- Simplify FGLRenderer::PostProcessScene
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a7529ce3b4
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6 changed files with 289 additions and 274 deletions
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@ -57,182 +57,31 @@ void FGLRenderer::RenderScreenQuad()
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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hw_postprocess.fixedcm = fixedcm;
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hw_postprocess.SceneWidth = mBuffers->GetSceneWidth();
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hw_postprocess.SceneHeight = mBuffers->GetSceneHeight();
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hw_postprocess.DeclareShaders();
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hw_postprocess.UpdateTextures();
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hw_postprocess.UpdateSteps();
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mBuffers->BlitSceneToTexture();
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UpdateCameraExposure();
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mBuffers->CompileEffectShaders();
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mBuffers->UpdateEffectTextures();
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mBuffers->RenderEffect("UpdateCameraExposure");
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mCustomPostProcessShaders->Run("beforebloom");
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BloomScene(fixedcm);
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mBuffers->RenderEffect("BloomScene");
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mBuffers->BindCurrentFB();
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afterBloomDrawEndScene2D();
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TonemapScene();
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ColormapScene(fixedcm);
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LensDistortScene();
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ApplyFXAA();
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mBuffers->RenderEffect("TonemapScene");
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mBuffers->RenderEffect("ColormapScene");
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mBuffers->RenderEffect("LensDistortScene");
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mBuffers->RenderEffect("ApplyFXAA");
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mCustomPostProcessShaders->Run("scene");
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}
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void FGLRenderBuffers::RenderEffect(const FString &name)
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{
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// Create/update textures (To do: move out of RunEffect)
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{
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TMap<FString, PPTextureDesc>::Iterator it(hw_postprocess.Textures);
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TMap<FString, PPTextureDesc>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto &gltexture = GLTextures[pair->Key];
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auto &glframebuffer = GLTextureFBs[pair->Key];
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int glformat;
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switch (pair->Value.Format)
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{
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default:
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case PixelFormat::Rgba8: glformat = GL_RGBA8; break;
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case PixelFormat::Rgba16f: glformat = GL_RGBA16F; break;
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case PixelFormat::R32f: glformat = GL_R32F; break;
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}
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if (gltexture && (gltexture.Width != pair->Value.Width || gltexture.Height != pair->Value.Height))
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{
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glDeleteTextures(1, &gltexture.handle);
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glDeleteFramebuffers(1, &glframebuffer.handle);
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gltexture.handle = 0;
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glframebuffer.handle = 0;
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}
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if (!gltexture)
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{
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if (pair->Value.Data)
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gltexture = Create2DTexture(pair->Key.GetChars(), glformat, pair->Value.Width, pair->Value.Height, pair->Value.Data.get());
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else
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gltexture = Create2DTexture(pair->Key.GetChars(), glformat, pair->Value.Width, pair->Value.Height);
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gltexture.Width = pair->Value.Width;
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gltexture.Height = pair->Value.Height;
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glframebuffer = CreateFrameBuffer(pair->Key.GetChars(), gltexture);
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}
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}
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}
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// Compile shaders (To do: move out of RunEffect)
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{
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TMap<FString, PPShader>::Iterator it(hw_postprocess.Shaders);
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TMap<FString, PPShader>::Pair *pair;
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while (it.NextPair(pair))
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{
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const auto &desc = pair->Value;
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auto &glshader = GLShaders[pair->Key];
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if (!glshader)
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{
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glshader = std::make_unique<FShaderProgram>();
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FString prolog;
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if (!desc.Uniforms.empty())
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prolog = UniformBlockDecl::Create("Uniforms", desc.Uniforms, POSTPROCESS_BINDINGPOINT);
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prolog += desc.Defines;
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glshader->Compile(IShaderProgram::Vertex, desc.VertexShader, "", desc.Version);
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glshader->Compile(IShaderProgram::Fragment, desc.FragmentShader, prolog, desc.Version);
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glshader->Link(pair->Key.GetChars());
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if (!desc.Uniforms.empty())
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glshader->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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}
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}
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}
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// Render the effect
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FGLDebug::PushGroup(name.GetChars());
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(3);
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for (const PPStep &step : hw_postprocess.Effects[name])
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{
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// Bind input textures
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for (unsigned int index = 0; index < step.Textures.Size(); index++)
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{
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const PPTextureInput &input = step.Textures[index];
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int filter = (input.Filter == PPFilterMode::Nearest) ? GL_NEAREST : GL_LINEAR;
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switch (input.Type)
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{
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default:
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case PPTextureType::CurrentPipelineTexture:
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BindCurrentTexture(index, filter);
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break;
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case PPTextureType::NextPipelineTexture:
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I_FatalError("PPTextureType::NextPipelineTexture not allowed as input\n");
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break;
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case PPTextureType::PPTexture:
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GLTextures[input.Texture].Bind(index, filter);
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break;
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}
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}
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// Set render target
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switch (step.Output.Type)
