merge in postprocessing

This commit is contained in:
pierow 2024-02-28 22:46:22 -05:00
commit dcb4de963d
43 changed files with 65457 additions and 230 deletions

View file

@ -2,7 +2,7 @@
brightness "1"
gamma "2.5"
lightgamma "2.5"
gl_use_shaders "1" // Use temporary gamma ramp replacement that utilizes HL25 shaders. It only adjusts to the average gamma value of ns maps instead of per-map.
cl_shader "1"
// Bobbing
cl_bob "0.01"
@ -33,5 +33,4 @@ echo "- Original dark lighting"
echo "- Original HUD and crosshairs"
echo "- Original weapon and view bob"
echo "- Original mix volumes for ambient sound and music"
echo " "
echo "Note: 25th aniversary Half-Life and sv_allow_shaders 1 are required for the graphics to display properly at the moment."
echo " "

View file

@ -1,8 +1,8 @@
// Lighting - temporary until new gamma ramp shader.
brightness "1"
brightness "0"
gamma "2.5"
lightgamma "2.25"
gl_use_shaders "1"
lightgamma "1.81"
cl_shader "1"
// Bobbing
cl_bob "0.006"
@ -33,5 +33,4 @@ echo "- Brighter shadows"
echo "- Minimal marine HUD and new crosshair system"
echo "- Reduced weapon bobbing and no view bobbing"
echo "- Reduced ambient sound and music volumes"
echo " "
echo "Note: 25th aniversary Half-Life and sv_allow_shaders 1 are required for the graphics to display properly at the moment."
echo " "

View file

@ -2,7 +2,7 @@
brightness "2"
gamma "3"
lightgamma "2"
gl_use_shaders "0"
cl_shader "0"
// No bobbing
cl_bob "0"

15
main/shaders/fs.shaders Normal file
View file

@ -0,0 +1,15 @@
#version 330 core
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D textureSampler;
uniform float colorMultiplier; // Uniform float to multiply color by
void main() {
// Sample the texture
vec4 texColor = texture(textureSampler, texCoord);
// Multiply the color by the uniform float
fragColor = texColor * colorMultiplier;
}

10
main/shaders/vs.shaders Normal file
View file

@ -0,0 +1,10 @@
#version 330 core
layout(location = 0) in vec2 vertexPosition;
out vec2 texCoord;
void main() {
// Pass the vertex position to the fragment shader
texCoord = (vertexPosition + 1.0) * 0.5; // Convert vertex position to texture coordinates
gl_Position = vec4(vertexPosition, 0.0, 1.0);
}

View file

@ -69,6 +69,8 @@ TeamFortressViewport *gViewPort = NULL;
HINTERFACEMODULE g_hTrackerModule = NULL;
//ITrackerUser *g_pTrackerUser = NULL;
CPostProcessShader g_PostProcessShader;
void InitInput (void);
void EV_HookEvents( void );
void IN_Commands( void );
@ -216,6 +218,8 @@ void CL_DLLEXPORT HUD_Init( void )
InitInput();
gHUD.Init();
Scheme_Init();
g_PostProcessShader.Init();
//gEngfuncs.Con_Printf("waterrenderer init %d", success);
}
/*
@ -261,6 +265,8 @@ HUD_Redraw
int CL_DLLEXPORT HUD_Redraw( float time, int intermission )
{
g_PostProcessShader.DrawShader();
// RecClHudRedraw(time, intermission);
gHUD.Redraw( time, intermission );

View file

@ -158,8 +158,8 @@
<Optimization>MaxSpeed</Optimization>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)\particles;$(SolutionDir)\includes\lpng1251;$(SolutionDir)\includes\zlib-1.2.8;$(SolutionDir)\includes\fmod\inc;$(SolutionDir)\includes\vgui\include;../public;../common;../external;../pm_shared;../game_shared;../mod;../util;../ui;../engine;../cl_dll;../dlls</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_DEPRECATE;NDEBUG;WIN32;_WINDOWS;AVH_CLIENT;USE_OLDAUTH;_X86_</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)\particles;$(SolutionDir)\includes\lpng1251;$(SolutionDir)\includes\zlib-1.2.8;$(SolutionDir)\includes\fmod\inc;$(SolutionDir)\includes\vgui\include;$(SolutionDir)\includes\glew;../public;../common;../external;../pm_shared;../game_shared;../mod;../util;../ui;../engine;../cl_dll;../dlls</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_DEPRECATE;NDEBUG;WIN32;_WINDOWS;AVH_CLIENT;USE_OLDAUTH;_X86_;GLEW_STATIC</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeTypeInfo>true</RuntimeTypeInfo>
<PrecompiledHeader>
@ -281,6 +281,22 @@
</ResourceCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\includes\glew\GL\glew.c">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Playtest|Win32'">MaxSpeed</Optimization>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Release|Win32'">MaxSpeed</Optimization>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Debug|Win32'">MaxSpeed</Optimization>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Playtest|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<ClCompile Include="..\util\ShaderUtil.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Playtest|Win32'">MaxSpeed</Optimization>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Release|Win32'">MaxSpeed</Optimization>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Debug|Win32'">MaxSpeed</Optimization>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Playtest|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<ClCompile Include="ammo.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Playtest|Win32'">MaxSpeed</Optimization>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Release|Win32'">MaxSpeed</Optimization>
@ -564,6 +580,14 @@
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<ClCompile Include="shader.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Playtest|Win32'">MaxSpeed</Optimization>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Release|Win32'">MaxSpeed</Optimization>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Debug|Win32'">MaxSpeed</Optimization>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Playtest|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Client - Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<ClCompile Include="status_icons.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Playtest|Win32'">MaxSpeed</Optimization>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Client - Release|Win32'">MaxSpeed</Optimization>
@ -1615,7 +1639,6 @@
</ClCompile>
<ClCompile Include="..\util\Balance.cpp" />
<ClCompile Include="..\util\Checksum.cpp" />
<ClCompile Include="..\util\GammaTable.cpp" />
<ClCompile Include="..\util\LinuxSupport.cpp" />
<ClCompile Include="..\util\Mat3.cpp" />
<ClCompile Include="..\util\MathUtil.cpp" />
@ -1627,6 +1650,10 @@
<ClCompile Include="..\textrep\TRFactory.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\includes\glew\GL\eglew.h" />
<ClInclude Include="..\includes\glew\GL\glew.h" />
<ClInclude Include="..\includes\glew\GL\glxew.h" />
<ClInclude Include="..\includes\glew\GL\wglew.h" />
<ClInclude Include="..\mod\AvHAlienAbilities.h" />
<ClInclude Include="..\mod\AvHAlienWeaponConstants.h" />
<ClInclude Include="..\mod\AvHAlienWeapons.h" />
@ -1634,6 +1661,7 @@
<ClInclude Include="..\mod\AvHMarineWeapon.h" />
<ClInclude Include="..\mod\AvHMarineWeaponConstants.h" />
<ClInclude Include="..\mod\AvHMarineWeapons.h" />
<ClInclude Include="..\util\ShaderUtil.h" />
<ClInclude Include="ammo.h" />
<ClInclude Include="ammohistory.h" />
<ClInclude Include="..\game_shared\bitvec.h" />
@ -1763,7 +1791,6 @@
<ClInclude Include="..\util\Balance.h" />
<ClInclude Include="..\util\Checksum.h" />
<ClInclude Include="..\util\CString.h" />
<ClInclude Include="..\util\GammaTable.h" />
<ClInclude Include="..\util\LinuxSupport.h" />
<ClInclude Include="..\util\Mat3.h" />
<ClInclude Include="..\util\MathUtil.h" />

