Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
# Conflicts: # src/gl/renderer/gl_renderbuffers.cpp # src/gl/renderer/gl_renderbuffers.h # src/gl/renderer/gl_renderer.h # src/gl/scene/gl_scene.cpp # wadsrc/static/language.enu # wadsrc/static/menudef.z
This commit is contained in:
commit
f6bede8374
75 changed files with 4529 additions and 1013 deletions
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@ -76,6 +76,7 @@
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/renderer/gl_2ddrawer.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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//==========================================================================
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//
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@ -395,7 +396,7 @@ void FGLRenderer::BindTonemapPalette(int texunit)
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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[ColorMatcher.Pick((r << 2) | (r >> 1), (g << 2) | (g >> 1), (b << 2) | (b >> 1))];
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PalEntry color = GPalette.BaseColors[(BYTE)PTM_BestColor((uint32 *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4), 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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@ -513,6 +514,41 @@ void FGLRenderer::LensDistortScene()
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FGLDebug::PopGroup();
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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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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::Flush()
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{
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const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
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if (stereo3dMode.IsMono() || !FGLRenderBuffers::IsEnabled())
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{
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CopyToBackbuffer(nullptr, true);
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}
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else
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{
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// Render 2D to eye textures
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for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
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{
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FGLDebug::PushGroup("Eye2D");
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mBuffers->BindEyeFB(eye_ix);
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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m2DDrawer->Draw();
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FGLDebug::PopGroup();
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}
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m2DDrawer->Clear();
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FGLPostProcessState savedState;
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FGLDebug::PushGroup("PresentEyes");
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stereo3dMode.Present();
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FGLDebug::PopGroup();
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Gamma correct while copying to frame buffer
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@ -521,7 +557,9 @@ void FGLRenderer::LensDistortScene()
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void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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{
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m2DDrawer->Flush(); // draw all pending 2D stuff before copying the buffer
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m2DDrawer->Draw(); // draw all pending 2D stuff before copying the buffer
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m2DDrawer->Clear();
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FGLDebug::PushGroup("CopyToBackbuffer");
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if (FGLRenderBuffers::IsEnabled())
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{
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@ -539,28 +577,8 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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box = mOutputLetterbox;
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}
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// Present what was rendered:
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glViewport(box.left, box.top, box.width, box.height);
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mPresentShader->Bind();
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mPresentShader->InputTexture.Set(0);
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if (!applyGamma || framebuffer->IsHWGammaActive())
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{
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mPresentShader->InvGamma.Set(1.0f);
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mPresentShader->Contrast.Set(1.0f);
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mPresentShader->Brightness.Set(0.0f);
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}
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else
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{
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mPresentShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
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mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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RenderScreenQuad();
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DrawPresentTexture(box, applyGamma);
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}
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else if (!bounds)
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{
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@ -570,6 +588,32 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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FGLDebug::PopGroup();
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}
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void FGLRenderer::DrawPresentTexture(const GL_IRECT &box, bool applyGamma)
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{
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glViewport(box.left, box.top, box.width, box.height);
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glActiveTexture(GL_TEXTURE0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mPresentShader->Bind();
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mPresentShader->InputTexture.Set(0);
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if (!applyGamma || framebuffer->IsHWGammaActive())
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{
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mPresentShader->InvGamma.Set(1.0f);
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mPresentShader->Contrast.Set(1.0f);
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mPresentShader->Brightness.Set(0.0f);
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}
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else
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{
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mPresentShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
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mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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RenderScreenQuad();
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}
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//-----------------------------------------------------------------------------
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//
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// Fills the black bars around the screen letterbox
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@ -582,6 +626,8 @@ void FGLRenderer::ClearBorders()
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int clientWidth = framebuffer->GetClientWidth();
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int clientHeight = framebuffer->GetClientHeight();
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if (clientWidth == 0 || clientHeight == 0)
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return;
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glViewport(0, 0, clientWidth, clientHeight);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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@ -608,3 +654,40 @@ void FGLRenderer::ClearBorders()
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}
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glDisable(GL_SCISSOR_TEST);
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}
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// [SP] Re-implemented BestColor for more precision rather than speed. This function is only ever called once until the game palette is changed.
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int FGLRenderer::PTM_BestColor (const uint32 *pal_in, int r, int g, int b, int first, int num)
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{
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const PalEntry *pal = (const PalEntry *)pal_in;
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static double powtable[256];
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static bool firstTime = true;
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double fbestdist, fdist;
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int bestcolor;
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if (firstTime)
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{
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firstTime = false;
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for (int x = 0; x < 256; x++) powtable[x] = pow((double)x/255,1.2);
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}
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for (int color = first; color < num; color++)
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{
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double x = powtable[abs(r-pal[color].r)];
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double y = powtable[abs(g-pal[color].g)];
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double z = powtable[abs(b-pal[color].b)];
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fdist = x + y + z;
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if (color == first || fdist < fbestdist)
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{
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if (fdist == 0)
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return color;
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fbestdist = fdist;
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bestcolor = color;
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}
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}
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return bestcolor;
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}
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