error while compiling FXAA shaders. FXAA will be unavailable.\n"));
} else if ( shader_file->flags & (SDR_POST_FLAG_BLUR|SDR_POST_FLAG_BRIGHT) ) {
// disable bloom if we don't have those shaders available
Cmdline_bloom_intensity = 0;
}
}
}
mprintf(("\n"));
return rval;
}
// 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;
}
}
}
}
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 ( !Use_GLSL || 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_shader() ) {
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;
}
for (size_t i = 0; i < GL_post_shader.size(); i++) {
if (GL_post_shader[i].program_id) {
vglDeleteObjectARB(GL_post_shader[i].program_id);
GL_post_shader[i].program_id = 0;
}
GL_post_shader[i].uniforms.clear();
}
GL_post_shader.clear();
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;
}