View file

@ -31,6 +31,9 @@
<Filter Include="textrep">
<UniqueIdentifier>{ad5bbb2c-1092-4ba3-ab5b-fdfa0a33f1f5}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\glew">
<UniqueIdentifier>{57cad65d-80b8-4d06-abb5-8ff8dc1d60cc}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="ammo.cpp">
@ -552,9 +555,6 @@
<ClCompile Include="..\util\Checksum.cpp">
<Filter>util</Filter>
</ClCompile>
<ClCompile Include="..\util\GammaTable.cpp">
<Filter>util</Filter>
</ClCompile>
<ClCompile Include="..\util\LinuxSupport.cpp">
<Filter>util</Filter>
</ClCompile>
@ -600,6 +600,15 @@
<ClCompile Include="hudgl.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="shader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\util\ShaderUtil.cpp">
<Filter>util</Filter>
</ClCompile>
<ClCompile Include="..\includes\glew\GL\glew.c">
<Filter>Source Files\glew</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\mod\AvHAlienAbilities.h">
@ -1004,9 +1013,6 @@
<ClInclude Include="..\util\CString.h">
<Filter>util</Filter>
</ClInclude>
<ClInclude Include="..\util\GammaTable.h">
<Filter>util</Filter>
</ClInclude>
<ClInclude Include="..\util\LinuxSupport.h">
<Filter>util</Filter>
</ClInclude>
@ -1052,6 +1058,21 @@
<ClInclude Include="hudgl.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\util\ShaderUtil.h">
<Filter>util</Filter>
</ClInclude>
<ClInclude Include="..\includes\glew\GL\glxew.h">
<Filter>Source Files\glew</Filter>
</ClInclude>
<ClInclude Include="..\includes\glew\GL\wglew.h">
<Filter>Source Files\glew</Filter>
</ClInclude>
<ClInclude Include="..\includes\glew\GL\eglew.h">
<Filter>Source Files\glew</Filter>
</ClInclude>
<ClInclude Include="..\includes\glew\GL\glew.h">
<Filter>Source Files\glew</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Library Include="..\lib\public\game_controls.lib" />

View file

@ -30,6 +30,7 @@ class TeamFortressViewport;
class AvHHud;
#include "AvHHud.h"
extern AvHHud gHUD;
extern CPostProcessShader g_PostProcessShader;
#include "wrect.h"
#include "cl_dll.h"

View file

@ -561,7 +561,7 @@ void CHudSpectator::DrawOverviewMap()
gEngfuncs.pTriAPI->CullFace(TRI_NONE);
gEngfuncs.pTriAPI->SpriteTexture((struct model_s*)(gEngfuncs.GetSpritePointer(m_hsprWhite)), 0);
float gammaScale = 1.0f / gHUD.GetGammaSlope();
float gammaScale = 1.0f/* / gHUD.GetGammaSlope()*/;
// Draw the background.

View file

@ -0,0 +1,214 @@
#include "hud.h"
#include "cl_util.h"
//#include "PlatformHeaders.h"
#ifdef _WIN32
#include "windows.h"
#endif
#include <GL/glew.h>
//#include <gl/GL.h>
#include "util/ShaderUtil.h"
cvar_t* cl_postprocess = NULL;
cvar_t* cl_intensity = NULL;
GLuint screenTexture;
GLenum glew;
ShaderUtil shaderUtil;
void CPostProcessShader::Init()
{
//glActiveTexture(GL_TEXTURE0);
//glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextAtInit);
// Create the screen texture
glGenTextures(1, &screenTexture);
glBindTexture(GL_TEXTURE_2D, screenTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ScreenWidth(), ScreenHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
cl_postprocess = CVAR_CREATE("cl_postprocess", "1", FCVAR_ARCHIVE);
cl_intensity = CVAR_CREATE("cl_intensity", "1", FCVAR_ARCHIVE);
// Store shaders in dll so swapping in different ones is harder.
const std::string vertShader =
"#version 330 core\n"
"layout(location = 0) in vec2 vertexPosition;\n"
"out vec2 texCoord;\n"
"void main() {\n"
// Convert vertex position to texture coordinates
"texCoord = (vertexPosition + 1.0) * 0.5;\n"
"gl_Position = vec4(vertexPosition, 0.0, 1.0);\n"
"}\n"
;
const std::string fragShader =
"#version 330 core\n"
"in vec2 texCoord;\n"
"out vec4 fragColor;\n"
"uniform sampler2D textureSampler;\n"
"uniform float colorMultiplier;\n"
"void main() {\n"
// Sample the texture
"vec4 texColor = texture(textureSampler, texCoord);\n"
// Multiply the color
"fragColor = vec4(texColor.rgb * colorMultiplier, 1.0f);\n"
"}\n"
;
glew = glewInit();
if (GLEW_OK != glew)
{
/* Problem: glewInit failed, something is seriously wrong. */
// fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
gEngfuncs.Con_DPrintf("[GLEW] Error: %s\n", glewGetErrorString(glew));
}
else
{
gEngfuncs.Con_DPrintf("[GLEW] Initialize success!\n");
//shaderUtil.LoadFromFile(std::string(gEngfuncs.pfnGetGameDirectory() + (std::string) "/shaders/vs.shaders"), std::string(gEngfuncs.pfnGetGameDirectory() + (std::string) "/shaders/fs.shaders"));
shaderUtil.LoadFromString(vertShader, fragShader);
}
return;
}
void CPostProcessShader::ClearFrameBuffer()
{
if (cl_postprocess->value <= 0 || cl_intensity->value <= 0)
return;
//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//GLfloat clearColors[] = { 0.0f, 0.0f, 0.0f, 1.0f };
//GLint drawFboId;
//GLint readFboId;
//GLint FboId;
//glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFboId);
//glBindFramebuffer(GL_FRAMEBUFFER, drawFboId);
//glClearBufferfv(GL_COLOR, 0, clearColors);
//glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFboId);
//glBindFramebuffer(GL_FRAMEBUFFER, readFboId);
//glClearBufferfv(GL_COLOR, 0, clearColors);
//glGetIntegerv(GL_FRAMEBUFFER_BINDING, &FboId);
//glBindFramebuffer(GL_FRAMEBUFFER, FboId);
//glClearBufferfv(GL_COLOR, 0, clearColors);
}
void CPostProcessShader::DrawShader()
{
if (cl_postprocess->value <= 0 || cl_intensity->value <= 0)
return;
// TO DO: Check NPOT texture support and shader support for older systems. HL might already check NPOT for FBO mode.
const int error1 = glGetError();
if (error1 != 0)
gEngfuncs.Con_DPrintf("before shader error %d\n", error1);
glPushAttrib(GL_TEXTURE_BIT);
glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
//// Might need some of these if things break.
//glViewport(0, 0, ScreenWidth(), ScreenHeight());
//glActiveTexture(GL_TEXTURE0);
//glEnable(GL_TEXTURE_RECTANGE_NV);
//glColor3f(1, 1, 1);
//glDisable(GL_DEPTH_TEST);
//glMatrixMode(GL_MODELVIEW);
//glPushMatrix();
//glLoadIdentity();
//glMatrixMode(GL_PROJECTION);
//glPushMatrix();
//glLoadIdentity();
//glOrtho(0, 1, 1, 0, 0.1, 100);
//glReadBuffer(GL_COLOR_ATTACHMENT0);
//glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, screenTexture);
//// Solokiller's code to copy from MSAA/scaling framebuffer
//glFinish(); // Significant performance hit with this and it seems to work without it.
GLint drawFboId;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFboId);
glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFboId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, ScreenWidth(), ScreenHeight(), 0, 0, ScreenWidth(), ScreenHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFboId);
glReadBuffer(GL_BACK);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, ScreenWidth(), ScreenHeight(), 0);
const int error2 = glGetError();
if (error2 != 0)
gEngfuncs.Con_DPrintf("framebuffer copy error %d\n", error2);
float colorMultiplier = 1.0f;
const float scalarCvar = min(2.0f, max( 0.0f, cl_intensity->value));
//const float colorMultiplier = max( 1.0f, max(scalarCvar, 1.0f + (gHUD.GetGammaSlope() - 1.0f) * scalarCvar));
// Scale the map's gamma value.
if (gHUD.GetGammaSlope() > 1.0f)
{
colorMultiplier = 1.0f + (gHUD.GetGammaSlope() - 1.0f) * scalarCvar;
}
// If the map has no gamma value, override it with the cvar's value.
else
{
colorMultiplier = min(1.0f, scalarCvar);
}
// Use shader.
glUseProgram(shaderUtil.GetProgramID());
//glUniform1f(glGetUniformLocation(shaderUtil.GetProgramID(), "textureMap"), 0);
glUniform1f(glGetUniformLocation(shaderUtil.GetProgramID(), "colorMultiplier"), colorMultiplier);
// Draw the quad.
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, 1, -1);
glTexCoord2f(0, 1);
glVertex3f(-1, -1, -1);
glTexCoord2f(1, 1);
glVertex3f(1, -1, -1);
glTexCoord2f(1, 0);
glVertex3f(1, 1, -1);
glEnd();
// Restore state.
glUseProgram(0);
//glBindTexture(GL_TEXTURE_2D, 0);
//glBindVertexArray(0);
glPopAttrib();
glPopClientAttrib();
//glMatrixMode(GL_PROJECTION);
//glPopMatrix();
//glMatrixMode(GL_MODELVIEW);
//glPopMatrix();
//glDisable(GL_TEXTURE_RECTANGE_NV); // Don't disable texture_2d or ui bugs out.
//glEnable(GL_DEPTH_TEST);
const int error3 = glGetError();
if (error3 != 0)
gEngfuncs.Con_DPrintf("shader error %d\n", error3);
}

