mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
# Conflicts: # src/gl/renderer/gl_postprocess.cpp # src/gl/renderer/gl_renderbuffers.cpp # src/gl/scene/gl_scene.cpp
This commit is contained in:
commit
5a0c61a2d5
37 changed files with 425 additions and 466 deletions
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@ -1115,6 +1115,7 @@ set( FASTMATH_SOURCES
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gl/shaders/gl_bloomshader.cpp
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gl/shaders/gl_ambientshader.cpp
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gl/shaders/gl_blurshader.cpp
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gl/shaders/gl_colormapshader.cpp
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gl/shaders/gl_tonemapshader.cpp
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gl/shaders/gl_lensshader.cpp
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gl/system/gl_interface.cpp
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|
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@ -66,40 +66,39 @@
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void gl_PatchMenu()
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{
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if (gl.glslversion == 0)
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// Radial fog and Doom lighting are not available without full shader support.
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FOptionValues **opt = OptionValues.CheckKey("LightingModes");
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if (opt != NULL)
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{
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// Radial fog and Doom lighting are not available without full shader support.
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FOptionValues **opt = OptionValues.CheckKey("LightingModes");
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if (opt != NULL)
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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// Delete 'Doom' lighting mode
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if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0)
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{
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// Delete 'Doom' lighting mode
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if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0)
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{
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(*opt)->mValues.Delete(i);
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}
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(*opt)->mValues.Delete(i);
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}
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}
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opt = OptionValues.CheckKey("FogMode");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete 'Radial' fog mode
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if ((*opt)->mValues[i].Value == 2.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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// disable features that don't work without shaders.
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if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3;
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if (gl_fogmode == 2) gl_fogmode = 1;
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}
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opt = OptionValues.CheckKey("FogMode");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete 'Radial' fog mode
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if ((*opt)->mValues[i].Value == 2.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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// disable features that don't work without shaders.
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if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3;
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if (gl_fogmode == 2) gl_fogmode = 1;
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// todo: remove more unsupported stuff like postprocessing options.
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}
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@ -378,7 +377,7 @@ void FRenderState::DrawColormapOverlay()
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//==========================================================================
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bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
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float & scale, int desaturation, bool checkside, bool additive)
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float & scale, bool checkside, bool additive)
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{
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Vector fn, pos;
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@ -434,14 +433,6 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt,
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{
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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}
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if (desaturation > 0 && gl.glslversion > 0) // no-shader excluded because no desaturated textures.
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{
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float gray = (r * 77 + g * 143 + b * 37) / 257;
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r = (r*(32 - desaturation) + gray*desaturation) / 32;
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g = (g*(32 - desaturation) + gray*desaturation) / 32;
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b = (b*(32 - desaturation) + gray*desaturation) / 32;
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}
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gl_RenderState.SetColor(r, g, b);
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return true;
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}
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@ -491,11 +482,6 @@ bool GLWall::PutWallCompat(int passflag)
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bool masked = passflag == 2 && gltexture->isMasked();
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int list = list_indices[masked][foggy];
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if (list == GLLDL_WALLS_PLAIN)
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{
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if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_WALLS_BRIGHT;
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//if (flags & GLWF_GLOW) list = GLLDL_WALLS_BRIGHT;
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}
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gl_drawinfo->dldrawlists[list].AddWall(this);
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return true;
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@ -520,10 +506,6 @@ bool GLFlat::PutFlatCompat(bool fog)
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int list = list_indices[masked][foggy];
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if (list == GLLDL_FLATS_PLAIN)
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{
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if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_FLATS_BRIGHT;
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}
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gl_drawinfo->dldrawlists[list].AddFlat(this);
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return true;
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}
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@ -612,7 +594,7 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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}
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p.Set(plane.plane);
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if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, false, pass != GLPASS_LIGHTTEX))
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if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, false, pass != GLPASS_LIGHTTEX))
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{
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node = node->nextLight;
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continue;
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@ -692,7 +674,7 @@ bool GLWall::PrepareLight(ADynamicLight * light, int pass)
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return false;
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}
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if (!gl_SetupLight(seg->frontsector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, true, pass != GLPASS_LIGHTTEX))
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if (!gl_SetupLight(seg->frontsector->PortalGroup, p, light, nearPt, up, right, scale, true, pass != GLPASS_LIGHTTEX))
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{
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return false;
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}
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@ -798,9 +780,7 @@ void FGLRenderer::RenderMultipassStuff()
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gl_RenderState.SetTextureMode(TM_MASK);
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_PLAIN);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_PLAIN);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_PLAIN);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_PLAIN);
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// Part 3: The base of fogged surfaces, including the texture
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@ -823,10 +803,8 @@ void FGLRenderer::RenderMultipassStuff()
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glDepthFunc(GL_EQUAL);
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if (glset.lightmode == 8) gl_RenderState.SetSoftLightLevel(255);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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}
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@ -841,8 +819,6 @@ void FGLRenderer::RenderMultipassStuff()
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glDepthFunc(GL_LEQUAL);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_TEXONLY);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_TEXONLY);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_TEXONLY);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_TEXONLY);
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gl_RenderState.AlphaFunc(GL_GREATER, gl_mask_threshold);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_TEXONLY);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_TEXONLY);
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@ -854,10 +830,8 @@ void FGLRenderer::RenderMultipassStuff()
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if (gl_SetupLightTexture())
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{
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_LIGHTTEX_FOGGY);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_LIGHTTEX_FOGGY);
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|
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@ -75,7 +75,7 @@ FVertexBuffer::~FVertexBuffer()
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void FSimpleVertexBuffer::BindVBO()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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if (gl.glslversion > 0)
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if (!gl.legacyMode)
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{
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSimpleVertex), &VSiO->x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSimpleVertex), &VSiO->u);
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@ -100,7 +100,7 @@ void FSimpleVertexBuffer::EnableColorArray(bool on)
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{
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if (on)
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{
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if (gl.glslversion > 0)
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if (!gl.legacyMode)
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{
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glEnableVertexAttribArray(VATTR_COLOR);
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}
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@ -111,7 +111,7 @@ void FSimpleVertexBuffer::EnableColorArray(bool on)
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}
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else
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{
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if (gl.glslversion > 0)
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if (!gl.legacyMode)
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{
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glDisableVertexAttribArray(VATTR_COLOR);
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}
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@ -138,7 +138,7 @@ void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
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//==========================================================================
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FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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: FVertexBuffer(gl.buffermethod != BM_CLIENTARRAY)
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: FVertexBuffer(!gl.legacyMode)
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{
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switch (gl.buffermethod)
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{
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@ -162,7 +162,7 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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break;
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}
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case BM_CLIENTARRAY:
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default:
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{
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map = new FFlatVertex[BUFFER_SIZE];
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DPrintf(DMSG_NOTIFY, "Using client array buffer\n");
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@ -219,7 +219,7 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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if (gl.buffermethod == BM_CLIENTARRAY)
|
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if (gl.legacyMode)
|
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{
|
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delete[] map;
|
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}
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|
@ -230,19 +230,10 @@ FFlatVertexBuffer::~FFlatVertexBuffer()
|
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void FFlatVertexBuffer::BindVBO()
|
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{
|
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
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if (gl.glslversion > 0)
|
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if (!gl.legacyMode)
|
||||
{
|
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if (gl.buffermethod != BM_CLIENTARRAY)
|
||||
{
|
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
|
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If we cannot use a hardware buffer, use an old-style client array.
|
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &map->x);
|
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &map->u);
|
||||
}
|
||||
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
|
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
|
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glEnableVertexAttribArray(VATTR_VERTEX);
|
||||
glEnableVertexAttribArray(VATTR_TEXCOORD);
|
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glDisableVertexAttribArray(VATTR_COLOR);
|
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|
|
|
@ -105,7 +105,7 @@ void gl_FlushModels()
|
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//===========================================================================
|
||||
|
||||
FModelVertexBuffer::FModelVertexBuffer(bool needindex, bool singleframe)
|
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: FVertexBuffer(singleframe || gl.glslversion > 0)
|
||||
: FVertexBuffer(singleframe || !gl.legacyMode)
|
||||
{
|
||||
vbo_ptr = nullptr;
|
||||
ibo_id = 0;
|
||||
|
@ -125,7 +125,7 @@ void FModelVertexBuffer::BindVBO()
|
|||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
if (gl.glslversion > 0)
|
||||
if (!gl.legacyMode)
|
||||
{
|
||||
glEnableVertexAttribArray(VATTR_VERTEX);
|
||||
glEnableVertexAttribArray(VATTR_TEXCOORD);
|
||||
|
@ -170,7 +170,7 @@ FModelVertex *FModelVertexBuffer::LockVertexBuffer(unsigned int size)
|
|||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
glBufferData(GL_ARRAY_BUFFER, size * sizeof(FModelVertex), nullptr, GL_STATIC_DRAW);
|
||||
if (gl.version >= 3.0)
|
||||
if (!gl.legacyMode)
|
||||
return (FModelVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, size * sizeof(FModelVertex), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
else
|
||||
return (FModelVertex*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
||||
|
@ -211,7 +211,7 @@ unsigned int *FModelVertexBuffer::LockIndexBuffer(unsigned int size)
|
|||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size * sizeof(unsigned int), NULL, GL_STATIC_DRAW);
|
||||
if (gl.version >= 3.0)
|
||||
if (!gl.legacyMode)
|
||||
return (unsigned int*)glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, size * sizeof(unsigned int), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
else
|
||||
return (unsigned int*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
|
||||
|
@ -251,7 +251,7 @@ unsigned int FModelVertexBuffer::SetupFrame(unsigned int frame1, unsigned int fr
|
|||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
if (vbo_id > 0)
|
||||
{
|
||||
if (gl.glslversion > 0)
|
||||
if (!gl.legacyMode)
|
||||
{
|
||||
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].x);
|
||||
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FModelVertex), &VMO[frame1].u);
|
||||
|
|
|
@ -71,7 +71,7 @@ CUSTOM_CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
|
|||
{
|
||||
// The fixed colormap state needs to be reset because if this happens when
|
||||
// a shader is set to CM_LITE or CM_TORCH it won't register the change in behavior caused by this CVAR.
