Implement special colormap support for softpoly
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parent
bdb4bdeb09
commit
e68b46cb6a
11 changed files with 185 additions and 14 deletions
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@ -85,6 +85,9 @@ PolyFrameBuffer::~PolyFrameBuffer()
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PolyBuffer::ResetAll();
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PPResource::ResetAll();
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delete mScreenQuad.VertexBuffer;
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delete mScreenQuad.IndexBuffer;
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delete mVertexData;
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delete mSkyData;
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delete mViewpoints;
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@ -111,6 +114,21 @@ void PolyFrameBuffer::InitializeState()
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mViewpoints = new HWViewpointBuffer;
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mLights = new FLightBuffer();
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static const FVertexBufferAttribute format[] =
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{
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(ScreenQuadVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(ScreenQuadVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(ScreenQuadVertex, color0) }
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};
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uint32_t indices[6] = { 0, 1, 2, 1, 3, 2 };
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mScreenQuad.VertexBuffer = screen->CreateVertexBuffer();
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mScreenQuad.VertexBuffer->SetFormat(1, 3, sizeof(ScreenQuadVertex), format);
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mScreenQuad.IndexBuffer = screen->CreateIndexBuffer();
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mScreenQuad.IndexBuffer->SetData(6 * sizeof(uint32_t), indices, false);
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CheckCanvas();
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}
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@ -436,9 +454,54 @@ void PolyFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
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di->RenderTranslucent(*GetRenderState());
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}
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static uint8_t ToIntColorComponent(float v)
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{
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return clamp((int)(v * 255.0f + 0.5f), 0, 255);
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}
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void PolyFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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afterBloomDrawEndScene2D();
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if (fixedcm >= CM_FIRSTSPECIALCOLORMAP && fixedcm < CM_MAXCOLORMAP)
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{
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FSpecialColormap* scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
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mRenderState->SetViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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screen->mViewpoints->Set2D(*mRenderState, screen->GetWidth(), screen->GetHeight());
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ScreenQuadVertex vertices[4] =
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{
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ (float)mScreenViewport.width, 0.0f, 1.0f, 0.0f },
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{ 0.0f, (float)mScreenViewport.height, 0.0f, 1.0f },
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{ (float)mScreenViewport.width, (float)mScreenViewport.height, 1.0f, 1.0f }
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};
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mScreenQuad.VertexBuffer->SetData(4 * sizeof(ScreenQuadVertex), vertices, false);
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mRenderState->SetVertexBuffer(mScreenQuad.VertexBuffer, 0, 0);
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mRenderState->SetIndexBuffer(mScreenQuad.IndexBuffer);
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mRenderState->SetObjectColor(PalEntry(255, int(scm->ColorizeStart[0] * 127.5f), int(scm->ColorizeStart[1] * 127.5f), int(scm->ColorizeStart[2] * 127.5f)));
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mRenderState->SetAddColor(PalEntry(255, int(scm->ColorizeEnd[0] * 127.5f), int(scm->ColorizeEnd[1] * 127.5f), int(scm->ColorizeEnd[2] * 127.5f)));
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mRenderState->EnableDepthTest(false);
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mRenderState->EnableMultisampling(false);
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mRenderState->SetCulling(Cull_None);
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mRenderState->SetScissor(-1, -1, -1, -1);
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mRenderState->SetColor(1, 1, 1, 1);
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mRenderState->AlphaFunc(Alpha_GEqual, 0.f);
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mRenderState->EnableTexture(false);
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mRenderState->SetColormapShader(true);
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mRenderState->DrawIndexed(DT_Triangles, 0, 6);
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mRenderState->SetColormapShader(false);
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mRenderState->SetObjectColor(0xffffffff);
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mRenderState->SetAddColor(0);
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mRenderState->SetVertexBuffer(screen->mVertexData);
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mRenderState->EnableTexture(true);
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mRenderState->ResetColor();
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}
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}
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uint32_t PolyFrameBuffer::GetCaps()
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