View file

@ -212,8 +212,11 @@ void ScorePanel::HitTestPanel::internalMousePressed(MouseCode code)
vgui::Color BuildColor( int R, int G, int B, float gamma )
{
ASSERT( gamma != 0 );
return vgui::Color( R/gamma, G/gamma, B/gamma, 0 );
// 2024 - remove old gamma ramp compensation
//ASSERT( gamma != 0 );
//return vgui::Color( R/gamma, G/gamma, B/gamma, 0 );
return vgui::Color(R, G, B, 0);
}
//-----------------------------------------------------------------------------

View file

@ -148,13 +148,13 @@ void SpectatorPanel::Initialize()
CSchemeManager * pSchemes = gViewPort->GetSchemeManager();
int colorR = 128 / gHUD.GetGammaSlope();
int colorG = 128 / gHUD.GetGammaSlope();
int colorB = 128 / gHUD.GetGammaSlope();
int colorR = 128/* / gHUD.GetGammaSlope()*/;
int colorG = 128/* / gHUD.GetGammaSlope()*/;
int colorB = 128/* / gHUD.GetGammaSlope()*/;
int armedColorR = 255 / gHUD.GetGammaSlope();
int armedColorG = 255 / gHUD.GetGammaSlope();
int armedColorB = 255 / gHUD.GetGammaSlope();
int armedColorR = 255/* / gHUD.GetGammaSlope()*/;
int armedColorG = 255/* / gHUD.GetGammaSlope()*/;
int armedColorB = 255/* / gHUD.GetGammaSlope()*/;
SchemeHandle_t hSmallScheme = pSchemes->getSchemeHandle( /*"Team Info Text"*/ "PieMenuScheme" );

View file

@ -157,15 +157,15 @@ public:
case PLAYERCLASS_DEAD_MARINE:
case PLAYERCLASS_DEAD_ALIEN:
case PLAYERCLASS_REINFORCING:
r = 255 / gHUD.GetGammaSlope();
g = 0 / gHUD.GetGammaSlope();
b = 0 / gHUD.GetGammaSlope();
r = 255/* / gHUD.GetGammaSlope()*/;
g = 0/* / gHUD.GetGammaSlope()*/;
b = 0/* / gHUD.GetGammaSlope()*/;
break;
default:
r = kTeamColors[theTeamNumber][0] / gHUD.GetGammaSlope();
g = kTeamColors[theTeamNumber][1] / gHUD.GetGammaSlope();
b = kTeamColors[theTeamNumber][2] / gHUD.GetGammaSlope();
r = kTeamColors[theTeamNumber][0]/* / gHUD.GetGammaSlope()*/;
g = kTeamColors[theTeamNumber][1]/* / gHUD.GetGammaSlope()*/;
b = kTeamColors[theTeamNumber][2]/* / gHUD.GetGammaSlope()*/;
break;
}

View file

@ -2218,6 +2218,8 @@ void CL_DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams )
{
// RecClCalcRefdef(pparams);
g_PostProcessShader.ClearFrameBuffer();
// intermission / finale rendering
if ( pparams->intermission )
{

View file

@ -1357,7 +1357,6 @@
</ClCompile>
<ClCompile Include="..\util\Balance.cpp" />
<ClCompile Include="..\util\Checksum.cpp" />
<ClCompile Include="..\util\GammaTable.cpp" />
<ClCompile Include="..\util\LinuxSupport.cpp" />
<ClCompile Include="..\util\Mat3.cpp" />
<ClCompile Include="..\util\MathUtil.cpp" />
@ -1485,7 +1484,6 @@
<ClInclude Include="..\util\Balance.h" />
<ClInclude Include="..\util\Checksum.h" />
<ClInclude Include="..\util\CString.h" />
<ClInclude Include="..\util\GammaTable.h" />
<ClInclude Include="..\util\LinuxSupport.h" />
<ClInclude Include="..\util\Mat3.h" />
<ClInclude Include="..\util\MathUtil.h" />

View file

@ -473,9 +473,6 @@
<ClCompile Include="..\util\Checksum.cpp">
<Filter>util</Filter>
</ClCompile>
<ClCompile Include="..\util\GammaTable.cpp">
<Filter>util</Filter>
</ClCompile>
<ClCompile Include="..\util\LinuxSupport.cpp">
<Filter>util</Filter>
</ClCompile>
@ -856,9 +853,6 @@
<ClInclude Include="..\util\CString.h">
<Filter>util</Filter>
</ClInclude>
<ClInclude Include="..\util\GammaTable.h">
<Filter>util</Filter>
</ClInclude>
<ClInclude Include="..\util\LinuxSupport.h">
<Filter>util</Filter>
</ClInclude>

