mirror of
https://github.com/ENSL/NS.git
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417892f507
- adjust hivesight labels to be less visibile if they're not being attacked - add crosshair scaling when above 1080p - fix music not playing after the first map - config updates
215 lines
6.3 KiB
C++
215 lines
6.3 KiB
C++
#include "hud.h"
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#include "cl_util.h"
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//#include "PlatformHeaders.h"
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#ifdef _WIN32
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#include "windows.h"
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#endif
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#include <GL/glew.h>
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//#include <gl/GL.h>
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#include "util/ShaderUtil.h"
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cvar_t* cl_postprocess = NULL;
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cvar_t* cl_intensity = NULL;
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GLuint screenTexture;
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GLenum glew;
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ShaderUtil shaderUtil;
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void CPostProcessShader::Init()
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{
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//glActiveTexture(GL_TEXTURE0);
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//glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextAtInit);
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// Create the screen texture
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glGenTextures(1, &screenTexture);
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glBindTexture(GL_TEXTURE_2D, screenTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, ScreenWidth(), ScreenHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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cl_postprocess = CVAR_CREATE("cl_postprocess", "1", FCVAR_ARCHIVE);
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cl_intensity = CVAR_CREATE("cl_intensity", "0.55", FCVAR_ARCHIVE);
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CVAR_CREATE("cl_intensityalt", "1", FCVAR_ARCHIVE);
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// Store shaders in dll so swapping in different ones is harder.
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const std::string vertShader =
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"#version 330 core\n"
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"layout(location = 0) in vec2 vertexPosition;\n"
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"out vec2 texCoord;\n"
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"void main() {\n"
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// Convert vertex position to texture coordinates
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"texCoord = (vertexPosition + 1.0) * 0.5;\n"
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"gl_Position = vec4(vertexPosition, 0.0, 1.0);\n"
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"}\n"
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;
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const std::string fragShader =
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"#version 330 core\n"
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"in vec2 texCoord;\n"
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"out vec4 fragColor;\n"
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"uniform sampler2D textureSampler;\n"
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"uniform float colorMultiplier;\n"
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"void main() {\n"
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// Sample the texture
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"vec4 texColor = texture(textureSampler, texCoord);\n"
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// Multiply the color
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"fragColor = vec4(texColor.rgb * colorMultiplier, 1.0f);\n"
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"}\n"
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;
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glew = glewInit();
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if (GLEW_OK != glew)
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{
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/* Problem: glewInit failed, something is seriously wrong. */
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// fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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gEngfuncs.Con_DPrintf("[GLEW] Error: %s\n", glewGetErrorString(glew));
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}
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else
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{
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gEngfuncs.Con_DPrintf("[GLEW] Initialize success!\n");
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//shaderUtil.LoadFromFile(std::string(gEngfuncs.pfnGetGameDirectory() + (std::string) "/shaders/vs.shaders"), std::string(gEngfuncs.pfnGetGameDirectory() + (std::string) "/shaders/fs.shaders"));
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shaderUtil.LoadFromString(vertShader, fragShader);
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}
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return;
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}
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void CPostProcessShader::ClearFrameBuffer()
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{
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if (cl_postprocess->value <= 0 || cl_intensity->value <= 0)
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return;
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//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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//GLfloat clearColors[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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//GLint drawFboId;
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//GLint readFboId;
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//GLint FboId;
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//glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFboId);
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//glBindFramebuffer(GL_FRAMEBUFFER, drawFboId);
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//glClearBufferfv(GL_COLOR, 0, clearColors);
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//glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFboId);
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//glBindFramebuffer(GL_FRAMEBUFFER, readFboId);
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//glClearBufferfv(GL_COLOR, 0, clearColors);
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//glGetIntegerv(GL_FRAMEBUFFER_BINDING, &FboId);
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//glBindFramebuffer(GL_FRAMEBUFFER, FboId);
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//glClearBufferfv(GL_COLOR, 0, clearColors);
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}
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void CPostProcessShader::DrawShader()
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{
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if (cl_postprocess->value <= 0 || cl_intensity->value <= 0)
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return;
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// TO DO: Check NPOT texture support and shader support for older systems. HL might already check NPOT for FBO mode.