|
||||
if (GLRenderer != NULL && GLRenderer->mShaderManager != NULL)
|
||||
if (GLRenderer != nullptr && GLRenderer->mShaderManager != nullptr)
|
||||
{
|
||||
GLRenderer->mShaderManager->ResetFixedColormap();
|
||||
}
|
||||
|
|
|
@ -72,6 +72,7 @@
|
|||
#include "gl/shaders/gl_bloomshader.h"
|
||||
#include "gl/shaders/gl_blurshader.h"
|
||||
#include "gl/shaders/gl_tonemapshader.h"
|
||||
#include "gl/shaders/gl_colormapshader.h"
|
||||
#include "gl/shaders/gl_lensshader.h"
|
||||
#include "gl/shaders/gl_presentshader.h"
|
||||
#include "gl/renderer/gl_2ddrawer.h"
|
||||
|
@ -135,10 +136,11 @@ void FGLRenderer::RenderScreenQuad()
|
|||
|
||||
void FGLRenderer::PostProcessScene()
|
||||
{
|
||||
if (FGLRenderBuffers::IsEnabled()) mBuffers->BlitSceneToTexture();
|
||||
mBuffers->BlitSceneToTexture();
|
||||
AmbientOccludeScene();
|
||||
BloomScene();
|
||||
TonemapScene();
|
||||
ColormapScene();
|
||||
LensDistortScene();
|
||||
}
|
||||
|
||||
|
@ -240,7 +242,7 @@ void FGLRenderer::AmbientOccludeScene()
|
|||
void FGLRenderer::BloomScene()
|
||||
{
|
||||
// Only bloom things if enabled and no special fixed light mode is active
|
||||
if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT || gl_ssao_debug)
|
||||
if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT || gl_ssao_debug)
|
||||
return;
|
||||
|
||||
FGLDebug::PushGroup("BloomScene");
|
||||
|
@ -326,7 +328,7 @@ void FGLRenderer::BloomScene()
|
|||
|
||||
void FGLRenderer::TonemapScene()
|
||||
{
|
||||
if (gl_tonemap == 0 || !FGLRenderBuffers::IsEnabled())
|
||||
if (gl_tonemap == 0)
|
||||
return;
|
||||
|
||||
FGLDebug::PushGroup("TonemapScene");
|
||||
|
@ -398,6 +400,38 @@ void FGLRenderer::ClearTonemapPalette()
|
|||
mTonemapPalette = nullptr;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Colormap scene texture and place the result in the HUD/2D texture
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLRenderer::ColormapScene()
|
||||
{
|
||||
if (gl_fixedcolormap < CM_FIRSTSPECIALCOLORMAP || gl_fixedcolormap >= CM_MAXCOLORMAP)
|
||||
return;
|
||||
|
||||
FGLDebug::PushGroup("ColormapScene");
|
||||
|
||||
FGLPostProcessState savedState;
|
||||
|
||||
mBuffers->BindNextFB();
|
||||
mBuffers->BindCurrentTexture(0);
|
||||
mColormapShader->Bind();
|
||||
|
||||
FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
|
||||
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
|
||||
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
|
||||
|
||||
mColormapShader->MapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
|
||||
mColormapShader->MapRange.Set(m);
|
||||
|
||||
RenderScreenQuad();
|
||||
mBuffers->NextTexture();
|
||||
|
||||
FGLDebug::PopGroup();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Apply lens distortion and place the result in the HUD/2D texture
|
||||
|
@ -406,7 +440,7 @@ void FGLRenderer::ClearTonemapPalette()
|
|||
|
||||
void FGLRenderer::LensDistortScene()
|
||||
{
|
||||
if (gl_lens == 0 || !FGLRenderBuffers::IsEnabled())
|
||||
if (gl_lens == 0)
|
||||
return;
|
||||
|
||||
FGLDebug::PushGroup("LensDistortScene");
|
||||
|
|
|
@ -56,7 +56,14 @@
|
|||
#include <random>
|
||||
|
||||
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
||||
CUSTOM_CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
// this CVAR alters some fixed colormap related settings
|
||||
if (GLRenderer != nullptr && GLRenderer->mShaderManager != nullptr)
|
||||
{
|
||||
//GLRenderer->mShaderManager->ResetFixedColormap();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -95,7 +102,6 @@ void FGLRenderBuffers::ClearScene()
|
|||
DeleteFrameBuffer(mSceneFB);
|
||||
DeleteRenderBuffer(mSceneMSColor);
|
||||
DeleteRenderBuffer(mSceneMSDepthStencil);
|
||||
DeleteRenderBuffer(mSceneMSDepth);
|
||||
DeleteRenderBuffer(mSceneMSStencil);
|
||||
}
|
||||
|
||||
|
@ -107,7 +113,6 @@ void FGLRenderBuffers::ClearPipeline()
|
|||
DeleteTexture(mPipelineTexture[i]);
|
||||
}
|
||||
DeleteTexture(mPipelineDepthStencil);
|
||||
DeleteTexture(mPipelineDepth);
|
||||
DeleteTexture(mPipelineStencil);
|
||||
}
|
||||
|
||||
|
@ -233,25 +238,12 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
|
|||
if (samples > 1)
|
||||
{
|
||||
mSceneMSColor = CreateRenderBuffer("SceneMSColor", GetHdrFormat(), samples, width, height);
|
||||
|
||||
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
|
||||
{
|
||||
mSceneMSDepth = CreateRenderBuffer("SceneMSDepth", GL_DEPTH_COMPONENT24, samples, width, height);
|
||||
mSceneMSStencil = CreateRenderBuffer("SceneMSStencil", GL_STENCIL_INDEX8, samples, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMSColor, mSceneMSDepth, mSceneMSStencil, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
mSceneMSDepthStencil = CreateRenderBuffer("SceneMSDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMSColor, mSceneMSDepthStencil, true);
|
||||
}
|
||||
mSceneMSDepthStencil = CreateRenderBuffer("SceneMSDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mSceneMSColor, mSceneMSDepthStencil, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mPipelineDepth, mPipelineStencil, false);
|
||||
else
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mPipelineDepthStencil, false);
|
||||
mSceneFB = CreateFrameBuffer("SceneFB", mPipelineTexture[0], mPipelineDepthStencil, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -265,23 +257,12 @@ void FGLRenderBuffers::CreatePipeline(int width, int height)
|
|||
{
|
||||
ClearPipeline();
|
||||
|
||||
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
|
||||
{
|
||||
mPipelineDepth = Create2DTexture("PipelineDepth", GL_DEPTH_COMPONENT24, width, height);
|
||||
mPipelineStencil = Create2DTexture("PipelineStencil", GL_STENCIL_INDEX8, width, height);
|
||||
}
|
||||
else
|
||||
{
|
||||
mPipelineDepthStencil = Create2DTexture("PipelineDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
}
|
||||
mPipelineDepthStencil = Create2DTexture("PipelineDepthStencil", GL_DEPTH24_STENCIL8, width, height);
|
||||
|
||||
for (int i = 0; i < NumPipelineTextures; i++)
|
||||
{
|
||||
mPipelineTexture[i] = Create2DTexture("PipelineTexture", GetHdrFormat(), width, height);
|
||||
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
|
||||
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i], mPipelineDepth, mPipelineStencil, false);
|
||||
else
|
||||
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i], mPipelineDepthStencil, false);
|
||||
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i], mPipelineDepthStencil, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -366,7 +347,7 @@ void FGLRenderBuffers::CreateAmbientOcclusion(int width, int height)
|
|||
|
||||
GLuint FGLRenderBuffers::GetHdrFormat()
|
||||
{
|
||||
return ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16F;
|
||||
return GL_RGBA16F;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -606,10 +587,7 @@ void FGLRenderBuffers::BindSceneFB()
|
|||
void FGLRenderBuffers::BindSceneDepthTexture(int index)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + index);
|
||||
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
|
||||
glBindTexture(GL_TEXTURE_2D, mPipelineDepth);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, mPipelineDepthStencil);
|
||||
glBindTexture(GL_TEXTURE_2D, mPipelineDepthStencil);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -677,7 +655,7 @@ void FGLRenderBuffers::BindOutputFB()
|
|||
|
||||
bool FGLRenderBuffers::IsEnabled()
|
||||
{
|
||||
return gl_renderbuffers && gl.glslversion != 0 && !FailedCreate;
|
||||
return gl_renderbuffers && !gl.legacyMode && !FailedCreate;