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@ -26,9 +26,9 @@ GAME_SHARED_OBJ_DIR=$(HL1_OBJ_DIR)/game_shared
PM_SHARED_OBJ_DIR=$(HL1_OBJ_DIR)/pm_shared
HL1_SERVER_OBJ_DIR=$(HL1_OBJ_DIR)/server
CFLAGS=$(BASE_CFLAGS) $(ARCH_CFLAGS) -DCLIENT_DLL -I/usr/include/malloc -D_snwprintf=swprintf -DAVH_CLIENT -DUSE_OLDAUTH -DAVH_NO_NEXUS -DNDEBUG -DASSERT=assert -Dsprintf_s=snprintf -DDISABLE_VEC_FUNCS -DDISABLE_VEC_ORIGIN
CFLAGS=$(BASE_CFLAGS) $(ARCH_CFLAGS) -DCLIENT_DLL -I/usr/include/malloc -D_snwprintf=swprintf -DAVH_CLIENT -DUSE_OLDAUTH -DAVH_NO_NEXUS -DNDEBUG -DASSERT=assert -Dsprintf_s=snprintf -DDISABLE_VEC_FUNCS -DDISABLE_VEC_ORIGIN -DGLEW_STATIC -DGLEW_NO_GLU
INCLUDEDIRS= -I$(HL_SRC_DIR) -I$(NS_MOD_SRC_DIR) -I$(COMMON_SRC_DIR) -I$(PUBLIC_SRC_DIR) -I$(PM_SHARED_SRC_DIR) -I../engine -I$(GAME_SHARED_SRC_DIR) -I../external/ -I../particles -I../includes/fmodapi375linux/api/inc -I$(HL_SERVER_SRC_DIR) -I$(HL_SRC_DIR)/cl_dll -I$(VGUI_INCLUDE_DIR) -I$(UI_INCLUDE_DIR) -I$(UTIL_SRC_DIR) -I../ -I../includes/fmodapi375linux/api -I../includes/lpng1251
INCLUDEDIRS= -I$(HL_SRC_DIR) -I$(NS_MOD_SRC_DIR) -I$(COMMON_SRC_DIR) -I$(PUBLIC_SRC_DIR) -I$(PM_SHARED_SRC_DIR) -I../engine -I$(GAME_SHARED_SRC_DIR) -I../external/ -I../particles -I../includes/fmodapi375linux/api/inc -I$(HL_SERVER_SRC_DIR) -I$(HL_SRC_DIR)/cl_dll -I$(VGUI_INCLUDE_DIR) -I$(UI_INCLUDE_DIR) -I$(UTIL_SRC_DIR) -I../ -I../includes/fmodapi375linux/api -I../includes/lpng1251 -I../includes/glew
ifeq ($(OS),Darwin)
LDFLAGS=$(SHLIBLDFLAGS) $(CPP_LIB) -framework Carbon -framework OpenGL vgui.dylib -L. -lSDL2-2.0.0 -L. libparticleMP.a
@ -86,6 +86,7 @@ HL1_OBJS = \
$(HL1_OBJ_DIR)/view.o \
$(HL1_OBJ_DIR)/message.o \
$(HL1_OBJ_DIR)/parsemsg.o \
$(HL1_OBJ_DIR)/shader.o \
$(HL1_OBJ_DIR)/saytext.o \
$(HL1_OBJ_DIR)/status_icons.o \
$(HL1_OBJ_DIR)/statusbar.o \
@ -246,11 +247,12 @@ UI_OBJS = \
UTIL_OBJS = \
$(UTIL_OBJ_DIR)/Balance.o \
$(UTIL_OBJ_DIR)/Checksum.o \
$(UTIL_OBJ_DIR)/GammaTable.o \
#$(UTIL_OBJ_DIR)/GammaTable.o \
$(UTIL_OBJ_DIR)/LinuxSupport.o \
$(UTIL_OBJ_DIR)/Mat3.o \
$(UTIL_OBJ_DIR)/MathUtil.o \
$(UTIL_OBJ_DIR)/Quat.o \
$(UTIL_OBJ_DIR)/ShaderUtil.o \
$(UTIL_OBJ_DIR)/Stacktrace.o \
$(UTIL_OBJ_DIR)/STLUtil.o \
$(UTIL_OBJ_DIR)/Tokenizer.o \

View file

@ -203,7 +203,7 @@ GAME_SHARED_OBJS = \
UTIL_OBJS = \
$(UTIL_OBJ_DIR)/Balance.o \
$(UTIL_OBJ_DIR)/Checksum.o \
$(UTIL_OBJ_DIR)/GammaTable.o \
#$(UTIL_OBJ_DIR)/GammaTable.o \
$(UTIL_OBJ_DIR)/LinuxSupport.o \
$(UTIL_OBJ_DIR)/Mat3.o \
$(UTIL_OBJ_DIR)/MathUtil.o \

