- change tonemaps to steps
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9 changed files with 114 additions and 182 deletions
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@ -514,3 +514,79 @@ void PPColormap::UpdateSteps(int fixedcm)
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steps.Push(step);
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hw_postprocess.Effects["ColormapScene"] = steps;
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}
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/////////////////////////////////////////////////////////////////////////////
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void PPTonemap::DeclareShaders()
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{
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hw_postprocess.Shaders["Tonemap.Linear"] = { "shaders/glsl/tonemap.fp", "#define LINEAR\n", {} };
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hw_postprocess.Shaders["Tonemap.Reinhard"] = { "shaders/glsl/tonemap.fp", "#define REINHARD\n", {} };
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hw_postprocess.Shaders["Tonemap.HejlDawson"] = { "shaders/glsl/tonemap.fp", "#define HEJLDAWSON\n", {} };
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hw_postprocess.Shaders["Tonemap.Uncharted2"] = { "shaders/glsl/tonemap.fp", "#define UNCHARTED2\n", {} };
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hw_postprocess.Shaders["Tonemap.Palette"] = { "shaders/glsl/tonemap.fp", "#define PALETTE\n", {} };
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}
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void PPTonemap::UpdateTextures()
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{
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if (gl_tonemap == Palette)
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{
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auto &texture = hw_postprocess.Textures["Tonemap.Palette"];
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if (!texture.Data)
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{
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std::shared_ptr<void> data(new uint32_t[512 * 512], [](void *p) { delete[](uint32_t*)p; });
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uint8_t *lut = (uint8_t *)data.get();
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for (int r = 0; r < 64; r++)
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{
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for (int g = 0; g < 64; g++)
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{
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for (int b = 0; b < 64; b++)
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{
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PalEntry color = GPalette.BaseColors[(uint8_t)PTM_BestColor((uint32_t *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4),
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gl_paltonemap_reverselookup, gl_paltonemap_powtable, 0, 256)];
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int index = ((r * 64 + g) * 64 + b) * 4;
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lut[index] = color.r;
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lut[index + 1] = color.g;
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lut[index + 2] = color.b;
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lut[index + 3] = 255;
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}
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}
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}
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texture = { 512, 512, PixelFormat::Rgba8, data };
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}
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}
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}
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void PPTonemap::UpdateSteps()
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{
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if (gl_tonemap == 0)
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{
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hw_postprocess.Effects["TonemapScene"] = {};
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return;
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}
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PPShaderName shader;
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switch (gl_tonemap)
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{
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default:
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case Linear: shader = "Tonemap.Linear"; break;
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case Reinhard: shader = "Tonemap.Reinhard"; break;
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case HejlDawson: shader = "Tonemap.HejlDawson"; break;
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case Uncharted2: shader = "Tonemap.Uncharted2"; break;
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case Palette: shader = "Tonemap.Palette"; break;
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}
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PPStep step;
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step.ShaderName = shader;
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step.Viewport = screen->mScreenViewport;
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step.SetInputCurrent(0);
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if (gl_tonemap == Palette)
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step.SetInputTexture(1, "Tonemap.Palette");
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step.SetOutputNext();
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step.SetNoBlend();
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TArray<PPStep> steps;
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steps.Push(step);
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hw_postprocess.Effects["TonemapScene"] = steps;
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}
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