|
||||
}
|
||||
|
||||
bool FGLRenderBuffers::FailedCreate = false;
|
||||
|
|
|
@ -89,7 +89,6 @@ private:
|
|||
// Buffers for the scene
|
||||
GLuint mSceneMSColor = 0;
|
||||
GLuint mSceneMSDepthStencil = 0;
|
||||
GLuint mSceneMSDepth = 0;
|
||||
GLuint mSceneMSStencil = 0;
|
||||
GLuint mSceneFB = 0;
|
||||
|
||||
|
@ -97,7 +96,6 @@ private:
|
|||
GLuint mPipelineTexture[NumPipelineTextures];
|
||||
GLuint mPipelineFB[NumPipelineTextures];
|
||||
GLuint mPipelineDepthStencil = 0;
|
||||
GLuint mPipelineDepth = 0;
|
||||
GLuint mPipelineStencil = 0;
|
||||
|
||||
// Back buffer frame buffer
|
||||
|
|
|
@ -68,6 +68,7 @@
|
|||
#include "gl/shaders/gl_bloomshader.h"
|
||||
#include "gl/shaders/gl_blurshader.h"
|
||||
#include "gl/shaders/gl_tonemapshader.h"
|
||||
#include "gl/shaders/gl_colormapshader.h"
|
||||
#include "gl/shaders/gl_lensshader.h"
|
||||
#include "gl/shaders/gl_presentshader.h"
|
||||
#include "gl/textures/gl_texture.h"
|
||||
|
@ -98,21 +99,30 @@ CVAR(Bool, gl_scale_viewport, true, 0);
|
|||
FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
|
||||
{
|
||||
framebuffer = fb;
|
||||
mClipPortal = NULL;
|
||||
mCurrentPortal = NULL;
|
||||
mClipPortal = nullptr;
|
||||
mCurrentPortal = nullptr;
|
||||
mMirrorCount = 0;
|
||||
mPlaneMirrorCount = 0;
|
||||
mLightCount = 0;
|
||||
mAngles = FRotator(0.f, 0.f, 0.f);
|
||||
mViewVector = FVector2(0,0);
|
||||
mVBO = NULL;
|
||||
mSkyVBO = NULL;
|
||||
mVBO = nullptr;
|
||||
mSkyVBO = nullptr;
|
||||
gl_spriteindex = 0;
|
||||
mShaderManager = NULL;
|
||||
gllight = glpart2 = glpart = mirrortexture = NULL;
|
||||
mLights = NULL;
|
||||
mShaderManager = nullptr;
|
||||
gllight = glpart2 = glpart = mirrortexture = nullptr;
|
||||
mLights = nullptr;
|
||||
m2DDrawer = nullptr;
|
||||
mTonemapPalette = nullptr;
|
||||
mBuffers = nullptr;
|
||||
mPresentShader = nullptr;
|
||||
mBloomExtractShader = nullptr;
|
||||
mBloomCombineShader = nullptr;
|
||||
mBlurShader = nullptr;
|
||||
mTonemapShader = nullptr;
|
||||
mTonemapPalette = nullptr;
|
||||
mColormapShader = nullptr;
|
||||
mLensShader = nullptr;
|
||||
}
|
||||
|
||||
void gl_LoadModels();
|
||||
|
@ -127,13 +137,14 @@ void FGLRenderer::Initialize(int width, int height)
|
|||
mBloomCombineShader = new FBloomCombineShader();
|
||||
mBlurShader = new FBlurShader();
|
||||
mTonemapShader = new FTonemapShader();
|
||||
mColormapShader = new FColormapShader();
|
||||
mTonemapPalette = nullptr;
|
||||
mLensShader = new FLensShader();
|
||||
mPresentShader = new FPresentShader();
|
||||
m2DDrawer = new F2DDrawer;
|
||||
|
||||
// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
|
||||
if (gl.buffermethod != BM_CLIENTARRAY)
|
||||
// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
|
||||
if (!gl.legacyMode)
|
||||
{
|
||||
glGenVertexArrays(1, &mVAOID);
|
||||
glBindVertexArray(mVAOID);
|
||||
|
@ -148,7 +159,7 @@ void FGLRenderer::Initialize(int width, int height)
|
|||
|
||||
mVBO = new FFlatVertexBuffer(width, height);
|
||||
mSkyVBO = new FSkyVertexBuffer;
|
||||
if (gl.lightmethod != LM_SOFTWARE) mLights = new FLightBuffer();
|
||||
if (!gl.legacyMode) mLights = new FLightBuffer();
|
||||
else mLights = NULL;
|
||||
gl_RenderState.SetVertexBuffer(mVBO);
|
||||
mFBID = 0;
|
||||
|
@ -189,6 +200,7 @@ FGLRenderer::~FGLRenderer()
|
|||
if (mBlurShader) delete mBlurShader;
|
||||
if (mTonemapShader) delete mTonemapShader;
|
||||
if (mTonemapPalette) delete mTonemapPalette;
|
||||
if (mColormapShader) delete mColormapShader;
|
||||
if (mLensShader) delete mLensShader;
|
||||
}
|
||||
|
||||
|
|
|
@ -25,6 +25,7 @@ class FBloomExtractShader;
|
|||
class FBloomCombineShader;
|
||||
class FBlurShader;
|
||||
class FTonemapShader;
|
||||
class FColormapShader;
|
||||
class FLensShader;
|
||||
class FPresentShader;
|
||||
class F2DDrawer;
|
||||
|
@ -97,6 +98,7 @@ public:
|
|||
FBloomCombineShader *mBloomCombineShader;
|
||||
FBlurShader *mBlurShader;
|
||||
FTonemapShader *mTonemapShader;
|
||||
FColormapShader *mColormapShader;
|
||||
FHardwareTexture *mTonemapPalette;
|
||||
FLensShader *mLensShader;
|
||||
FPresentShader *mPresentShader;
|
||||
|
@ -172,6 +174,7 @@ public:
|
|||
void AmbientOccludeScene();
|
||||
void BloomScene();
|
||||
void TonemapScene();
|
||||
void ColormapScene();
|
||||
void BindTonemapPalette(int texunit);
|
||||
void ClearTonemapPalette();
|
||||
void LensDistortScene();
|
||||
|
|
|
@ -49,6 +49,7 @@
|
|||
#include "gl/renderer/gl_renderstate.h"
|
||||
#include "gl/renderer/gl_colormap.h"
|
||||
#include "gl/dynlights//gl_lightbuffer.h"
|
||||
#include "gl/renderer/gl_renderbuffers.h"
|
||||
|
||||
void gl_SetTextureMode(int type);
|
||||
|
||||
|
@ -221,15 +222,24 @@ bool FRenderState::ApplyShader()
|
|||
{
|
||||
activeShader->muFixedColormap.Set(0);
|
||||
}
|
||||
else if (mColormapState < CM_MAXCOLORMAP)
|
||||
else if (mColormapState > CM_DEFAULT && mColormapState < CM_MAXCOLORMAP)
|
||||
{
|
||||
FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
|
||||
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
|
||||
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
// When using postprocessing to apply the colormap, we must render the image fullbright here.
|
||||
activeShader->muFixedColormap.Set(2);
|
||||
activeShader->muColormapStart.Set(1, 1, 1, 1.f);
|
||||
}
|
||||
else
|
||||
{
|
||||
FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
|
||||
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
|
||||
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
|
||||
|
||||
activeShader->muFixedColormap.Set(1);
|
||||
activeShader->muColormapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
|
||||
activeShader->muColormapRange.Set(m);
|
||||
activeShader->muFixedColormap.Set(1);
|
||||
activeShader->muColormapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
|
||||
activeShader->muColormapRange.Set(m);
|
||||
}
|
||||
}
|
||||
else if (mColormapState == CM_FOGLAYER)
|
||||
{
|
||||
|
@ -315,7 +325,7 @@ void FRenderState::Apply()
|
|||
else mVertexBuffer->BindVBO();
|
||||
mCurrentVertexBuffer = mVertexBuffer;
|
||||
}
|
||||
if (gl.glslversion > 0)
|
||||
if (!gl.legacyMode)
|
||||
{
|
||||
ApplyShader();
|
||||
}
|
||||
|
@ -352,7 +362,7 @@ void FRenderState::ApplyMatrices()
|
|||
|
||||
void FRenderState::ApplyLightIndex(int index)
|
||||
{
|
||||
if (gl.lightmethod != LM_SOFTWARE)
|
||||
if (!gl.legacyMode)
|
||||
{
|
||||
if (index > -1 && GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER)
|
||||
{
|
||||
|
|
|
@ -113,7 +113,7 @@ public:
|
|||
// Without shaders this translation must be applied to any texture.
|
||||
if (alphatexture)
|
||||
{
|
||||
if (mat->tex->UseBasePalette() || gl.glslversion == 0) translation = TRANSLATION(TRANSLATION_Standard, 8);
|
||||
if (mat->tex->UseBasePalette() || gl.legacyMode) translation = TRANSLATION(TRANSLATION_Standard, 8);
|
||||
}
|
||||
mEffectState = overrideshader >= 0? overrideshader : mat->mShaderIndex;
|
||||
mShaderTimer = mat->tex->gl_info.shaderspeed;
|
||||
|
|
|
@ -322,7 +322,7 @@ void GLDrawList::SortWallIntoPlane(SortNode * head,SortNode * sort)
|
|||
AddWall(&w);
|
||||
|
||||
// Splitting is done in the shader with clip planes, if available
|
||||
if (gl.glslversion < 1.3f)
|
||||
if (gl.flags & RFL_NO_CLIP_PLANES)
|
||||
{
|
||||
GLWall * ws1;
|
||||
ws->vertcount = 0; // invalidate current vertices.
|
||||
|
@ -382,7 +382,7 @@ void GLDrawList::SortSpriteIntoPlane(SortNode * head,SortNode * sort)
|
|||
AddSprite(&s); // add a copy to avoid reallocation issues.