View file

@ -227,10 +227,9 @@ extern void __CmdFunc_Close(void);
extern int CL_ButtonBits(int);
extern int g_iVisibleMouse;
//@2014 make this work for linux
GammaTable AvHHud::sPregameGammaTable;
GammaTable AvHHud::sGameGammaTable;
//// 2024 - replaced windows gamma table with shader
//GammaTable AvHHud::sPregameGammaTable;
//GammaTable AvHHud::sGameGammaTable;
bool AvHHud::sShowMap = false;
@ -312,7 +311,7 @@ void NumericalInfoEffect::SetPosition(float inPosition[3])
void AvHHud::OnActivateSteamUI()
{
// Set the normal gamma so the Steam UI looks correct.
/*
/*
#ifdef _WIN32
sPregameGammaTable.InitializeToVideoState();
#endif*/
@ -323,7 +322,7 @@ void AvHHud::OnDeactivateSteamUI()
{
// Set the special NS gamma. //@2014 no more gamma
/*
/*
#ifdef _WIN32
SetGamma(mDesiredGammaSlope);
#endif */
@ -695,7 +694,7 @@ AvHHud::~AvHHud(void)
//this->ResetGamma();
//delete [] sOriginalGammaTable;
//delete [] sGammaTable;
AvHHud::ResetGammaAtExit();
//AvHHud::ResetGammaAtExit();
}
void DummyFunction()
@ -1787,7 +1786,10 @@ AvHMessageID AvHHud::HotKeyHit(char inChar)
//@2014 make this work for linux
float AvHHud::GetGammaSlope() const
{
return sGameGammaTable.GetGammaSlope();
//gEngfuncs.Con_DPrintf("Map gamma set to %f\n", this->mShaderGamma);
return this->mShaderGamma;
//return sGameGammaTable.GetGammaSlope();
}
string AvHHud::GetMapName(bool inLocalOnly) const
{
@ -1848,57 +1850,65 @@ int AvHHud::GetMaxAlienResources() const
bool AvHHud::SetGamma(float inSlope)
{
bool theSuccess = false;
bool theSuccess = true;
// Disable gamma stuff in debug for sanity
// #ifndef DEBUG
this->mShaderGamma = inSlope;
//@2014
/*
#ifdef _WIN32
HDC theDC = GetDC(NULL); // this is a windows func call
if(theDC != 0)
{
const float kGammaIncrement = 0.05f;
float theGammaToTry = inSlope + kGammaIncrement;
while(!theSuccess && (theGammaToTry > 1.0f))
{
theGammaToTry -= kGammaIncrement;
//sGameGammaTable.ProcessSlope(inSlope);
sGameGammaTable.ProcessSlope(theGammaToTry);
// : fakes a successful gamma ramp change if cl_gammaramp is set to 0
if((CVAR_GET_FLOAT(kvGammaRamp) == 0) || sGameGammaTable.InitializeToVideoState())
{
// Tell UI components so they can change shading to look the same
this->GetManager().NotifyGammaChange(theGammaToTry);
// aww yeah
theSuccess = true;
}
}
char theMessage[256];
if(theSuccess)
{
sprintf(theMessage, "Gamma set to %f.", theGammaToTry);
}
else
{
sprintf(theMessage, "Display doesn't support downloadable gamma ramps.");
}
if(!theSuccess || (gEngfuncs.GetMaxClients() == 1))
{
CenterPrint(theMessage);
}
if(!ReleaseDC(NULL, theDC))
{
// emit error about leak
}
}
#endif */
// 2024 - Replaced windows gamma ramp with shader
//
// bool theSuccess = false;
//
// // Disable gamma stuff in debug for sanity
//// #ifndef DEBUG
//
////@2014
//
//#ifdef _WIN32
// HDC theDC = GetDC(NULL); // this is a windows func call
// if(theDC != 0)
// {
// const float kGammaIncrement = 0.05f;
// float theGammaToTry = inSlope + kGammaIncrement;
// while(!theSuccess && (theGammaToTry > 1.0f))
// {
// theGammaToTry -= kGammaIncrement;
//
// sGameGammaTable.ProcessSlope(theGammaToTry);
// // : fakes a successful gamma ramp change if cl_gammaramp is set to 0
// if((CVAR_GET_FLOAT(kvGammaRamp) == 0) || sGameGammaTable.InitializeToVideoState())
// {
// // Tell UI components so they can change shading to look the same
// this->GetManager().NotifyGammaChange(theGammaToTry);
//
// // aww yeah
// theSuccess = true;
// }
// }
//
// char theMessage[256];
// if(theSuccess)
// {
// sprintf(theMessage, "Gamma set to %f.", theGammaToTry);
// }
// else
// {
// sprintf(theMessage, "Display doesn't support downloadable gamma ramps.");
// }
//
// if(!theSuccess || (gEngfuncs.GetMaxClients() == 1))
// {
// CenterPrint(theMessage);
// }
//
// if(!ReleaseDC(NULL, theDC))
// {
// // emit error about leak
// }
// }
//
//#endif
return theSuccess;
}
@ -1944,25 +1954,25 @@ int AvHHud::Redraw( float flTime, int intermission )
return theRC;
}
void AvHHud::ResetGammaAtExit()
{
/*#ifdef _WIN32
sPregameGammaTable.InitializeToVideoState();
#endif*/
}
int AvHHud::ResetGammaAtExitForOnExit()
{
/*#ifdef _WIN32
sPregameGammaTable.InitializeToVideoState();
#endif*/
return TRUE;
}
void AvHHud::ResetGammaAtExit(int inSig)
{
AvHHud::ResetGammaAtExit();
}
//void AvHHud::ResetGammaAtExit()
//{
//#ifdef _WIN32
//sPregameGammaTable.InitializeToVideoState();
//#endif
//}
//
//int AvHHud::ResetGammaAtExitForOnExit()
//{
//#ifdef _WIN32
// sPregameGammaTable.InitializeToVideoState();
//#endif
// return TRUE;
//}
//
//void AvHHud::ResetGammaAtExit(int inSig)
//{
// AvHHud::ResetGammaAtExit();
//}
void AvHHud::ResetTopDownUI()
{
@ -2591,6 +2601,7 @@ void AvHHud::ResetGame(bool inMapChanged)
this->mHiveInfoList.clear();
this->mShaderGamma = kDefaultMapGamma;
this->mDesiredGammaSlope = kDefaultMapGamma;
this->mRecordingLastFrame = false;
this->mTimeOfLastHelpText = -1;
@ -3791,6 +3802,7 @@ void AvHHud::Init(void)
signal(SIGBREAK, AvHHud::ResetGammaAtExit);
signal(SIGABRT, AvHHud::ResetGammaAtExit);
#endif */
this->mShaderGamma = 1.0f;
//memset(this->mAlienUILifeforms, 0, sizeof(HSPRITE)*kNumAlienLifeforms);
this->mAlienUIUpgrades = 0;
this->mAlienUIUpgradeCategories = 0;
@ -4917,13 +4929,13 @@ void AvHHud::InitExploitPrevention() {
ForceCvar("r_detailtextures", r_detailtextures, 0.0f);
ForceCvar("gl_max_size", gl_max_size, 512.0f);
RemoveAlias("lightgamma");
if(lightgamma && lightgamma->value < 2.0) {
ForceCvar("lightgamma", lightgamma, 2.0f);
}
if(lightgamma && lightgamma->value > 5.0) {
ForceCvar("lightgamma", lightgamma, 5.0f);
}
//RemoveAlias("lightgamma");
//if(lightgamma && lightgamma->value < 2.0) {
// ForceCvar("lightgamma", lightgamma, 2.0f);
//}
//if(lightgamma && lightgamma->value > 5.0) {
// ForceCvar("lightgamma", lightgamma, 5.0f);
//}
RemoveAlias("texgamma");
if(texgamma && texgamma->value < 1.0) {
ForceCvar("texgamma", texgamma, 1.0f);
@ -4949,8 +4961,8 @@ void AvHHud::UpdateExploitPrevention()
ForceCvar("r_detailtextures", r_detailtextures, 0.0f);
ForceCvar("gl_max_size", gl_max_size, 512.0f);
if(lightgamma && lightgamma->value < 2.0) {
ForceCvar("lightgamma", lightgamma, 2.0f);
if(lightgamma && lightgamma->value < 1.81f) {
ForceCvar("lightgamma", lightgamma, 1.81f);
}
if(lightgamma && lightgamma->value > 5.0) {
ForceCvar("lightgamma", lightgamma, 5.0f);
@ -7405,7 +7417,7 @@ LONG WINAPI ExceptionFilter(EXCEPTION_POINTERS* pExp)
}
*/
AvHHud::ResetGammaAtExit();
//AvHHud::ResetGammaAtExit();
return EXCEPTION_EXECUTE_HANDLER;
@ -7425,7 +7437,7 @@ BOOL WINAPI DllMain(HINSTANCE hinstDLL,
}
else if (fdwReason == DLL_PROCESS_DETACH)
{
AvHHud::ResetGammaAtExit();
//AvHHud::ResetGammaAtExit();
}
return TRUE;
}

View file

@ -128,7 +128,7 @@
#include "AvHVisibleBlipList.h"
#include "AvHMapExtents.h"
#include "AvHSpecials.h"
#include "GammaTable.h"
//#include "GammaTable.h"
#include "AvHBaseInfoLocation.h"
#include "AvHTooltip.h"
#include "AvHTechSlotManager.h"
@ -430,9 +430,9 @@ public:
// This function should be used instead of the global SetCrosshair.
void SetCurrentCrosshair(AVHHSPRITE hspr, wrect_t rc, int r, int g, int b);
static void ResetGammaAtExit();
static int ResetGammaAtExitForOnExit();
static void ResetGammaAtExit(int inSig);
//static void ResetGammaAtExit();
//static int ResetGammaAtExitForOnExit();
//static void ResetGammaAtExit(int inSig);
void SetViewport(const int inViewport[4]);
void GetViewport(int outViewport[4]) const;
@ -679,9 +679,9 @@ private:
int mFramesSinceEnteredTopdownMode;
int mNumLocalSelectEvents;
AvHMapMode mMapMode;
//@2014 make this work for linux
static GammaTable sPregameGammaTable;
static GammaTable sGameGammaTable;
//// 2024 - Replaced gamma ramp with shader.
//static GammaTable sPregameGammaTable;
//static GammaTable sGameGammaTable;
float mDesiredGammaSlope;
@ -882,6 +882,16 @@ private:
bool mReInitHUD;
float mLastHudStyle;
float mShaderGamma;
};
class CPostProcessShader
{
public:
void Init();
void ClearFrameBuffer();
void DrawShader();
};
#endif

