mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- use a dedicated vertex buffer for rendering the wipes.
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
This commit is contained in:
parent
7576e85cef
commit
6a66d0255d
6 changed files with 160 additions and 92 deletions
|
@ -98,16 +98,6 @@ public:
|
|||
if (pcount) *pcount = count;
|
||||
}
|
||||
|
||||
void RenderScreenQuad(float maxU = 1.0f, float maxV = 1.0f)
|
||||
{
|
||||
FFlatVertex *ptr = GetBuffer();
|
||||
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, maxV); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, maxU, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, maxU, maxV); ptr++;
|
||||
RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
}
|
||||
|
||||
#endif
|
||||
void Reset()
|
||||
{
|
||||
|
|
|
@ -106,6 +106,19 @@ CVAR(Float, gl_lens_chromatic, 1.12f, 0)
|
|||
EXTERN_CVAR(Float, vid_brightness)
|
||||
EXTERN_CVAR(Float, vid_contrast)
|
||||
|
||||
|
||||
void FGLRenderer::RenderScreenQuad(float maxU, float maxV)
|
||||
{
|
||||
FFlatVertex *ptr = mVBO->GetBuffer();
|
||||
mVBO->BindVBO();
|
||||
gl_RenderState.ResetVertexBuffer();
|
||||
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, maxV); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, maxU, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, maxU, maxV); ptr++;
|
||||
mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Adds bloom contribution to scene texture
|
||||
|
@ -134,8 +147,7 @@ void FGLRenderer::BloomScene()
|
|||
mBloomExtractShader->Bind();
|
||||
mBloomExtractShader->SceneTexture.Set(0);
|
||||
mBloomExtractShader->Exposure.Set(mCameraExposure);
|
||||
mVBO->BindVBO();
|
||||
mVBO->RenderScreenQuad();
|
||||
RenderScreenQuad();
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
|
@ -166,7 +178,7 @@ void FGLRenderer::BloomScene()
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
mBloomCombineShader->Bind();
|
||||
mBloomCombineShader->BloomTexture.Set(0);
|
||||
mVBO->RenderScreenQuad();
|
||||
RenderScreenQuad();
|
||||
}
|
||||
|
||||
mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
|
||||
|
@ -184,7 +196,7 @@ void FGLRenderer::BloomScene()
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
mBloomCombineShader->Bind();
|
||||
mBloomCombineShader->BloomTexture.Set(0);
|
||||
mVBO->RenderScreenQuad();
|
||||
RenderScreenQuad();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -205,8 +217,7 @@ void FGLRenderer::TonemapScene()
|
|||
mTonemapShader->Bind();
|
||||
mTonemapShader->SceneTexture.Set(0);
|
||||
mTonemapShader->Exposure.Set(mCameraExposure);
|
||||
mVBO->BindVBO();
|
||||
mVBO->RenderScreenQuad();
|
||||
RenderScreenQuad();
|
||||
mBuffers->NextTexture();
|
||||
}
|
||||
|
||||
|
@ -258,8 +269,7 @@ void FGLRenderer::LensDistortScene()
|
|||
mLensShader->Scale.Set(scale);
|
||||
mLensShader->LensDistortionCoefficient.Set(k);
|
||||
mLensShader->CubicDistortionValue.Set(kcube);
|
||||
mVBO->BindVBO();
|
||||
mVBO->RenderScreenQuad();
|
||||
RenderScreenQuad();
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
mBuffers->NextTexture();
|
||||
|
@ -348,7 +358,6 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
|
|||
mBuffers->BindCurrentTexture(0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
mVBO->BindVBO();
|
||||
mVBO->RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
|
||||
RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
|
||||
}
|
||||
}
|
||||
|
|
|
@ -157,6 +157,7 @@ public:
|
|||
unsigned char *GetTextureBuffer(FTexture *tex, int &w, int &h);
|
||||
void SetupLevel();
|
||||
|
||||
void RenderScreenQuad(float maxU = 1.0f, float maxV = 1.0f);
|
||||
void SetFixedColormap (player_t *player);
|
||||
void WriteSavePic (player_t *player, FILE *file, int width, int height);
|
||||
void EndDrawScene(sector_t * viewsector);
|
||||
|
|
|
@ -94,7 +94,15 @@ private:
|
|||
|
||||
class Wiper
|
||||
{
|
||||
class WipeVertexBuffer;
|
||||
|
||||
protected:
|
||||
WipeVertexBuffer *mVertexBuf;
|
||||
|
||||
void MakeVBO(OpenGLFrameBuffer *fb);
|
||||
|
||||
public:
|
||||
Wiper();
|
||||
virtual ~Wiper();
|
||||
virtual bool Run(int ticks, OpenGLFrameBuffer *fb) = 0;
|
||||
};
|
||||
|
|
|
@ -197,7 +197,6 @@ void gl_LoadExtensions()
|
|||
{
|
||||
//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.glslversion = 0;
|
||||
gl.glslversion = 1.21f;
|
||||
|
||||
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
|
||||
if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
|
||||
|
|
|
@ -97,6 +97,7 @@ class OpenGLFrameBuffer::Wiper_Melt : public OpenGLFrameBuffer::Wiper
|
|||
{
|
||||
public:
|
||||
Wiper_Melt();
|
||||
int MakeVBO(int ticks, OpenGLFrameBuffer *fb, bool &done);
|
||||
bool Run(int ticks, OpenGLFrameBuffer *fb);
|
||||
|
||||
private:
|
||||
|
@ -217,29 +218,28 @@ void OpenGLFrameBuffer::WipeEndScreen()
|
|||
|
||||
bool OpenGLFrameBuffer::WipeDo(int ticks)
|
||||
{
|
||||
bool done = true;
|
||||
// Sanity checks.