|
||||
|
||||
// Splitting is done in the shader with clip planes, if available
|
||||
if (gl.glslversion < 1.3f)
|
||||
if (gl.flags & RFL_NO_CLIP_PLANES)
|
||||
{
|
||||
GLSprite * ss1;
|
||||
ss1=&sprites[sprites.Size()-1];
|
||||
|
@ -476,9 +476,15 @@ void GLDrawList::SortWallIntoWall(SortNode * head,SortNode * sort)
|
|||
|
||||
ws1->glseg.x1=ws->glseg.x2=ix;
|
||||
ws1->glseg.y1=ws->glseg.y2=iy;
|
||||
ws1->glseg.fracleft = ws->glseg.fracright = ws->glseg.fracleft + r*(ws->glseg.fracright - ws->glseg.fracleft);
|
||||
ws1->ztop[0]=ws->ztop[1]=izt;
|
||||
ws1->zbottom[0]=ws->zbottom[1]=izb;
|
||||
ws1->tcs[GLWall::LOLFT].u = ws1->tcs[GLWall::UPLFT].u = ws->tcs[GLWall::LORGT].u = ws->tcs[GLWall::UPRGT].u = iu;
|
||||
if (gl.buffermethod == BM_DEFERRED)
|
||||
{
|
||||
ws->MakeVertices(false);
|
||||
ws1->MakeVertices(false);
|
||||
}
|
||||
|
||||
SortNode * sort2=SortNodes.GetNew();
|
||||
memset(sort2,0,sizeof(SortNode));
|
||||
|
@ -805,17 +811,19 @@ void GLDrawList::DrawSorted()
|
|||
|
||||
if (!sorted)
|
||||
{
|
||||
GLRenderer->mVBO->Map();
|
||||
MakeSortList();
|
||||
sorted=DoSort(SortNodes[SortNodeStart]);
|
||||
GLRenderer->mVBO->Unmap();
|
||||
}
|
||||
gl_RenderState.ClearClipSplit();
|
||||
if (gl.glslversion >= 1.3f)
|
||||
if (!(gl.flags & RFL_NO_CLIP_PLANES))
|
||||
{
|
||||
glEnable(GL_CLIP_DISTANCE1);
|
||||
glEnable(GL_CLIP_DISTANCE2);
|
||||
}
|
||||
DoDrawSorted(sorted);
|
||||
if (gl.glslversion >= 1.3f)
|
||||
if (!(gl.flags & RFL_NO_CLIP_PLANES))
|
||||
{
|
||||
glDisable(GL_CLIP_DISTANCE1);
|
||||
glDisable(GL_CLIP_DISTANCE2);
|
||||
|
@ -994,7 +1002,7 @@ static FDrawInfoList di_list;
|
|||
FDrawInfo::FDrawInfo()
|
||||
{
|
||||
next = NULL;
|
||||
if (gl.lightmethod == LM_SOFTWARE)
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
dldrawlists = new GLDrawList[GLLDL_TYPES];
|
||||
}
|
||||
|
|
|
@ -30,11 +30,9 @@ enum DLDrawListType
|
|||
{
|
||||
// These are organized so that the various multipass rendering modes have to be set as few times as possible
|
||||
GLLDL_WALLS_PLAIN, // dynamic lights on normal walls
|
||||
GLLDL_WALLS_BRIGHT, // dynamic lights on brightmapped walls
|
||||
GLLDL_WALLS_MASKED, // dynamic lights on masked midtextures
|
||||
|
||||
GLLDL_FLATS_PLAIN, // dynamic lights on normal flats
|
||||
GLLDL_FLATS_BRIGHT, // dynamic lights on brightmapped flats
|
||||
GLLDL_FLATS_MASKED, // dynamic lights on masked flats
|
||||
|
||||
GLLDL_WALLS_FOG, // lights on fogged walls
|
||||
|
|
|
@ -430,7 +430,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
|
|||
{
|
||||
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
|
||||
gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||
DrawSubsectors(pass, gl.lightmethod != LM_SOFTWARE, true);
|
||||
DrawSubsectors(pass, !gl.legacyMode, true);
|
||||
gl_RenderState.EnableTextureMatrix(false);
|
||||
}
|
||||
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
@ -468,7 +468,7 @@ inline void GLFlat::PutFlat(bool fog)
|
|||
{
|
||||
Colormap.Clear();
|
||||
}
|
||||
if (gl.lightmethod == LM_SOFTWARE)
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
if (PutFlatCompat(fog)) return;
|
||||
}
|
||||
|
|
|
@ -409,7 +409,7 @@ void FGLRenderer::RenderScene(int recursion)
|
|||
|
||||
// this is the only geometry type on which decals can possibly appear
|
||||
gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawDecals();
|
||||
if (gl.lightmethod == LM_SOFTWARE)
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
// also process the render lists with walls and dynamic lights
|
||||
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawDecals();
|
||||
|
@ -480,7 +480,6 @@ void FGLRenderer::RenderTranslucent()
|
|||
// stencil, z-buffer and the projection matrix intact!
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
EXTERN_CVAR(Bool, gl_draw_sync)
|
||||
|
||||
void FGLRenderer::DrawScene(int drawmode)
|
||||
{
|
||||
|
@ -502,14 +501,6 @@ void FGLRenderer::DrawScene(int drawmode)
|
|||
}
|
||||
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
|
||||
|
||||
// Up to this point in the main draw call no rendering is performed so we can wait
|
||||
// with swapping the render buffer until now.
|
||||
if (!gl_draw_sync && drawmode == DM_MAINVIEW)
|
||||
{
|
||||
All.Unclock();
|
||||
static_cast<OpenGLFrameBuffer*>(screen)->Swap();
|
||||
All.Clock();
|
||||
}
|
||||
RenderScene(recursion);
|
||||
|
||||
// Handle all portals after rendering the opaque objects but before
|
||||
|
@ -644,12 +635,14 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
|
|||
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
|
||||
}
|
||||
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
if (blend[3]>0.0f)
|
||||
{
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]);
|
||||
gl_FillScreen();
|
||||
}
|
||||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.EnableTexture(true);
|
||||
}
|
||||
|
||||
|
||||
|
@ -685,16 +678,19 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
|
|||
{
|
||||
DrawPlayerSprites (viewsector, false);
|
||||
}
|
||||
int cm = gl_RenderState.GetFixedColormap();
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
int cm = gl_RenderState.GetFixedColormap();
|
||||
gl_RenderState.SetFixedColormap(cm);
|
||||
gl_RenderState.DrawColormapOverlay();
|
||||
}
|
||||
|
||||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||||
gl_RenderState.SetSoftLightLevel(-1);
|
||||
DrawTargeterSprites();
|
||||
DrawBlend(viewsector);
|
||||
if (gl.glslversion == 0.0)
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
gl_RenderState.SetFixedColormap(cm);
|
||||
gl_RenderState.DrawColormapOverlay();
|
||||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||||
DrawBlend(viewsector);
|
||||
}
|
||||
|
||||
// Restore standard rendering state
|
||||
|
@ -855,7 +851,11 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
|
||||
ProcessScene(toscreen);
|
||||
if (mainview && toscreen) EndDrawScene(retval); // do not call this for camera textures.
|
||||
if (mainview) PostProcessScene();
|
||||
if (mainview && FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
PostProcessScene();
|
||||
DrawBlend(viewsector); // This should be done after postprocessing, not before.
|
||||
}
|
||||
mDrawingScene2D = false;
|
||||
eye->TearDown();
|
||||
}
|
||||
|
@ -899,7 +899,7 @@ void FGLRenderer::RenderView (player_t* player)
|
|||
|
||||
P_FindParticleSubsectors ();
|
||||
|
||||
if (gl.lightmethod != LM_SOFTWARE) GLRenderer->mLights->Clear();
|
||||
if (!gl.legacyMode) GLRenderer->mLights->Clear();
|
||||
|
||||
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
|
||||
bool saved_niv = NoInterpolateView;
|
||||
|
@ -954,7 +954,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int hei
|
|||
SetFixedColormap(player);
|
||||
gl_RenderState.SetVertexBuffer(mVBO);
|
||||
GLRenderer->mVBO->Reset();
|
||||
if (gl.lightmethod != LM_SOFTWARE) GLRenderer->mLights->Clear();
|
||||
if (!gl.legacyMode) GLRenderer->mLights->Clear();
|
||||
|
||||
// Check if there's some lights. If not some code can be skipped.
|
||||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||||
|
|
|
@ -87,7 +87,7 @@ FSkyVertexBuffer::~FSkyVertexBuffer()
|
|||
void FSkyVertexBuffer::BindVBO()
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
if (gl.glslversion > 0)
|
||||
if (!gl.legacyMode)
|
||||
{
|
||||
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->x);
|
||||
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
|
||||
|
@ -321,7 +321,7 @@ void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
|
|||
RenderRow(GL_TRIANGLE_FAN, rc);
|
||||
gl_RenderState.EnableTexture(true);
|
||||
// The color array can only be activated now if this is drawn without shader
|
||||
if (gl.glslversion == 0)
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
}
|
||||
|
|
|
@ -870,7 +870,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
RenderStyle.CheckFuzz();
|
||||
if (RenderStyle.BlendOp == STYLEOP_Fuzz)
|
||||
{
|
||||
if (gl_fuzztype != 0 && gl.glslversion > 0)
|
||||
if (gl_fuzztype != 0 && !gl.legacyMode)
|
||||
{
|
||||
// Todo: implement shader selection here
|
||||
RenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
||||
|
|
|
@ -140,9 +140,8 @@ void GLWall::PutWall(bool translucent)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (gl.lightmethod == LM_SOFTWARE && !translucent)
|
||||
if (gl.legacyMode && !translucent)
|
||||
{
|
||||
// This is not yet ready.