View file

@ -511,8 +511,8 @@ void DrawScaledHUDSprite(AVHHSPRITE inSpriteHandle, int inMode, int inRowsInSpri
}
// Compensate for gamma
float theGammaSlope = gHUD.GetGammaSlope();
float theColorComponent = 1.0f/theGammaSlope;
//float theGammaSlope = gHUD.GetGammaSlope();
float theColorComponent = 1.0f/* / theGammaSlope*/;
gEngfuncs.pTriAPI->Color4f(theColorComponent, theColorComponent, theColorComponent, 1.0f);
Vector thePoint;
@ -627,9 +627,9 @@ void DrawSpriteOnGroundAtPoint(vec3_t inOrigin, int inRadius, AVHHSPRITE inSprit
// Draw one quad
vec3_t thePoint = inOrigin;
float theGammaSlope = gHUD.GetGammaSlope();
ASSERT(theGammaSlope > 0.0f);
float theColorComponent = 1.0f/theGammaSlope;
//float theGammaSlope = gHUD.GetGammaSlope();
//ASSERT(theGammaSlope > 0.0f);
float theColorComponent = 1.0f/* / theGammaSlope*/;
gEngfuncs.pTriAPI->Color4f(theColorComponent, theColorComponent, theColorComponent, inAlpha);
gEngfuncs.pTriAPI->Brightness(1.6f);
@ -1707,8 +1707,8 @@ void AvHHud::DrawMouseCursor(int inBaseX, int inBaseY)
if (theCursorSprite > 0)
{
float theGammaSlope = this->GetGammaSlope();
ASSERT(theGammaSlope > 0.0f);
//float theGammaSlope = this->GetGammaSlope();
//ASSERT(theGammaSlope > 0.0f);
/*
int theColorComponent = 255/theGammaSlope;
@ -2025,15 +2025,15 @@ void AvHHud::GetPrimaryHudColor(int& outR, int& outG, int& outB, bool inIgnoreUp
UnpackRGB(outR, outG, outB, RGB_YELLOWISH);
//}
}
if (gammaCorrect)
{
// Take into account current gamma?
float theGammaSlope = this->GetGammaSlope();
outR /= theGammaSlope;
outG /= theGammaSlope;
outB /= theGammaSlope;
}
// 2024 - Remove old gamma ramp correction.
//if (gammaCorrect)
//{
// // Take into account current gamma?
// float theGammaSlope = this->GetGammaSlope();
// outR /= theGammaSlope;
// outG /= theGammaSlope;
// outB /= theGammaSlope;
//}
}
@ -2638,10 +2638,10 @@ void AvHHud::DrawHUDNumber(int inX, int inY, int inFlags, int inNumber)
int theR, theG, theB;
this->GetPrimaryHudColor(theR, theG, theB, false, false);
int theGammaSlope = this->GetGammaSlope();
theR /= theGammaSlope;
theG /= theGammaSlope;
theB /= theGammaSlope;
//int theGammaSlope = this->GetGammaSlope();
//theR /= theGammaSlope;
//theG /= theGammaSlope;
//theB /= theGammaSlope;
this->DrawHudNumber(inX, inY, inFlags, inNumber, theR, theG, theB);
}
@ -2740,7 +2740,7 @@ void AvHHud::Render()
int theWidth;
int theHeight;
float gammaScale = 1.0f / GetGammaSlope();
float gammaScale = 1.0f/* / GetGammaSlope()*/;
gEngfuncs.pfnDrawSetTextColor(0, gammaScale, 0);
gEngfuncs.pfnDrawConsoleStringLen(theMessage, &theWidth, &theHeight);
@ -2876,11 +2876,11 @@ void AvHHud::RenderShowSpeed()
float theGroundSpeed = sqrtf(pmove->velocity[0] * pmove->velocity[0] + pmove->velocity[1] * pmove->velocity[1]);
maxGroundSpeed = max(theGroundSpeed, maxGroundSpeed);
sprintf(buffer, "Ground speed = %d (%d)", (int)theGroundSpeed, maxGroundSpeed);
mFont.DrawString(10, 12 + mFont.GetStringHeight(), buffer, theR, theG, theB);
//sprintf(buffer, "Ground speed = %d (%d)", (int)theGroundSpeed, maxGroundSpeed);
//mFont.DrawString(10, 12 + mFont.GetStringHeight(), buffer, theR, theG, theB);
//sprintf(buffer, "vangle0= %f vangle1= %f vangle2= %f)", pmove->angles[0], pmove->angles[1], pmove->angles[2]);
//mFont.DrawString(10, 12 + mFont.GetStringHeight() * 2, buffer, theR, theG, theB);
sprintf(buffer, "vangle0= %f vangle1= %f vangle2= %f)", pmove->angles[0], pmove->angles[1], pmove->angles[2]);
mFont.DrawString(10, 12 + mFont.GetStringHeight() * 2, buffer, theR, theG, theB);
speedMeasured = true;
}
else if (speedMeasured == true) {

View file

@ -73,7 +73,7 @@ void AvHOverviewControl::paint()
gEngfuncs.pTriAPI->SpriteTexture((struct model_s*)(gEngfuncs.GetSpritePointer(m_hsprWhite)), 0);
float gammaScale = 1.0f / gHUD.GetGammaSlope();
float gammaScale = 1.0f/* / gHUD.GetGammaSlope()*/;
// Draw the background.

View file

@ -404,7 +404,7 @@ void AvHSpriteDraw(AVHHSPRITE spriteHandle, int frame, float x1, float y1, float
// Compensate for the overbrightening effect.
float gammaScale = 1.0f / gHUD.GetGammaSlope();
float gammaScale = 1.0f/* / gHUD.GetGammaSlope()*/;
gEngfuncs.pTriAPI->Color4f(gammaScale * gColor[0], gammaScale * gColor[1], gammaScale * gColor[2], gColor[3]);
// Output the vertices.

View file

@ -93,10 +93,10 @@ void FadingImageLabel::DoPaint()
int r, g, b, a;
this->getBgColor(r, g, b, a);
float theGammaSlope = gHUD.GetGammaSlope();
r = r/theGammaSlope;
g = g/theGammaSlope;
b = b/theGammaSlope;
//float theGammaSlope = gHUD.GetGammaSlope();
//r = r/theGammaSlope;
//g = g/theGammaSlope;
//b = b/theGammaSlope;
// Don't take gamma slope into account for alpha
a = 255 - a;

View file

@ -25,17 +25,17 @@ MarqueeComponent::MarqueeComponent()
{
this->mX0 = this->mY0 = 0;
this->mX1 = this->mY1 = 0;
this->mGammaSlope = 1.0f;
//this->mGammaSlope = 1.0f;
// Default color scheme
this->setFgColor(0, 255, 0, 0);
this->setBgColor(0, 255, 0, 230);
}
void MarqueeComponent::NotifyGammaChange(float inGammaSlope)
{
this->mGammaSlope = inGammaSlope;
}
//void MarqueeComponent::NotifyGammaChange(float inGammaSlope)
//{
// this->mGammaSlope = inGammaSlope;
//}
void MarqueeComponent::paint()
{
@ -49,8 +49,8 @@ void MarqueeComponent::paint()
int theWidth, theHeight;
this->getSize(theWidth, theHeight);
//vguiSimpleBox(0, 0, theWidth, theHeight, r/this->mGammaSlope, g/this->mGammaSlope, b/this->mGammaSlope, a/this->mGammaSlope);
vguiSimpleBox(0, 0, theWidth, theHeight, r/this->mGammaSlope, g/this->mGammaSlope, b/this->mGammaSlope, a);
//vguiSimpleBox(0, 0, theWidth, theHeight, r/this->mGammaSlope, g/this->mGammaSlope, b/this->mGammaSlope, a);
vguiSimpleBox(0, 0, theWidth, theHeight, r, g, b, a);
// Top
// vguiSimpleLine(0, 0, theWidth, 0, r, g, b, a);
@ -76,8 +76,8 @@ void MarqueeComponent::paintBackground()
int theWidth, theHeight;
this->getSize(theWidth, theHeight);
//FillRGBA(0, 0, theWidth, theHeight, r/this->mGammaSlope, g/this->mGammaSlope, b/this->mGammaSlope, a/this->mGammaSlope);
FillRGBA(0, 0, theWidth, theHeight, r/this->mGammaSlope, g/this->mGammaSlope, b/this->mGammaSlope, a);
//FillRGBA(0, 0, theWidth, theHeight, r/this->mGammaSlope, g/this->mGammaSlope, b/this->mGammaSlope, a);
FillRGBA(0, 0, theWidth, theHeight, r, g, b, a);
}
void MarqueeComponent::ResetDimensions()

