Shader: total overhaul of permutations and shader flags

This commit is contained in:
korenkonder
2024-06-25 22:47:08 +03:00
parent 737fdd935f
commit 0cd4b4e0c4
18 changed files with 798 additions and 1535 deletions
+43 -41
View File
@@ -1578,35 +1578,8 @@ namespace rndr {
uniform_value[U_TONE_MAP] = (int32_t)tone_map;
uniform_value[U_FLARE] = 0;
uniform_value[U_SCENE_FADE] = scene_fade_alpha[scene_fade_index] > 0.01f ? 1 : 0;
uniform_value[U_AET_BACK] = 0;
uniform_value[U_LIGHT_PROJ] = 0;
//uniform_value[U25] = 0;
gl_state_active_bind_texture_2d(0, rend_texture[0].GetColorTex());
gl_state_active_bind_texture_2d(1, reduce_tex_draw);
gl_state_active_bind_texture_2d(2, tonemap_lut_texture);
gl_state_active_bind_texture_2d(3, exposure_tex);
gl_state_active_bind_texture_2d(4, rctx->empty_texture_2d);
gl_state_active_bind_texture_2d(5, rctx->empty_texture_2d);
gl_state_active_bind_texture_2d(6, rctx->empty_texture_2d);
gl_state_bind_sampler(0, rctx->render_samplers[1]);
gl_state_bind_sampler(1, rctx->render_samplers[2]);
gl_state_bind_sampler(2, rctx->render_samplers[0]);
gl_state_bind_sampler(3, rctx->render_samplers[3]);
gl_state_bind_sampler(4, rctx->render_samplers[2]);
gl_state_bind_sampler(5, rctx->render_samplers[2]);
gl_state_bind_sampler(6, rctx->render_samplers[2]);
if (aet_back) {
gl_state_active_bind_texture_2d(6, aet_back_tex->glid);
uniform_value[U_AET_BACK] = 1;
}
if (light_proj_tex) {
gl_state_active_bind_texture_2d(6, light_proj_tex->glid);
uniform_value[U_LIGHT_PROJ] = 1;
}
int32_t scene_fade_blend_func = this->scene_fade_blend_func[scene_fade_index];
@@ -1633,14 +1606,26 @@ namespace rndr {
shader_data.g_texcoord_transforms[2] = { 1.0f, 0.0f, 0.0f, 0.0f };
shader_data.g_texcoord_transforms[3] = { 0.0f, 1.0f, 0.0f, 0.0f };
if (lens_flare_texture) {
static const vec4 border_color = 0.0f;
gl_state_active_bind_texture_2d(0, rend_texture[0].GetColorTex());
gl_state_bind_sampler(0, rctx->render_samplers[1]);
gl_state_active_bind_texture_2d(1, reduce_tex_draw);
gl_state_bind_sampler(1, rctx->render_samplers[2]);
if (tone_map == TONE_MAP_YCC_EXPONENT) {
gl_state_active_bind_texture_2d(2, tonemap_lut_texture);
gl_state_bind_sampler(2, rctx->render_samplers[0]);
}
gl_state_active_bind_texture_2d(3, exposure_tex);
gl_state_bind_sampler(3, rctx->render_samplers[3]);
if (lens_flare_texture) {
const float_t aspect = (float_t)height / (float_t)width;
uniform_value[U_FLARE] = 1;
gl_state_active_bind_texture_2d(4, lens_flare_texture);
gl_state_bind_sampler(4, rctx->render_samplers[2]);
mat4 mat;
mat4_translate(0.5f, 0.5f, 0.0f, &mat);
mat4_scale_rot(&mat, 0.75f, 0.75f, 1.0f, &mat);
@@ -1657,6 +1642,7 @@ namespace rndr {
uniform_value[U_FLARE] = 2;
gl_state_active_bind_texture_2d(5, lens_shaft_texture);
gl_state_bind_sampler(5, rctx->render_samplers[2]);
mat4_translate(0.5f, 0.5f, 0.0f, &mat);
mat4_scale_rot(&mat, lens_shaft_scale, lens_shaft_scale, 1.0f, &mat);
mat4_mul_rotate_z(&mat, (lens_flare_pos.x / (float_t)width)
@@ -1669,31 +1655,47 @@ namespace rndr {
shader_data.g_texcoord_transforms[7] = mat.row1;
}
else {
gl_state_active_bind_texture_2d(5, rctx->empty_texture_2d);
gl_state_bind_sampler(5, rctx->render_samplers[2]);
shader_data.g_texcoord_transforms[6] = { 1.0f, 0.0f, 0.0f, 0.0f };
shader_data.g_texcoord_transforms[7] = { 0.0f, 1.0f, 0.0f, 0.0f };
}
}
else {
gl_state_active_bind_texture_2d(4, rctx->empty_texture_2d);
gl_state_bind_sampler(4, rctx->render_samplers[2]);
gl_state_active_bind_texture_2d(5, rctx->empty_texture_2d);
gl_state_bind_sampler(5, rctx->render_samplers[2]);
shader_data.g_texcoord_transforms[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
shader_data.g_texcoord_transforms[5] = { 0.0f, 1.0f, 0.0f, 0.0f };
shader_data.g_texcoord_transforms[6] = { 1.0f, 0.0f, 0.0f, 0.0f };
shader_data.g_texcoord_transforms[7] = { 0.0f, 1.0f, 0.0f, 0.0f };
}
if (npr_param == 1) {
gl_state_active_bind_texture_2d(14, rend_texture[0].GetDepthTex());
/*gl_state_active_bind_texture_2d(16, sss_contour_texture->GetColorTex());
gl_state_active_bind_texture_2d(17, sss_contour_texture->GetDepthTex());*/
}
else {
gl_state_active_bind_texture_2d(14, rctx_ptr->empty_texture_2d);
/*gl_state_active_bind_texture_2d(16, rctx_ptr->empty_texture_2d);
gl_state_active_bind_texture_2d(17, srctx_ptr->empty_texture_2d);*/
if (aet_back) {
gl_state_active_bind_texture_2d(6, aet_back_tex->glid);
gl_state_bind_sampler(6, rctx->render_samplers[2]);
uniform_value[U_AET_BACK] = 1;
}
gl_state_bind_sampler(14, rctx->render_samplers[1]);
/*gl_state_bind_sampler(16, rctx->render_samplers[1]);
gl_state_bind_sampler(17, rctx->render_samplers[1]);*/
if (light_proj_tex) {
uniform_value[U_LIGHT_PROJ] = 1;
gl_state_active_bind_texture_2d(7, light_proj_tex->glid);
gl_state_bind_sampler(7, rctx->render_samplers[2]);
shader_data.g_flare_coef.z = 1.0f;
}
else {
gl_state_active_bind_texture_2d(7, rctx->empty_texture_2d);
gl_state_bind_sampler(7, rctx->render_samplers[2]);
}
if (aet_back && npr_param == 1) {
gl_state_active_bind_texture_2d(14, rend_texture[0].GetDepthTex());
gl_state_bind_sampler(14, rctx->render_samplers[1]);
}
rctx->tone_map_ubo.WriteMemory(shader_data);