|
||||
if (PutWallCompat(passflag[type])) return;
|
||||
}
|
||||
|
||||
|
|
|
@ -216,9 +216,8 @@ void GLWall::RenderWall(int textured)
|
|||
}
|
||||
else if (vertcount == 0)
|
||||
{
|
||||
// in case we get here without valid vertex data and no ability to create them now,
|
||||
// use the quad drawer as fallback (without edge splitting.)
|
||||
// This can only happen in one special situation, when a translucent line got split during sorting.
|
||||
// This should never happen but in case it actually does, use the quad drawer as fallback (without edge splitting.)
|
||||
// This way it at least gets drawn.
|
||||
FQuadDrawer qd;
|
||||
qd.Set(0, glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v);
|
||||
qd.Set(1, glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v);
|
||||
|
@ -242,7 +241,7 @@ void GLWall::RenderFogBoundary()
|
|||
{
|
||||
if (gl_fogmode && gl_fixedcolormap == 0)
|
||||
{
|
||||
if (gl.glslversion > 0.f)
|
||||
if (!gl.legacyMode)
|
||||
{
|
||||
int rel = rellight + getExtraLight();
|
||||
gl_SetFog(lightlevel, rel, &Colormap, false);
|
||||
|
@ -276,7 +275,7 @@ void GLWall::RenderMirrorSurface()
|
|||
Vector v(glseg.y2-glseg.y1, 0 ,-glseg.x2+glseg.x1);
|
||||
v.Normalize();
|
||||
|
||||
if (gl.glslversion >= 0.f)
|
||||
if (!gl.legacyMode)
|
||||
{
|
||||
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
|
||||
tcs[LOLFT].u = tcs[LORGT].u = tcs[UPLFT].u = tcs[UPRGT].u = v.X();
|
||||
|
|
|
@ -87,20 +87,6 @@ void FBlurShader::Blur(FGLRenderer *renderer, float blurAmount, int sampleCount,
|
|||
else
|
||||
setup->HorizontalShader->Bind();
|
||||
|
||||
if (gl.glslversion < 1.3)
|
||||
{
|
||||
if (vertical)
|
||||
{
|
||||
setup->VerticalScaleX.Set(1.0f / width);
|
||||
setup->VerticalScaleY.Set(1.0f / height);
|
||||
}
|
||||
else
|
||||
{
|
||||
setup->HorizontalScaleX.Set(1.0f / width);
|
||||
setup->HorizontalScaleY.Set(1.0f / height);
|
||||
}
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, inputTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
@ -156,14 +142,6 @@ FBlurShader::BlurSetup *FBlurShader::GetSetup(float blurAmount, int sampleCount)
|
|||
blurSetup.HorizontalShader->Bind();
|
||||
glUniform1i(glGetUniformLocation(*blurSetup.HorizontalShader.get(), "SourceTexture"), 0);
|
||||
|
||||
if (gl.glslversion < 1.3)
|
||||
{
|
||||
blurSetup.VerticalScaleX.Init(*blurSetup.VerticalShader.get(), "ScaleX");
|
||||
blurSetup.VerticalScaleY.Init(*blurSetup.VerticalShader.get(), "ScaleY");
|
||||
blurSetup.HorizontalScaleX.Init(*blurSetup.HorizontalShader.get(), "ScaleX");
|
||||
blurSetup.HorizontalScaleY.Init(*blurSetup.HorizontalShader.get(), "ScaleY");
|
||||
}
|
||||
|
||||
mBlurSetups.Push(blurSetup);
|
||||
|
||||
return &mBlurSetups[mBlurSetups.Size() - 1];
|
||||
|
|
67
src/gl/shaders/gl_colormapshader.cpp
Normal file
67
src/gl/shaders/gl_colormapshader.cpp
Normal file
|
@ -0,0 +1,67 @@
|
|||
/*
|
||||
** gl_colormapshader.cpp
|
||||
** Applies a fullscreen colormap to the scene
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2016 Christoph Oelckers
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
||||
** covered by the terms of the GNU Lesser General Public License as published
|
||||
** by the Free Software Foundation; either version 2.1 of the License, or (at
|
||||
** your option) any later version.
|
||||
** 5. Full disclosure of the entire project's source code, except for third
|
||||
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "gl/system/gl_system.h"
|
||||
#include "files.h"
|
||||
#include "m_swap.h"
|
||||
#include "v_video.h"
|
||||
#include "gl/gl_functions.h"
|
||||
#include "vectors.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_colormapshader.h"
|
||||
|
||||
void FColormapShader::Bind()
|
||||
{
|
||||
auto &shader = mShader;
|
||||
if (!shader)
|
||||
{
|
||||
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
|
||||
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/colormap.fp", "", 330);
|
||||
shader.SetFragDataLocation(0, "FragColor");
|
||||
shader.Link("shaders/glsl/colormap");
|
||||
shader.SetAttribLocation(0, "PositionInProjection");
|
||||
MapStart.Init(shader, "uFixedColormapStart");
|
||||
MapRange.Init(shader, "uFixedColormapRange");
|
||||
}
|
||||
shader.Bind();
|
||||
}
|
||||
|
20
src/gl/shaders/gl_colormapshader.h
Normal file
20
src/gl/shaders/gl_colormapshader.h
Normal file
|
@ -0,0 +1,20 @@
|
|||
#ifndef __GL_COLORMAPSHADER_H
|
||||
#define __GL_COLORMAPSHADER_H
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
|
||||
class FColormapShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniformSampler SceneTexture;
|
||||
FUniform4f MapStart;
|
||||
FUniform4f MapRange;
|
||||
|
||||
private:
|
||||
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -91,40 +91,27 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
//
|
||||
FString vp_comb;
|
||||
|
||||
if (gl.lightmethod == LM_SOFTWARE)
|
||||
assert(GLRenderer->mLights != NULL);
|
||||
// On the shader side there is no difference between LM_DEFERRED and LM_DIRECT, it only decides how the buffer is initialized.
|
||||
unsigned int lightbuffertype = GLRenderer->mLights->GetBufferType();
|
||||
unsigned int lightbuffersize = GLRenderer->mLights->GetBlockSize();
|
||||
if (lightbuffertype == GL_UNIFORM_BUFFER)
|
||||
{
|
||||
if (gl.glslversion >= 1.3)
|
||||
// This differentiation is for some Intel drivers which fail on #extension, so use of #version 140 is necessary
|
||||
if (gl.glslversion < 1.4f)
|
||||
{
|
||||
vp_comb = "#version 130\n";
|
||||
vp_comb.Format("#version 130\n#extension GL_ARB_uniform_buffer_object : require\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
|
||||
}
|
||||
else
|
||||
{
|
||||
vp_comb = "#define GLSL12_COMPATIBLE\n";
|
||||
vp_comb.Format("#version 140\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(GLRenderer->mLights != NULL);
|
||||
// On the shader side there is no difference between LM_DEFERRED and LM_DIRECT, it only matters which buffer type is used by the light buffer.
|
||||
unsigned int lightbuffertype = GLRenderer->mLights->GetBufferType();
|
||||
unsigned int lightbuffersize = GLRenderer->mLights->GetBlockSize();
|
||||
if (lightbuffertype == GL_UNIFORM_BUFFER)
|
||||
{
|
||||
// This differentiation is for some Intel drivers which fail on #extension, so use of #version 140 is necessary
|
||||
if (gl.glslversion < 1.4f || gl.version < 3.1f)
|
||||
{
|
||||
vp_comb.Format("#version 130\n#extension GL_ARB_uniform_buffer_object : require\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
|
||||
}
|
||||
else
|
||||
{
|
||||
vp_comb.Format("#version 140\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
vp_comb = "#version 400 core\n#extension GL_ARB_shader_storage_buffer_object : require\n#define SHADER_STORAGE_LIGHTS\n";
|
||||
}
|
||||
vp_comb = "#version 400 core\n#extension GL_ARB_shader_storage_buffer_object : require\n#define SHADER_STORAGE_LIGHTS\n";
|
||||
}
|
||||
|
||||
if (gl.buffermethod == BM_DEFERRED)
|
||||
{
|
||||
vp_comb << "#define USE_QUAD_DRAWER\n";
|
||||
|
@ -169,12 +156,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
}
|
||||
}
|
||||
|
||||
if (gl.glslversion < 1.3)
|
||||
{
|
||||
FShaderProgram::PatchVertShader(vp_comb);
|
||||
FShaderProgram::PatchFragShader(fp_comb);
|
||||
}
|
||||
else if (gl.flags & RFL_NO_CLIP_PLANES)
|
||||
if (gl.flags & RFL_NO_CLIP_PLANES)
|
||||
{
|
||||
// On ATI's GL3 drivers we have to disable gl_ClipDistance because it's hopelessly broken.
|
||||
// This will cause some glitches and regressions but is the only way to avoid total display garbage.
