#pragma once #include "gl_sysfb.h" #include "r_memory.h" #include "r_thread.h" #include "poly_triangle.h" struct FRenderViewpoint; class PolyDataBuffer; class PolyRenderState; class SWSceneDrawer; class PolyFrameBuffer : public SystemBaseFrameBuffer { typedef SystemBaseFrameBuffer Super; public: RenderMemory *GetFrameMemory() { return &mFrameMemory; } PolyRenderState *GetRenderState() { return mRenderState.get(); } DCanvas *GetCanvas() override { return mCanvas.get(); } PolyDepthStencil *GetDepthStencil() { return mDepthStencil.get(); } PolyCommandBuffer *GetDrawCommands(); void FlushDrawCommands(); unsigned int GetLightBufferBlockSize() const; PolyFrameBuffer(void *hMonitor, bool fullscreen); ~PolyFrameBuffer(); int GetShaderCount() override { return 0; } void Update() override; bool IsPoly() override { return true; } void InitializeState() override; FRenderState* RenderState() override; void PrecacheMaterial(FMaterial *mat, int translation) override; void UpdatePalette() override; void SetTextureFilterMode() override; void BeginFrame() override; void BlurScene(float amount) override; void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function &afterBloomDrawEndScene2D) override; void AmbientOccludeScene(float m5) override; //void SetSceneRenderTarget(bool useSSAO) override; IHardwareTexture *CreateHardwareTexture(int numchannels) override; IVertexBuffer *CreateVertexBuffer() override; IIndexBuffer *CreateIndexBuffer() override; IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override; FTexture *WipeStartScreen() override; FTexture *WipeEndScreen() override; TArray GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override; void SetVSync(bool vsync) override; void Draw2D() override; struct DeleteList { std::vector> Buffers; std::vector> Images; } FrameDeleteList; private: void RenderTextureView(FCanvasTexture* tex, std::function renderFunc) override; void UpdateShadowMap() override; void CheckCanvas(); IDataBuffer *mLightBuffer = nullptr; std::unique_ptr mRenderState; std::unique_ptr mCanvas; std::unique_ptr mDepthStencil; std::unique_ptr mDrawCommands; RenderMemory mFrameMemory; struct ScreenQuadVertex { float x, y, z; float u, v; PalEntry color0; ScreenQuadVertex() = default; ScreenQuadVertex(float x, float y, float u, float v) : x(x), y(y), z(1.0f), u(u), v(v), color0(0xffffffff) { } }; struct ScreenQuad { IVertexBuffer* VertexBuffer = nullptr; IIndexBuffer* IndexBuffer = nullptr; } mScreenQuad; bool cur_vsync = false; }; inline PolyFrameBuffer *GetPolyFrameBuffer() { return static_cast(screen); } // [GEC] Original code of dpJudas, I add the formulas of gamma, brightness, contrast and saturation. class CopyAndApplyGammaCommand : public DrawerCommand { public: CopyAndApplyGammaCommand(void* dest, int destpitch, const void* src, int width, int height, int srcpitch, float gamma, float contrast, float brightness, float saturation) : dest(dest), src(src), destpitch(destpitch), width(width), height(height), srcpitch(srcpitch), gamma(gamma), contrast(contrast), brightness(brightness), saturation(saturation) { } void Execute(DrawerThread* thread) { float Saturation = clamp(saturation, -15.0f, 15.f); std::vector gammatablebuf(256); uint8_t* gammatable = gammatablebuf.data(); InitGammaTable(gammatable); int w = width; int start = thread->skipped_by_thread(0); int count = thread->count_for_thread(0, height); int sstep = thread->num_cores * srcpitch; int dstep = thread->num_cores * destpitch; uint32_t* d = (uint32_t*)dest + start * destpitch; const uint32_t* s = (const uint32_t*)src + start * srcpitch; for (int y = 0; y < count; y++) { for (int x = 0; x < w; x++) { uint32_t red = RPART(s[x]); uint32_t green = GPART(s[x]); uint32_t blue = BPART(s[x]); uint32_t alpha = APART(s[x]); if (saturation != 1.0f) { float NewR = (float)(red / 255.f); float NewG = (float)(green / 255.f); float NewB = (float)(blue / 255.f); // Apply Saturation // float luma = dot(In, float3(0.2126729, 0.7151522, 0.0721750)); // Out = luma.xxx + Saturation.xxx * (In - luma.xxx); //float luma = (NewR * 0.2126729f) + (NewG * 0.7151522f) + (NewB * 0.0721750f); // Rec. 709 float luma = (NewR * 0.299f) + (NewG * 0.587f) + (NewB * 0.114f); //Rec. 601 NewR = luma + (Saturation * (NewR - luma)); NewG = luma + (Saturation * (NewG - luma)); NewB = luma + (Saturation * (NewB - luma)); // Clamp All NewR = clamp(NewR, 0.0f, 1.f); NewG = clamp(NewG, 0.0f, 1.f); NewB = clamp(NewB, 0.0f, 1.f); red = (uint32_t)(NewR * 255.f); green = (uint32_t)(NewG * 255.f); blue = (uint32_t)(NewB * 255.f); } // Apply Contrast / Brightness / Gamma red = gammatable[red]; green = gammatable[green]; blue = gammatable[blue]; d[x] = MAKEARGB(alpha, (uint8_t)red, (uint8_t)green, (uint8_t)blue); } d += dstep; s += sstep; } } private: void InitGammaTable(uint8_t *gammatable) { float InvGamma = 1.0f / clamp(gamma, 0.1f, 4.f); float Brightness = clamp(brightness, -0.8f, 0.8f); float Contrast = clamp(contrast, 0.1f, 3.f); for (int x = 0; x < 256; x++) { float ramp = (float)(x / 255.f); // Apply Contrast // vec4 finalColor = vec4((((originalColor.rgb - vec3(0.5)) * Contrast) + vec3(0.5)), 1.0); if (contrast != 1.0f) ramp = (((ramp - 0.5f) * Contrast) + 0.5f); // Apply Brightness // vec4 finalColor = vec4(originalColor.rgb + Brightness, 1.0); if (brightness != 0.0f) ramp += (Brightness / 2.0f); // Apply Gamma // FragColor.rgb = pow(fragColor.rgb, vec3(1.0/gamma)); if (gamma != 1.0f) ramp = pow(ramp, InvGamma); // Clamp ramp ramp = clamp(ramp, 0.0f, 1.f); gammatable[x] = (uint8_t)(ramp * 255); } } void* dest; const void* src; int destpitch; int width; int height; int srcpitch; float gamma; float contrast; float brightness; float saturation; };