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Implement rendering pipeline and post-processing (#12465)
Co-authored-by: Lars Mueller <appgurulars@gmx.de> Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
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32 changed files with 1476 additions and 565 deletions
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@ -19,58 +19,134 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "plain.h"
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#include "settings.h"
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#include "secondstage.h"
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#include "client/camera.h"
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#include "client/client.h"
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#include "client/clientmap.h"
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#include "client/hud.h"
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#include "client/minimap.h"
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#include "client/shadows/dynamicshadowsrender.h"
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inline u32 scaledown(u32 coef, u32 size)
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/// Draw3D pipeline step
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void Draw3D::run(PipelineContext &context)
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{
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return (size + coef - 1) / coef;
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}
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if (m_target)
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m_target->activate(context);
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RenderingCorePlain::RenderingCorePlain(
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IrrlichtDevice *_device, Client *_client, Hud *_hud)
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: RenderingCore(_device, _client, _hud)
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{
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scale = g_settings->getU16("undersampling");
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}
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void RenderingCorePlain::initTextures()
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{
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if (scale <= 1)
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context.device->getSceneManager()->drawAll();
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context.device->getVideoDriver()->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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if (!context.show_hud)
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return;
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v2u32 size{scaledown(scale, screensize.X), scaledown(scale, screensize.Y)};
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lowres = driver->addRenderTargetTexture(
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size, "render_lowres", video::ECF_A8R8G8B8);
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context.hud->drawBlockBounds();
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context.hud->drawSelectionMesh();
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if (context.draw_wield_tool)
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context.client->getCamera()->drawWieldedTool();
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}
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void RenderingCorePlain::clearTextures()
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void DrawHUD::run(PipelineContext &context)
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{
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if (scale <= 1)
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return;
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driver->removeTexture(lowres);
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if (context.show_hud) {
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if (context.shadow_renderer)
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context.shadow_renderer->drawDebug();
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if (context.draw_crosshair)
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context.hud->drawCrosshair();
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context.hud->drawHotbar(context.client->getEnv().getLocalPlayer()->getWieldIndex());
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context.hud->drawLuaElements(context.client->getCamera()->getOffset());
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context.client->getCamera()->drawNametags();
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auto mapper = context.client->getMinimap();
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if (mapper && context.show_minimap)
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mapper->drawMinimap();
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}
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context.device->getGUIEnvironment()->drawAll();
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}
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void RenderingCorePlain::beforeDraw()
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void MapPostFxStep::setRenderTarget(RenderTarget * _target)
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{
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if (scale <= 1)
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return;
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driver->setRenderTarget(lowres, true, true, skycolor);
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target = _target;
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}
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void RenderingCorePlain::upscale()
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void MapPostFxStep::run(PipelineContext &context)
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{
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if (scale <= 1)
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return;
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driver->setRenderTarget(0, true, true);
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v2u32 size{scaledown(scale, screensize.X), scaledown(scale, screensize.Y)};
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v2u32 dest_size{scale * size.X, scale * size.Y};
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driver->draw2DImage(lowres, core::rect<s32>(0, 0, dest_size.X, dest_size.Y),
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core::rect<s32>(0, 0, size.X, size.Y));
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if (target)
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target->activate(context);
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context.client->getEnv().getClientMap().renderPostFx(context.client->getCamera()->getCameraMode());
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}
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void RenderingCorePlain::drawAll()
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void RenderShadowMapStep::run(PipelineContext &context)
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{
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draw3D();
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drawPostFx();
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upscale();
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drawHUD();
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// This is necessary to render shadows for animations correctly
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context.device->getSceneManager()->getRootSceneNode()->OnAnimate(context.device->getTimer()->getTime());
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context.shadow_renderer->update();
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}
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// class UpscaleStep
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void UpscaleStep::run(PipelineContext &context)
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{
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video::ITexture *lowres = m_source->getTexture(0);
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m_target->activate(context);
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context.device->getVideoDriver()->draw2DImage(lowres,
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core::rect<s32>(0, 0, context.target_size.X, context.target_size.Y),
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core::rect<s32>(0, 0, lowres->getSize().Width, lowres->getSize().Height));
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}
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std::unique_ptr<RenderStep> create3DStage(Client *client, v2f scale)
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{
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RenderStep *step = new Draw3D();
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if (g_settings->getBool("enable_shaders")) {
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RenderPipeline *pipeline = new RenderPipeline();
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pipeline->addStep(pipeline->own(std::unique_ptr<RenderStep>(step)));
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auto effect = addPostProcessing(pipeline, step, scale, client);
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effect->setRenderTarget(pipeline->getOutput());
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step = pipeline;
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}
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return std::unique_ptr<RenderStep>(step);
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}
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static v2f getDownscaleFactor()
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{
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u16 undersampling = MYMAX(g_settings->getU16("undersampling"), 1);
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return v2f(1.0f / undersampling);
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}
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RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f downscale_factor)
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{
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const int TEXTURE_UPSCALE = 0;
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if (downscale_factor.X == 1.0f && downscale_factor.Y == 1.0f)
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return previousStep;
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// Initialize buffer
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TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
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buffer->setTexture(TEXTURE_UPSCALE, downscale_factor, "upscale", video::ECF_A8R8G8B8);
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// Attach previous step to the buffer
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TextureBufferOutput *buffer_output = pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_UPSCALE);
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previousStep->setRenderTarget(buffer_output);
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// Add upscaling step
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RenderStep *upscale = pipeline->createOwned<UpscaleStep>();
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upscale->setRenderSource(buffer);
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pipeline->addStep(upscale);
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return upscale;
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}
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void populatePlainPipeline(RenderPipeline *pipeline, Client *client)
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{
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auto downscale_factor = getDownscaleFactor();
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auto step3D = pipeline->own(create3DStage(client, downscale_factor));
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pipeline->addStep(step3D);
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pipeline->addStep<MapPostFxStep>();
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step3D = addUpscaling(pipeline, step3D, downscale_factor);
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step3D->setRenderTarget(pipeline->createOwned<ScreenTarget>());
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pipeline->addStep<DrawHUD>();
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}
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