|
||||
|
@ -274,7 +256,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
texcoordmatrix_index = glGetUniformLocation(hShader, "uQuadTexCoords");
|
||||
quadmode_index = glGetUniformLocation(hShader, "uQuadMode");
|
||||
|
||||
if (LM_SOFTWARE != gl.lightmethod && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
|
||||
if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
|
||||
{
|
||||
int tempindex = glGetUniformBlockIndex(hShader, "LightBufferUBO");
|
||||
if (tempindex != -1) glUniformBlockBinding(hShader, tempindex, LIGHTBUF_BINDINGPOINT);
|
||||
|
@ -425,7 +407,7 @@ static const FEffectShader effectshaders[]=
|
|||
|
||||
FShaderManager::FShaderManager()
|
||||
{
|
||||
if (gl.glslversion > 0) CompileShaders();
|
||||
if (!gl.legacyMode) CompileShaders();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -436,7 +418,7 @@ FShaderManager::FShaderManager()
|
|||
|
||||
FShaderManager::~FShaderManager()
|
||||
{
|
||||
if (gl.glslversion > 0) Clean();
|
||||
if (!gl.legacyMode) Clean();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -578,7 +560,7 @@ EXTERN_CVAR(Int, gl_fuzztype)
|
|||
|
||||
void FShaderManager::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
|
||||
{
|
||||
if (gl.glslversion == 0)
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(proj->get());
|
||||
|
|
|
@ -240,24 +240,13 @@ FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const
|
|||
if (defines)
|
||||
patchedCode << defines;
|
||||
|
||||
if (gl.glslversion >= 1.3)
|
||||
{
|
||||
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
|
||||
patchedCode << "precision highp int;\n";
|
||||
patchedCode << "precision highp float;\n";
|
||||
}
|
||||
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
|
||||
patchedCode << "precision highp int;\n";
|
||||
patchedCode << "precision highp float;\n";
|
||||
|
||||
patchedCode << "#line 1\n";
|
||||
patchedCode << code;
|
||||
|
||||
if (gl.glslversion < 1.3)
|
||||
{
|
||||
if (type == Vertex)
|
||||
PatchVertShader(patchedCode);
|
||||
else if (type == Fragment)
|
||||
PatchFragShader(patchedCode);
|
||||
}
|
||||
|
||||
return patchedCode;
|
||||
}
|
||||
|
||||
|
@ -268,36 +257,3 @@ FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::PatchCommon(FString &code)
|
||||
{
|
||||
code.Substitute("precision highp int;", "");
|
||||
code.Substitute("precision highp float;", "");
|
||||
}
|
||||
|
||||
void FShaderProgram::PatchVertShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("in vec", "attribute vec");
|
||||
code.Substitute("in float", "attribute float");
|
||||
code.Substitute("out vec", "varying vec");
|
||||
code.Substitute("out float", "varying float");
|
||||
code.Substitute("gl_ClipDistance", "//");
|
||||
}
|
||||
|
||||
void FShaderProgram::PatchFragShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("out vec4 FragColor;", "");
|
||||
code.Substitute("FragColor", "gl_FragColor");
|
||||
code.Substitute("in vec", "varying vec");
|
||||
// this patches the switch statement to if's.
|
||||
code.Substitute("break;", "");
|
||||
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
|
||||
code.Substitute("case 0:", "if (i == 0)");
|
||||
code.Substitute("case 1:", "else if (i == 1)");
|
||||
code.Substitute("case 2:", "else if (i == 2)");
|
||||
code.Substitute("case 3:", "else if (i == 3)");
|
||||
code.Substitute("case 4:", "else if (i == 4)");
|
||||
code.Substitute("case 5:", "else if (i == 5)");
|
||||
code.Substitute("texture(", "texture2D(");
|
||||
}
|
||||
|
|
|
@ -26,16 +26,11 @@ public:
|
|||
operator GLuint() const { return mProgram; }
|
||||
explicit operator bool() const { return mProgram != 0; }
|
||||
|
||||
// Needed by FShader
|
||||
static void PatchVertShader(FString &code);
|
||||
static void PatchFragShader(FString &code);
|
||||
|
||||
private:
|
||||
FShaderProgram(const FShaderProgram &) = delete;
|
||||
FShaderProgram &operator=(const FShaderProgram &) = delete;
|
||||
|
||||
static FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
|
||||
static void PatchCommon(FString &code);
|
||||
|
||||
void CreateShader(ShaderType type);
|
||||
FString GetShaderInfoLog(GLuint handle);
|
||||
|
|
|
@ -162,7 +162,7 @@ void OpenGLFrameBuffer::InitializeState()
|
|||
glEnable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_CLAMP);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
if (gl.glslversion == 0) glEnable(GL_TEXTURE_2D);
|
||||
if (gl.legacyMode) glEnable(GL_TEXTURE_2D);
|
||||
glDisable(GL_LINE_SMOOTH);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
|
@ -179,9 +179,6 @@ void OpenGLFrameBuffer::InitializeState()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
// Testing only for now.
|
||||
CVAR(Bool, gl_draw_sync, true, 0) //false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
|
||||
void OpenGLFrameBuffer::Update()
|
||||
{
|
||||
if (!CanUpdate())
|
||||
|
@ -197,10 +194,7 @@ void OpenGLFrameBuffer::Update()
|
|||
|
||||
GLRenderer->SetOutputViewport(nullptr);
|
||||
|
||||
if (gl_draw_sync || !swapped)
|
||||
{
|
||||
Swap();
|
||||
}
|
||||
Swap();
|
||||
swapped = false;
|
||||
Unlock();
|
||||
CheckBench();
|
||||
|
|
|
@ -154,10 +154,10 @@ void gl_LoadExtensions()
|
|||
else Printf("Emulating OpenGL v %s\n", version);
|
||||
}
|
||||
|
||||
gl.version = strtod(version, NULL) + 0.01f;
|
||||
float gl_version = (float)strtod(version, NULL) + 0.01f;
|
||||
|
||||
// Don't even start if it's lower than 2.0 or no framebuffers are available
|
||||
if ((gl.version < 2.0 || !CheckExtension("GL_EXT_framebuffer_object")) && gl.version < 3.0)
|
||||
// Don't even start if it's lower than 2.0 or no framebuffers are available (The framebuffer extension is needed for glGenerateMipmapsEXT!)
|
||||
if ((gl_version < 2.0f || !CheckExtension("GL_EXT_framebuffer_object")) && gl_version < 3.0f)
|
||||
{
|
||||
I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
|
||||
}
|
||||
|
@ -166,105 +166,86 @@ void gl_LoadExtensions()
|
|||
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
|
||||
|
||||
gl.vendorstring = (char*)glGetString(GL_VENDOR);
|
||||
gl.lightmethod = LM_SOFTWARE;
|
||||
gl.buffermethod = BM_CLIENTARRAY;
|
||||
|
||||
if ((gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
|
||||
// first test for optional features
|
||||
if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
|
||||
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
|
||||
|
||||
if ((gl_version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
|
||||
{
|
||||
gl.flags |= RFL_SAMPLER_OBJECTS;
|
||||
}
|
||||
|
||||
// Buffer lighting is only feasible with GLSL 1.3 and higher, even if 1.2 supports the extension.
|
||||
if (gl.version > 3.0f && (gl.version >= 3.3f || CheckExtension("GL_ARB_uniform_buffer_object")))
|
||||
// The minimum requirement for the modern render path are GL 3.0 + uniform buffers
|
||||
if (gl_version < 3.0f || (gl_version < 3.1f && !CheckExtension("GL_ARB_uniform_buffer_object")))
|
||||
{
|
||||
gl.lightmethod = LM_DEFERRED;
|
||||
gl.buffermethod = BM_DEFERRED;
|
||||
}
|
||||
|
||||
if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
|
||||
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
|
||||
|
||||
if (Args->CheckParm("-noshader")/* || gl.glslversion < 1.2f*/)
|
||||
{
|
||||
gl.version = 2.11f;
|
||||
gl.legacyMode = true;
|
||||
gl.lightmethod = LM_LEGACY;
|
||||
gl.buffermethod = BM_LEGACY;
|
||||
gl.glslversion = 0;
|
||||
gl.lightmethod = LM_SOFTWARE;
|
||||
gl.flags |= RFL_NO_CLIP_PLANES;
|
||||
}
|
||||
else if (gl.version < 3.0f)
|
||||
{
|
||||
if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
|
||||
else
|
||||
{
|
||||
gl.buffermethod = BM_CLIENTARRAY;
|
||||
gl.glslversion = 0;
|
||||
}
|
||||
|
||||
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
|
||||
if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
|
||||
gl.flags |= RFL_NO_CLIP_PLANES;
|
||||
}
|
||||
else if (gl.version < 4.f)
|
||||
{
|
||||
#ifdef _WIN32
|
||||
if (strstr(gl.vendorstring, "ATI Tech"))
|
||||
{
|
||||
gl.flags |= RFL_NO_CLIP_PLANES; // gl_ClipDistance is horribly broken on ATI GL3 drivers for Windows.
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else if (gl.version < 4.5f)
|
||||
{
|
||||
// don't use GL 4.x features when running in GL 3 emulation mode.
|
||||
if (CheckExtension("GL_ARB_buffer_storage"))
|
||||
{
|
||||
// work around a problem with older AMD drivers: Their implementation of shader storage buffer objects is piss-poor and does not match uniform buffers even closely.
|
||||
// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
|
||||
if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
|
||||
{
|
||||
// Shader storage buffer objects are broken on current Intel drivers.
|
||||
if (strstr(gl.vendorstring, "Intel") == NULL)
|
||||
{
|
||||
gl.flags |= RFL_SHADER_STORAGE_BUFFER;
|
||||
}
|
||||
}
|
||||
gl.flags |= RFL_BUFFER_STORAGE;
|
||||
gl.lightmethod = LM_DIRECT;
|
||||
gl.buffermethod = BM_PERSISTENT;
|
||||
}
|
||||
else
|
||||
{
|
||||
gl.version = 3.3f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
|
||||
gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
|
||||
gl.lightmethod = LM_DIRECT;
|
||||
gl.buffermethod = BM_PERSISTENT;
|
||||
}
|
||||
gl.legacyMode = false;
|
||||
gl.lightmethod = LM_DEFERRED;
|
||||
gl.buffermethod = BM_DEFERRED;
|
||||
if (gl_version < 4.f)
|
||||
{
|
||||
#ifdef _WIN32
|
||||
if (strstr(gl.vendorstring, "ATI Tech"))
|
||||
{
|
||||
gl.flags |= RFL_NO_CLIP_PLANES; // gl_ClipDistance is horribly broken on ATI GL3 drivers for Windows.