View file

@ -20,13 +20,13 @@
#define MARQUEECOMPONENT_H
#include "VGUI_Panel.h"
#include "GammaAwareComponent.h"
//#include "GammaAwareComponent.h"
class MarqueeComponent : public vgui::Panel, public GammaAwareComponent
class MarqueeComponent : public vgui::Panel//, public GammaAwareComponent
{
public:
MarqueeComponent();
virtual void NotifyGammaChange(float inGammaSlope);
//virtual void NotifyGammaChange(float inGammaSlope);
void SetStartPos(int inX, int inY);
void SetEndPos(int inX, int inY);
@ -39,7 +39,7 @@ private:
int mX0, mY0;
int mX1, mY1;
float mGammaSlope;
//float mGammaSlope;
};
#endif

View file

@ -130,11 +130,11 @@ void PieMenu::ResetToDefaults()
this->mNodeList->ResetToDefaults();
}
void PieMenu::NotifyGammaChange(float inGammaSlope)
{
// TODO: Adjust font color?
this->mNodeList->GetRoot()->SetColorBias(1.0f/inGammaSlope);
}
//void PieMenu::NotifyGammaChange(float inGammaSlope)
//{
// // TODO: Adjust font color?
// this->mNodeList->GetRoot()->SetColorBias(1.0f/inGammaSlope);
//}
void PieMenu::SetConnectorName(const string& inConnectorName)
{

View file

@ -27,13 +27,13 @@
#include "cl_dll/chud.h"
#include "ui/FadingImageLabel.h"
#include "ui/PieNode.h"
#include "ui/GammaAwareComponent.h"
//#include "ui/GammaAwareComponent.h"
#include "ui/ReloadableComponent.h"
using std::string;
using vgui::Font;
class PieMenu : public vgui::Panel, public ReloadableComponent, public GammaAwareComponent
class PieMenu : public vgui::Panel, public ReloadableComponent//, public GammaAwareComponent
{
public:
PieMenu(const string& inRootName, int x, int y, int wide, int tall);
@ -59,7 +59,7 @@ public:
// is how it determines which item was selected.
virtual void mouseReleased(MouseCode code, Panel* panel);
virtual void NotifyGammaChange(float inGammaSlope);
//virtual void NotifyGammaChange(float inGammaSlope);
void RecomputeVisibleSize(void);

View file

@ -24,7 +24,7 @@
#define PIENODE_H
#include "ui/FadingImageLabel.h"
#include "ui/GammaAwareComponent.h"
//#include "ui/GammaAwareComponent.h"
#include "mod/AvHSharedTypes.h"
#include "string"
using std::string;

View file

@ -115,8 +115,10 @@ vgui::Color gammaAdjustColor( vgui::Color& color, const float gamma_slope )
{
int components[4];
color.getColor( components[0], components[1], components[2], components[3] );
ASSERT( gamma_slope != 0 );
vgui::Color returnVal = vgui::Color( components[0]/gamma_slope, components[1]/gamma_slope, components[2]/gamma_slope, 0 );
////2024 - replace gamma ramp with shader
//ASSERT( gamma_slope != 0 );
//vgui::Color returnVal = vgui::Color( components[0]/gamma_slope, components[1]/gamma_slope, components[2]/gamma_slope, 0 );
vgui::Color returnVal = vgui::Color(components[0], components[1], components[2], 0);
return returnVal;
}

View file

@ -12,7 +12,7 @@ SpritePanel::SpritePanel(const string& inBaseSpriteName, const string& inRenderM
this->mRenderMode = inRenderMode;
this->mSpriteHandle = 0;
this->mGammaSlope = 1.0f;
//this->mGammaSlope = 1.0f;
}
int SpritePanel::GetNumSpritesAcross()
@ -48,10 +48,10 @@ int SpritePanel::GetNumSpritesDown()
}
void SpritePanel::NotifyGammaChange(float inGammaSlope)
{
this->mGammaSlope = inGammaSlope;
}
//void SpritePanel::NotifyGammaChange(float inGammaSlope)
//{
// this->mGammaSlope = inGammaSlope;
//}
void SpritePanel::paint()
{
@ -118,8 +118,9 @@ void SpritePanel::paint()
{
if(theCurrentFrame < theNumFrames)
{
int theGammaAwareColorComponent = (int)(255.0f/this->mGammaSlope);
SPR_Set(this->mSpriteHandle, theGammaAwareColorComponent, theGammaAwareColorComponent, theGammaAwareColorComponent);
//int theGammaAwareColorComponent = (int)(255.0f/this->mGammaSlope);
//SPR_Set(this->mSpriteHandle, theGammaAwareColorComponent, theGammaAwareColorComponent, theGammaAwareColorComponent);
SPR_Set(this->mSpriteHandle, 255, 255, 255);
int theFinalX = theX*theSpriteWidth;
int theFinalY = theY*theSpriteHeight + theAlignBottomOffset;
//if(!theAlignmentIsTop)

View file

@ -2,18 +2,18 @@
#define SPRITEPANEL_H
#include "VGUI_Panel.h"
#include "ui/GammaAwareComponent.h"
//#include "ui/GammaAwareComponent.h"
#include "ui/ReloadableComponent.h"
#include "../types.h"
typedef int AVHHSPRITE;
class SpritePanel : public vgui::Panel, public ReloadableComponent, public GammaAwareComponent
class SpritePanel : public vgui::Panel, public ReloadableComponent//, public GammaAwareComponent
{
public:
SpritePanel(const string& inBaseSpriteName, const string& inRenderMode);
virtual void NotifyGammaChange(float inGammaSlope);
//virtual void NotifyGammaChange(float inGammaSlope);
virtual void SetVAlignment(const string& inAlignment);
@ -30,7 +30,7 @@ private:
string mRenderMode;
string mVAlignment;
AVHHSPRITE mSpriteHandle;
float mGammaSlope;
//float mGammaSlope;
};

View file

@ -11,7 +11,7 @@
#include "VGUI_TextPanel.h"
#include "VGUI_Label.h"
#include "cl_dll/vgui_TeamFortressViewport.h"
#include "ui/GammaAwareComponent.h"
//#include "ui/GammaAwareComponent.h"
#include "ui/ReloadableComponent.h"
//using vgui::Label;
@ -41,7 +41,7 @@ UIManager::UIManager(UIFactory* inFactory)
this->mBlankCursor = NULL;
this->mFactory = inFactory;
this->mGammaSlope = 1.0f;
//this->mGammaSlope = 1.0f;
}
UIManager::~UIManager(void)
@ -221,12 +221,12 @@ bool UIManager::Initialize(const TRDescriptionList& inDesc, CSchemeManager* inSc
this->TranslateComponent(theCurrentComponent->GetComponentPointer(), true);
}
// If gamma aware, tell it immediately
GammaAwareComponent* theGammaAwareComponent = dynamic_cast<GammaAwareComponent*>(theCurrentComponent->GetComponentPointer());
if(theGammaAwareComponent)
{
theGammaAwareComponent->NotifyGammaChange(this->mGammaSlope);
}
//// If gamma aware, tell it immediately
//GammaAwareComponent* theGammaAwareComponent = dynamic_cast<GammaAwareComponent*>(theCurrentComponent->GetComponentPointer());
//if(theGammaAwareComponent)
//{
// theGammaAwareComponent->NotifyGammaChange(this->mGammaSlope);
//}
// Save it. It is now part of the world.
this->mComponentList.push_back(theCurrentComponent);
@ -250,20 +250,20 @@ bool UIManager::InMouseMode(void) const
return (g_iVisibleMouse ? true : false);
}
void UIManager::NotifyGammaChange(float inGammaSlope)
{
UIComponentListType::iterator theCompIter;
for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
{
GammaAwareComponent* theGammaAwareComponent = dynamic_cast<GammaAwareComponent*>((*theCompIter)->GetComponentPointer());
if(theGammaAwareComponent)
{
theGammaAwareComponent->NotifyGammaChange(inGammaSlope);
}
}
this->mGammaSlope = inGammaSlope;
}
//void UIManager::NotifyGammaChange(float inGammaSlope)
//{
// UIComponentListType::iterator theCompIter;
// for(theCompIter = this->mComponentList.begin(); theCompIter != this->mComponentList.end(); theCompIter++)
// {
// GammaAwareComponent* theGammaAwareComponent = dynamic_cast<GammaAwareComponent*>((*theCompIter)->GetComponentPointer());
// if(theGammaAwareComponent)
// {
// theGammaAwareComponent->NotifyGammaChange(inGammaSlope);
// }
// }
//
// this->mGammaSlope = inGammaSlope;
//}
bool UIManager::Save(const string& outFilename, const string& outHeader)
{