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const int error1 = glGetError();
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if (error1 != 0)
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gEngfuncs.Con_DPrintf("before shader error %d\n", error1);
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glPushAttrib(GL_TEXTURE_BIT);
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glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
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//// Might need some of these if things break.
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//glViewport(0, 0, ScreenWidth(), ScreenHeight());
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//glActiveTexture(GL_TEXTURE0);
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//glEnable(GL_TEXTURE_RECTANGE_NV);
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//glColor3f(1, 1, 1);
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//glDisable(GL_DEPTH_TEST);
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//glMatrixMode(GL_MODELVIEW);
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//glPushMatrix();
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//glLoadIdentity();
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//glMatrixMode(GL_PROJECTION);
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//glPushMatrix();
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//glLoadIdentity();
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//glOrtho(0, 1, 1, 0, 0.1, 100);
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//glReadBuffer(GL_COLOR_ATTACHMENT0);
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//glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, screenTexture);
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//// Solokiller's code to copy from MSAA/scaling framebuffer
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//glFinish(); // Significant performance hit with this and it seems to work without it.
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GLint drawFboId;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFboId);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, drawFboId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBlitFramebuffer(0, 0, ScreenWidth(), ScreenHeight(), 0, 0, ScreenWidth(), ScreenHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, drawFboId);
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glReadBuffer(GL_BACK);
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glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, ScreenWidth(), ScreenHeight(), 0);
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const int error2 = glGetError();
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if (error2 != 0)
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gEngfuncs.Con_DPrintf("framebuffer copy error %d\n", error2);
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float colorMultiplier = 1.0f;
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const float scalarCvar = min(2.0f, max( 0.0f, cl_intensity->value));
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//const float colorMultiplier = max( 1.0f, max(scalarCvar, 1.0f + (gHUD.GetGammaSlope() - 1.0f) * scalarCvar));
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// Scale the map's gamma value.
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if (gHUD.GetGammaSlope() > 1.0f)
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{
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colorMultiplier = 1.0f + (gHUD.GetGammaSlope() - 1.0f) * scalarCvar;
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}
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// If the map has no gamma value, override it with the cvar's value.
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else
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{
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colorMultiplier = min(1.0f, scalarCvar);
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}
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// Use shader.
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glUseProgram(shaderUtil.GetProgramID());
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//glUniform1f(glGetUniformLocation(shaderUtil.GetProgramID(), "textureMap"), 0);
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glUniform1f(glGetUniformLocation(shaderUtil.GetProgramID(), "colorMultiplier"), colorMultiplier);
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// Draw the quad.
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex3f(-1, 1, -1);
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glTexCoord2f(0, 1);
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glVertex3f(-1, -1, -1);
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glTexCoord2f(1, 1);
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glVertex3f(1, -1, -1);
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glTexCoord2f(1, 0);
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glVertex3f(1, 1, -1);
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glEnd();
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// Restore state.
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glUseProgram(0);
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//glBindTexture(GL_TEXTURE_2D, 0);
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//glBindVertexArray(0);
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glPopAttrib();
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glPopClientAttrib();
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//glMatrixMode(GL_PROJECTION);
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//glPopMatrix();
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//glMatrixMode(GL_MODELVIEW);
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//glPopMatrix();
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//glDisable(GL_TEXTURE_RECTANGE_NV); // Don't disable texture_2d or ui bugs out.
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//glEnable(GL_DEPTH_TEST);
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const int error3 = glGetError();
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if (error3 != 0)
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gEngfuncs.Con_DPrintf("shader error %d\n", error3);
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}
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