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else if (gl_version < 4.5f)
|
||||
{
|
||||
// don't use GL 4.x features when running a GL 3.x context.
|
||||
if (CheckExtension("GL_ARB_buffer_storage"))
|
||||
{
|
||||
// work around a problem with older AMD drivers: Their implementation of shader storage buffer objects is piss-poor and does not match uniform buffers even closely.
|
||||
// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
|
||||
if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
|
||||
{
|
||||
// Shader storage buffer objects are broken on current Intel drivers.
|
||||
if (strstr(gl.vendorstring, "Intel") == NULL)
|
||||
{
|
||||
gl.flags |= RFL_SHADER_STORAGE_BUFFER;
|
||||
}
|
||||
}
|
||||
gl.flags |= RFL_BUFFER_STORAGE;
|
||||
gl.lightmethod = LM_DIRECT;
|
||||
gl.buffermethod = BM_PERSISTENT;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
|
||||
gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
|
||||
gl.lightmethod = LM_DIRECT;
|
||||
gl.buffermethod = BM_PERSISTENT;
|
||||
}
|
||||
|
||||
if (gl.version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
|
||||
if (gl.version >= 4.3f || CheckExtension("GL_KHR_debug")) gl.flags |= RFL_DEBUG;
|
||||
if (gl_version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
|
||||
if (gl_version >= 4.3f || CheckExtension("GL_KHR_debug")) gl.flags |= RFL_DEBUG;
|
||||
|
||||
const char *lm = Args->CheckValue("-lightmethod");
|
||||
if (lm != NULL)
|
||||
{
|
||||
if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
|
||||
if (!stricmp(lm, "textured")) gl.lightmethod = LM_SOFTWARE;
|
||||
}
|
||||
const char *lm = Args->CheckValue("-lightmethod");
|
||||
if (lm != NULL)
|
||||
{
|
||||
if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
|
||||
}
|
||||
|
||||
lm = Args->CheckValue("-buffermethod");
|
||||
if (lm != NULL)
|
||||
{
|
||||
if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
|
||||
if (!stricmp(lm, "clientarray")) gl.buffermethod = BM_CLIENTARRAY;
|
||||
lm = Args->CheckValue("-buffermethod");
|
||||
if (lm != NULL)
|
||||
{
|
||||
if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
|
||||
}
|
||||
}
|
||||
|
||||
int v;
|
||||
|
||||
if (gl.lightmethod != LM_SOFTWARE && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
|
||||
if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
|
||||
{
|
||||
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
|
||||
gl.maxuniforms = v;
|
||||
|
@ -284,24 +265,27 @@ void gl_LoadExtensions()
|
|||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl.max_texturesize);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
// fudge a bit with the framebuffer stuff to avoid redundancies in the main code. Some of the older cards do not have the ARB stuff but the calls are nearly identical.
|
||||
FUDGE_FUNC(glGenerateMipmap, EXT);
|
||||
FUDGE_FUNC(glGenFramebuffers, EXT);
|
||||
FUDGE_FUNC(glBindFramebuffer, EXT);
|
||||
FUDGE_FUNC(glDeleteFramebuffers, EXT);
|
||||
FUDGE_FUNC(glFramebufferTexture2D, EXT);
|
||||
FUDGE_FUNC(glGenerateMipmap, EXT);
|
||||
FUDGE_FUNC(glGenFramebuffers, EXT);
|
||||
FUDGE_FUNC(glBindFramebuffer, EXT);
|
||||
FUDGE_FUNC(glDeleteFramebuffers, EXT);
|
||||
FUDGE_FUNC(glFramebufferTexture2D, EXT);
|
||||
FUDGE_FUNC(glFramebufferRenderbuffer, EXT);
|
||||
FUDGE_FUNC(glGenRenderbuffers, EXT);
|
||||
FUDGE_FUNC(glDeleteRenderbuffers, EXT);
|
||||
FUDGE_FUNC(glRenderbufferStorage, EXT);
|
||||
FUDGE_FUNC(glBindRenderbuffer, EXT);
|
||||
FUDGE_FUNC(glCheckFramebufferStatus, EXT);
|
||||
gl_PatchMenu();
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
// fudge a bit with the framebuffer stuff to avoid redundancies in the main code. Some of the older cards do not have the ARB stuff but the calls are nearly identical.
|
||||
FUDGE_FUNC(glGenerateMipmap, EXT);
|
||||
FUDGE_FUNC(glGenFramebuffers, EXT);
|
||||
FUDGE_FUNC(glBindFramebuffer, EXT);
|
||||
FUDGE_FUNC(glDeleteFramebuffers, EXT);
|
||||
FUDGE_FUNC(glFramebufferTexture2D, EXT);
|
||||
FUDGE_FUNC(glGenerateMipmap, EXT);
|
||||
FUDGE_FUNC(glGenFramebuffers, EXT);
|
||||
FUDGE_FUNC(glBindFramebuffer, EXT);
|
||||
FUDGE_FUNC(glDeleteFramebuffers, EXT);
|
||||
FUDGE_FUNC(glFramebufferTexture2D, EXT);
|
||||
FUDGE_FUNC(glFramebufferRenderbuffer, EXT);
|
||||
FUDGE_FUNC(glGenRenderbuffers, EXT);
|
||||
FUDGE_FUNC(glDeleteRenderbuffers, EXT);
|
||||
FUDGE_FUNC(glRenderbufferStorage, EXT);
|
||||
FUDGE_FUNC(glBindRenderbuffer, EXT);
|
||||
FUDGE_FUNC(glCheckFramebufferStatus, EXT);
|
||||
gl_PatchMenu();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -313,7 +297,7 @@ void gl_LoadExtensions()
|
|||
void gl_PrintStartupLog()
|
||||
{
|
||||
int v = 0;
|
||||
if (gl.version >= 3.2) glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &v);
|
||||
if (!gl.legacyMode) glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &v);
|
||||
|
||||
Printf ("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
|
||||
Printf ("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
|
||||
|
@ -332,7 +316,7 @@ void gl_PrintStartupLog()
|
|||
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
|
||||
Printf ("Max. varying: %d\n", v);
|
||||
|
||||
if (gl.lightmethod != LM_SOFTWARE && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
|
||||
if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
|
||||
{
|
||||
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
|
||||
Printf ("Max. uniform block size: %d\n", v);
|
||||
|
@ -349,7 +333,7 @@ void gl_PrintStartupLog()
|
|||
}
|
||||
|
||||
// For shader-less, the special alphatexture translation must be changed to actually set the alpha, because it won't get translated by a shader.
|
||||
if (gl.glslversion == 0)
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
FRemapTable *remap = translationtables[TRANSLATION_Standard][8];
|
||||
for (int i = 0; i < 256; i++)
|
||||
|
|
|
@ -21,12 +21,10 @@ enum RenderFlags
|
|||
RFL_BUFFER_STORAGE = 8,
|
||||
RFL_SAMPLER_OBJECTS = 16,
|
||||
|
||||
RFL_NO_RGBA16F = 32,
|
||||
RFL_NO_DEPTHSTENCIL = 64,
|
||||
RFL_NO_CLIP_PLANES = 128,
|
||||
RFL_NO_CLIP_PLANES = 32,
|
||||
|
||||
RFL_INVALIDATE_BUFFER = 256,
|
||||
RFL_DEBUG = 512
|
||||
RFL_INVALIDATE_BUFFER = 64,
|
||||
RFL_DEBUG = 128
|
||||
};
|
||||
|
||||
enum TexMode
|
||||
|
@ -43,15 +41,15 @@ enum TexMode
|
|||
|
||||
enum ELightMethod
|
||||
{
|
||||
LM_SOFTWARE = 0, // multi-pass texturing
|
||||
LM_LEGACY = 0, // placeholder for legacy mode (textured lights), should not be checked anywhere in the code!
|
||||
LM_DEFERRED = 1, // calculate lights up front in a separate pass
|
||||
LM_DIRECT = 2, // calculate lights on the fly along with the render data
|
||||
};
|
||||
|
||||
enum EBufferMethod
|
||||
{
|
||||
BM_CLIENTARRAY = 0, // use a client array instead of a hardware buffer
|
||||
BM_DEFERRED = 1, // use a temporarily mapped buffer (only necessary on GL 3.x core profile, i.e. Apple)
|
||||
BM_LEGACY = 0, // placeholder for legacy mode (client arrays), should not be checked anywhere in the code!
|
||||
BM_DEFERRED = 1, // use a temporarily mapped buffer, for GL 3.x core profile
|
||||
BM_PERSISTENT = 2 // use a persistently mapped buffer
|
||||
};
|
||||
|
||||
|
@ -64,10 +62,10 @@ struct RenderContext
|
|||
unsigned int uniformblockalignment;
|
||||
int lightmethod;
|
||||
int buffermethod;
|
||||
float version;
|
||||
float glslversion;
|
||||
int max_texturesize;
|
||||
char * vendorstring;
|
||||
bool legacyMode;
|
||||
|
||||
int MaxLights() const
|
||||
{
|
||||
|
|
|
@ -264,7 +264,7 @@ unsigned char *gl_CreateUpsampledTextureBuffer ( const FTexture *inputTexture, u
|
|||
return inputBuffer;
|
||||
|
||||
// [BB] Don't upsample non-shader handled warped textures. Needs too much memory and time
|
||||
if (gl.glslversion == 0 && inputTexture->bWarped)
|
||||
if (gl.legacyMode && inputTexture->bWarped)
|
||||
return inputBuffer;
|
||||
|
||||
// already scaled?