View file

@ -75,7 +75,7 @@ public:
bool InMouseMode(void) const;
void NotifyGammaChange(float inGammaSlope);
//void NotifyGammaChange(float inGammaSlope);
// Saves the current UI layout back out the file that it was read in from. This is only meaningful after
// the layout has been edited by the player. Returns false if the file couldn't be opened, if a write fails.
@ -145,7 +145,7 @@ private:
Cursor* mBlankCursor;
UIFactory* mFactory;
float mGammaSlope;
//float mGammaSlope;
// List of text representations associated with UIComponents.
// These are all currently loaded in the game.

View file

@ -31,7 +31,7 @@ void UIDrawVariableBarSpriteHoles(AVHHSPRITE inSprite, int inX, int inY, float i
int theSpriteWidth = SPR_Width(inSprite, kFullFrame);
int theSpriteHeight = SPR_Height(inSprite, kFullFrame);
int theColorComponent = 255/inGammaSlope;
int theColorComponent = 255/*/inGammaSlope*/;
// Draw empty sprite
SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent);

View file

@ -0,0 +1,152 @@
//// Bacontsu's Shader utilities - adapted for reading directly from strings.
#include "hud.h"
#include "ShaderUtil.h"
//#include "windows.h"
#include <GL/glew.h>
#include <iostream>
#include <fstream>
#include <filesystem>
#ifdef _WIN32
#include <io.h>
#define access _access_s
#else
#include <unistd.h>
#endif
bool FileExists(const std::string& Filename)
{
return access(Filename.c_str(), 0) == 0;
}
//unsigned int ShaderUtil::GetCompiledShader(unsigned int shader_type, const std::string& shader_source, const std::string& path)
//{
// unsigned int shader_id = glCreateShader(shader_type);
//
// const char* c_source = shader_source.c_str();
// glShaderSource(shader_id, 1, &c_source, nullptr);
// glCompileShader(shader_id);
//
// GLint result;
// glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
//
// if (result == GL_FALSE)
// {
// int length;
// glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &length);
//
// GLchar* strInfoLog = new GLchar[length + 1];
// glGetShaderInfoLog(shader_id, length, &length, strInfoLog);
//
// //fprintf(stderr, "Compilation error in shader: %s\n", strInfoLog);
// gEngfuncs.Con_Printf("[GLEW] Compilation error in shader: %s\n[GLEW] ERROR: %s\n", path.c_str(), strInfoLog);
//
// delete[] strInfoLog;
// }
// else
// gEngfuncs.Con_Printf("[GLEW] Compiling %s shader success!\n", path.c_str());
//
// return shader_id;
//}
unsigned int ShaderUtil::GetCompiledShader(unsigned int shader_type, const std::string& shader_source)
{
unsigned int shader_id = glCreateShader(shader_type);
const char* c_source = shader_source.c_str();
glShaderSource(shader_id, 1, &c_source, nullptr);
glCompileShader(shader_id);
GLint result;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int length;
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &length);
GLchar* strInfoLog = new GLchar[length + 1];
glGetShaderInfoLog(shader_id, length, &length, strInfoLog);
//fprintf(stderr, "Compilation error in shader: %s\n", strInfoLog);
gEngfuncs.Con_Printf("[GLEW] Compilation error in shader: %d\n[GLEW] ERROR: %s\n", shader_type, strInfoLog);
delete[] strInfoLog;
}
else
gEngfuncs.Con_Printf("[GLEW] Compiling %d shader success!\n", shader_type);
return shader_id;
}
//bool ShaderUtil::LoadFromFile(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
//{
// std::ifstream is_vs(vertexShaderFile);
// const std::string f_vs((std::istreambuf_iterator<char>(is_vs)), std::istreambuf_iterator<char>());
//
// std::ifstream is_fs(fragmentShaderFile);
// const std::string f_fs((std::istreambuf_iterator<char>(is_fs)), std::istreambuf_iterator<char>());
//
// bool failToLoad = false;
// if (!FileExists(vertexShaderFile))
// {
// gEngfuncs.Con_Printf("[GLEW] Cannot find %s shader!\n", vertexShaderFile.c_str());
// failToLoad = true;
// }
// if (!FileExists(fragmentShaderFile))
// {
// gEngfuncs.Con_Printf("[GLEW] Cannot find %s shader!\n", fragmentShaderFile.c_str());
// failToLoad = true;
// }
// if (failToLoad)
// {
// return false;
// }
//
// mProgramId = glCreateProgram();
//
// unsigned int vs = GetCompiledShader(GL_VERTEX_SHADER, f_vs, vertexShaderFile);
// unsigned int fs = GetCompiledShader(GL_FRAGMENT_SHADER, f_fs, fragmentShaderFile);
//
// glAttachShader(mProgramId, vs);
// glAttachShader(mProgramId, fs);
//
// glLinkProgram(mProgramId);
// glValidateProgram(mProgramId);
//
// glDeleteShader(vs);
// glDeleteShader(fs);
//
// return true;
//}
bool ShaderUtil::LoadFromString(const std::string& vertexShader, const std::string& fragmentShader)
{
mProgramId = glCreateProgram();
unsigned int vs = GetCompiledShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = GetCompiledShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(mProgramId, vs);
glAttachShader(mProgramId, fs);
glLinkProgram(mProgramId);
glValidateProgram(mProgramId);
glDeleteShader(vs);
glDeleteShader(fs);
return true;
}
void ShaderUtil::Use()
{
glUseProgram(mProgramId);
}
void ShaderUtil::Delete()
{
glDeleteProgram(mProgramId);
}

View file

@ -0,0 +1,33 @@
#pragma once
#include <string>
// Utitlity class to load, compile and attach a vertex- and fragment shader to a program
class ShaderUtil
{
private:
unsigned int mProgramId;
//unsigned int GetCompiledShader(unsigned int shader_type, const std::string& shader_source, const std::string& path);
unsigned int GetCompiledShader(unsigned int shader_type, const std::string& shader_source);
public:
ShaderUtil() {}
~ShaderUtil() {}
// Load a vertex and a fragment shader from file
//bool LoadFromFile(const std::string& vertexShaderFile, const std::string& fragmentShaderFile);
bool LoadFromString(const std::string& vertexShader, const std::string& fragmentShader);
// Use the program
void Use();
// Delete the program
void Delete();
// Give the programID
unsigned int GetProgramID() { return mProgramId; }
};