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{
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default:
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case PPTextureType::CurrentPipelineTexture:
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BindCurrentFB();
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break;
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case PPTextureType::NextPipelineTexture:
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BindNextFB();
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break;
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case PPTextureType::PPTexture:
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GLTextureFBs[step.Output.Texture].Bind();
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break;
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}
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// Set blend mode
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if (step.BlendMode.BlendOp == STYLEOP_Add && step.BlendMode.SrcAlpha == STYLEALPHA_One && step.BlendMode.DestAlpha == STYLEALPHA_Zero && step.BlendMode.Flags == 0)
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{
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glDisable(GL_BLEND);
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}
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else
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{
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// To do: support all the modes
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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if (step.BlendMode.SrcAlpha == STYLEALPHA_One && step.BlendMode.DestAlpha == STYLEALPHA_One)
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glBlendFunc(GL_ONE, GL_ONE);
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else
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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// Setup viewport
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glViewport(step.Viewport.left, step.Viewport.top, step.Viewport.width, step.Viewport.height);
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auto &shader = GLShaders[step.ShaderName];
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// Set uniforms
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if (step.Uniforms.Size > 0)
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{
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if (!shader->Uniforms)
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shader->Uniforms.reset(screen->CreateUniformBuffer(step.Uniforms.Size));
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shader->Uniforms->SetData(step.Uniforms.Data);
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shader->Uniforms->Bind(POSTPROCESS_BINDINGPOINT);
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}
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// Set shader
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shader->Bind(NOQUEUE);
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// Draw the screen quad
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GLRenderer->RenderScreenQuad();
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// Advance to next PP texture if our output was sent there
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if (step.Output.Type == PPTextureType::NextPipelineTexture)
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NextTexture();
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}
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glViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Adds ambient occlusion to the scene
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@ -345,77 +194,25 @@ void FGLRenderer::AmbientOccludeScene(float m5)
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FGLDebug::PopGroup();
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}
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void FGLRenderer::UpdateCameraExposure()
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{
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PPCameraExposure exposure;
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exposure.DeclareShaders();
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exposure.UpdateTextures(mBuffers->GetSceneWidth(), mBuffers->GetSceneHeight());
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exposure.UpdateSteps();
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mBuffers->RenderEffect("UpdateCameraExposure");
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}
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void FGLRenderer::BloomScene(int fixedcm)
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{
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if (mBuffers->GetSceneWidth() <= 0 || mBuffers->GetSceneHeight() <= 0)
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return;
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PPBloom bloom;
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bloom.DeclareShaders();
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bloom.UpdateTextures(mBuffers->GetSceneWidth(), mBuffers->GetSceneHeight());
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bloom.UpdateSteps(fixedcm);
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mBuffers->RenderEffect("BloomScene");
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}
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void FGLRenderer::BlurScene(float gameinfobluramount)
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{
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if (mBuffers->GetSceneWidth() <= 0 || mBuffers->GetSceneHeight() <= 0)
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return;
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hw_postprocess.gameinfobluramount = gameinfobluramount;
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hw_postprocess.DeclareShaders();
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hw_postprocess.UpdateTextures();
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hw_postprocess.UpdateSteps();
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mBuffers->CompileEffectShaders();
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mBuffers->UpdateEffectTextures();
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PPBloom blur;
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blur.DeclareShaders();
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blur.UpdateTextures(mBuffers->GetSceneWidth(), mBuffers->GetSceneHeight());
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blur.UpdateBlurSteps(gameinfobluramount);
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mBuffers->RenderEffect("BlurScene");
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}
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void FGLRenderer::TonemapScene()
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{
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PPTonemap tonemap;
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tonemap.DeclareShaders();
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tonemap.UpdateTextures();
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tonemap.UpdateSteps();
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mBuffers->RenderEffect("TonemapScene");
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}
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void FGLRenderer::ClearTonemapPalette()
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{
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hw_postprocess.Textures.Remove("Tonemap.Palette");
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}
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void FGLRenderer::ColormapScene(int fixedcm)
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{
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PPColormap colormap;
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colormap.DeclareShaders();
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colormap.UpdateSteps(fixedcm);
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mBuffers->RenderEffect("ColormapScene");
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}
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void FGLRenderer::LensDistortScene()
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{
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PPLensDistort lens;
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lens.DeclareShaders();
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lens.UpdateSteps();
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mBuffers->RenderEffect("LensDistortScene");
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}
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void FGLRenderer::ApplyFXAA()
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{
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PPFXAA fxaa;
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fxaa.DeclareShaders();
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fxaa.UpdateSteps();
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mBuffers->RenderEffect("ApplyFXAA");
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}
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//-----------------------------------------------------------------------------
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//
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// Copies the rendered screen to its final destination
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