|
||||
|
|
|
@ -296,7 +296,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
|
|||
if (translation <= 0) translation = -translation;
|
||||
else
|
||||
{
|
||||
alphatrans = (gl.glslversion == 0 && translation == TRANSLATION(TRANSLATION_Standard, 8));
|
||||
alphatrans = (gl.legacyMode && translation == TRANSLATION(TRANSLATION_Standard, 8));
|
||||
translation = GLTranslationPalette::GetInternalTranslation(translation);
|
||||
}
|
||||
|
||||
|
@ -307,7 +307,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
|
|||
if (hwtex)
|
||||
{
|
||||
// Texture has become invalid
|
||||
if ((!tex->bHasCanvas && (!tex->bWarped || gl.glslversion == 0)) && tex->CheckModified())
|
||||
if ((!tex->bHasCanvas && (!tex->bWarped || gl.legacyMode)) && tex->CheckModified())
|
||||
{
|
||||
Clean(true);
|
||||
hwtex = CreateHwTexture();
|
||||
|
@ -325,7 +325,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
|
|||
if (!tex->bHasCanvas)
|
||||
{
|
||||
buffer = CreateTexBuffer(translation, w, h, hirescheck, true, alphatrans);
|
||||
if (tex->bWarped && gl.glslversion == 0 && w*h <= 256*256) // do not software-warp larger textures, especially on the old systems that still need this fallback.
|
||||
if (tex->bWarped && gl.legacyMode && w*h <= 256*256) // do not software-warp larger textures, especially on the old systems that still need this fallback.
|
||||
{
|
||||
// need to do software warping
|
||||
FWarpTexture *wt = static_cast<FWarpTexture*>(tex);
|
||||
|
@ -489,7 +489,7 @@ FMaterial::FMaterial(FTexture * tx, bool expanded)
|
|||
mSpriteU[0] = mSpriteV[0] = 0.f;
|
||||
mSpriteU[1] = mSpriteV[1] = 1.f;
|
||||
|
||||
FTexture *basetex = (tx->bWarped && gl.glslversion == 0)? tx : tx->GetRedirect(false);
|
||||
FTexture *basetex = (tx->bWarped && gl.legacyMode)? tx : tx->GetRedirect(false);
|
||||
// allow the redirect only if the textute is not expanded or the scale matches.
|
||||
if (!expanded || (tx->Scale.X == basetex->Scale.X && tx->Scale.Y == basetex->Scale.Y))
|
||||
{
|
||||
|
|
|
@ -190,6 +190,9 @@ typedef NSInteger NSApplicationActivationPolicy;
|
|||
|
||||
static const NSWindowCollectionBehavior NSWindowCollectionBehaviorFullScreenAuxiliary = NSWindowCollectionBehavior(1 << 8);
|
||||
|
||||
static const NSOpenGLPixelFormatAttribute NSOpenGLPFAOpenGLProfile(96);
|
||||
static const NSOpenGLPixelFormatAttribute NSOpenGLProfileVersion3_2Core(0x3200);
|
||||
|
||||
#endif // prior to 10.7
|
||||
|
||||
#endif // COCOA_I_COMMON_INCLUDED
|
||||
|
|
|
@ -233,7 +233,7 @@ namespace
|
|||
class CocoaVideo : public IVideo
|
||||
{
|
||||
public:
|
||||
explicit CocoaVideo(int multisample);
|
||||
CocoaVideo();
|
||||
|
||||
virtual EDisplayType GetDisplayType() { return DISPLAY_Both; }
|
||||
virtual void SetWindowedScale(float scale);
|
||||
|
@ -465,7 +465,7 @@ CocoaWindow* CreateCocoaWindow(const NSUInteger styleMask)
|
|||
// ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
CocoaVideo::CocoaVideo(const int multisample)
|
||||
CocoaVideo::CocoaVideo()
|
||||
: m_window(CreateCocoaWindow(STYLE_MASK_WINDOWED))
|
||||
, m_width(-1)
|
||||
, m_height(-1)
|
||||
|
@ -492,13 +492,10 @@ CocoaVideo::CocoaVideo(const int multisample)
|
|||
attributes[i++] = NSOpenGLPFAAllowOfflineRenderers;
|
||||
}
|
||||
|
||||
if (multisample)
|
||||
if (NSAppKitVersionNumber >= AppKit10_7)
|
||||
{
|
||||
attributes[i++] = NSOpenGLPFAMultisample;
|
||||
attributes[i++] = NSOpenGLPFASampleBuffers;
|
||||
attributes[i++] = NSOpenGLPixelFormatAttribute(1);
|
||||
attributes[i++] = NSOpenGLPFASamples;
|
||||
attributes[i++] = NSOpenGLPixelFormatAttribute(multisample);
|
||||
attributes[i++] = NSOpenGLPFAOpenGLProfile;
|
||||
attributes[i++] = NSOpenGLProfileVersion3_2Core;
|
||||
}
|
||||
|
||||
attributes[i] = NSOpenGLPixelFormatAttribute(0);
|
||||
|
@ -1254,7 +1251,7 @@ void I_InitGraphics()
|
|||
val.Bool = !!Args->CheckParm("-devparm");
|
||||
ticker.SetGenericRepDefault(val, CVAR_Bool);
|
||||
|
||||
Video = new CocoaVideo(0);
|
||||
Video = new CocoaVideo;
|
||||
atterm(I_ShutdownGraphics);
|
||||
}
|
||||
|
||||
|
|
|
@ -748,11 +748,9 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
|
|||
}
|
||||
|
||||
int prof = WGL_CONTEXT_CORE_PROFILE_BIT_ARB;
|
||||
const char *lm = Args->CheckValue("-buffermethod");
|
||||
if (lm != NULL)
|
||||
{
|
||||
if (!stricmp(lm, "clientarray")) prof = WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
|
||||
}
|
||||
const char *version = Args->CheckValue("-glversion");
|
||||
|
||||
if (version != nullptr && strcmp(version, "3.0") < 0) prof = WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB;
|
||||
|
||||
for (; prof <= WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB; prof++)
|
||||
{
|
||||
|
|
16
wadsrc/static/shaders/glsl/colormap.fp
Normal file
16
wadsrc/static/shaders/glsl/colormap.fp
Normal file
|
@ -0,0 +1,16 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform vec4 uFixedColormapStart;
|
||||
uniform vec4 uFixedColormapRange;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 frag = texture(tex, TexCoord);
|
||||
float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
|
||||
vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
|
||||
FragColor = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
|
||||
}
|
||||
|
|
@ -133,32 +133,6 @@ vec4 desaturate(vec4 texel)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
#ifdef GLSL12_COMPATIBLE
|
||||
vec4 getTexel(vec2 st)
|
||||
{
|
||||
vec4 texel = texture(tex, st);
|
||||
|
||||
//
|
||||
// Apply texture modes
|
||||
//
|
||||
if (uTextureMode != 0)
|
||||
{
|
||||
if (uTextureMode == 1) texel.rgb = vec3(1.0,1.0,1.0);
|
||||
else if (uTextureMode == 2) texel.a = 1.0;
|
||||
else if (uTextureMode == 3) texel = vec4(1.0-texel.r, 1.0-texel.b, 1.0-texel.g, texel.a);
|
||||
else if (uTextureMode == 4) texel = vec4(1.0, 1.0, 1.0, texel.r*texel.a);
|
||||
else if (uTextureMode == 5)
|
||||
{
|
||||
if (st.t < 0.0 || st.t > 1.0)
|
||||
{
|
||||
texel.a = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
texel *= uObjectColor;
|
||||
return desaturate(texel);
|
||||
}
|
||||
#else
|
||||
vec4 getTexel(vec2 st)
|
||||
{
|
||||
vec4 texel = texture(tex, st);
|
||||
|
@ -195,7 +169,6 @@ vec4 getTexel(vec2 st)
|
|||
|
||||
return desaturate(texel);
|
||||
}
|
||||
#endif
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
|
|
|
@ -70,17 +70,10 @@ uniform sampler2D PaletteLUT;
|
|||
vec3 Tonemap(vec3 color)
|
||||
{
|
||||
ivec3 c = ivec3(clamp(color.rgb, vec3(0.0), vec3(1.0)) * 255.0 + 0.5);
|
||||
#if __VERSION__ < 130
|
||||
int index = (c.r / 4 * 64 + c.g / 4) * 64 + c.b / 4;
|
||||
float tx = mod(index, 512) / 512.0;
|
||||
float ty = float(index / 512) / 512.0;
|
||||
return texture2D(PaletteLUT, vec2(tx, ty)).rgb;
|
||||
#else
|
||||
int index = ((c.r >> 2) * 64 + (c.g >> 2)) * 64 + (c.b >> 2);
|
||||
int tx = index % 512;
|
||||
int ty = index / 512;
|
||||
return texelFetch(PaletteLUT, ivec2(tx, ty), 0).rgb;
|
||||
#endif
|
||||
}
|
||||
|
||||
#else
|
||||
|
|
Loading…
Reference in a new issue