# Conflicts: # src/gl/renderer/gl_postprocess.cpp # src/gl/renderer/gl_renderer.cpp # src/gl/scene/gl_scene.cpp # wadsrc/static/language.enu # wadsrc/static/menudef.zz
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c6408e92e2
20 changed files with 1288 additions and 0 deletions
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@ -57,7 +57,9 @@
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#include "gl/shaders/gl_tonemapshader.h"
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#include "gl/shaders/gl_colormapshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_fxaashader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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@ -104,6 +106,7 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mTonemapPalette = nullptr;
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mBuffers = nullptr;
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mPresentShader = nullptr;
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mPresent3dRowShader = nullptr;
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mBloomExtractShader = nullptr;
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mBloomCombineShader = nullptr;
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mExposureExtractShader = nullptr;
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@ -114,10 +117,13 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mTonemapPalette = nullptr;
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mColormapShader = nullptr;
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mLensShader = nullptr;
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mFXAAShader = nullptr;
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mFXAALumaShader = nullptr;
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mLinearDepthShader = nullptr;
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mDepthBlurShader = nullptr;
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mSSAOShader = nullptr;
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mSSAOCombineShader = nullptr;
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}
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void gl_LoadModels();
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@ -140,7 +146,10 @@ void FGLRenderer::Initialize(int width, int height)
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mColormapShader = new FColormapShader();
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mTonemapPalette = nullptr;
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mLensShader = new FLensShader();
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mFXAAShader = new FFXAAShader;
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mFXAALumaShader = new FFXAALumaShader;
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mPresentShader = new FPresentShader();
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mPresent3dRowShader = new FPresent3DRowShader();
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m2DDrawer = new F2DDrawer;
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// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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@ -193,6 +202,7 @@ FGLRenderer::~FGLRenderer()
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}
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if (mBuffers) delete mBuffers;
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if (mPresentShader) delete mPresentShader;
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if (mPresent3dRowShader) delete mPresent3dRowShader;
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if (mLinearDepthShader) delete mLinearDepthShader;
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if (mDepthBlurShader) delete mDepthBlurShader;
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if (mSSAOShader) delete mSSAOShader;
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@ -207,6 +217,8 @@ FGLRenderer::~FGLRenderer()
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if (mTonemapPalette) delete mTonemapPalette;
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if (mColormapShader) delete mColormapShader;
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if (mLensShader) delete mLensShader;
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delete mFXAAShader;
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delete mFXAALumaShader;
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}
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//==========================================================================
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