|
||||
if (wipestartscreen == NULL || wipeendscreen == NULL)
|
||||
if (wipestartscreen != nullptr && wipeendscreen != nullptr)
|
||||
{
|
||||
return true;
|
||||
Lock(true);
|
||||
|
||||
gl_RenderState.EnableTexture(true);
|
||||
gl_RenderState.EnableFog(false);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false);
|
||||
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
GLRenderer->mBuffers->BindCurrentFB();
|
||||
const auto &bounds = GLRenderer->mScreenViewport;
|
||||
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
|
||||
}
|
||||
|
||||
done = ScreenWipe->Run(ticks, this);
|
||||
glDepthMask(true);
|
||||
}
|
||||
|
||||
Lock(true);
|
||||
|
||||
gl_RenderState.EnableTexture(true);
|
||||
gl_RenderState.EnableFog(false);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false);
|
||||
|
||||
if (FGLRenderBuffers::IsEnabled())
|
||||
{
|
||||
GLRenderer->mBuffers->BindCurrentFB();
|
||||
const auto &bounds = GLRenderer->mScreenViewport;
|
||||
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
|
||||
}
|
||||
|
||||
bool done = ScreenWipe->Run(ticks, this);
|
||||
glDepthMask(true);
|
||||
//DrawLetterbox();
|
||||
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
|
||||
return done;
|
||||
}
|
||||
|
||||
|
@ -273,12 +273,80 @@ void OpenGLFrameBuffer::WipeCleanup()
|
|||
|
||||
//==========================================================================
|
||||
//
|
||||
// OpenGLFrameBuffer :: Wiper Constructor
|
||||
// The wiper vertex buffer
|
||||
//
|
||||
// Note that this will recreate the buffer each frame, although
|
||||
// only for melt its contents will change.
|
||||
//
|
||||
// But since this is no time critical code, ease of implementation
|
||||
// was chosen over maximum efficiency.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class OpenGLFrameBuffer::Wiper::WipeVertexBuffer : public FVertexBuffer
|
||||
{
|
||||
public:
|
||||
WipeVertexBuffer()
|
||||
{
|
||||
}
|
||||
void BindVBO()
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
if (gl.glslversion > 0)
|
||||
{
|
||||
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
|
||||
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
|
||||
glDisableVertexAttribArray(VATTR_COLOR);
|
||||
glDisableVertexAttribArray(VATTR_VERTEX2);
|
||||
}
|
||||
else
|
||||
{
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(FFlatVertex), &VTO->u);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
}
|
||||
}
|
||||
void set(FFlatVertex *verts, int count)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
|
||||
gl_RenderState.SetVertexBuffer(this);
|
||||
glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
|
||||
}
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// OpenGLFrameBuffer :: Wiper Constructor
|
||||
//
|
||||
//==========================================================================
|
||||
OpenGLFrameBuffer::Wiper::Wiper()
|
||||
{
|
||||
mVertexBuf = new WipeVertexBuffer;
|
||||
}
|
||||
|
||||
OpenGLFrameBuffer::Wiper::~Wiper()
|
||||
{
|
||||
delete mVertexBuf;
|
||||
}
|
||||
|
||||
void OpenGLFrameBuffer::Wiper::MakeVBO(OpenGLFrameBuffer *fb)
|
||||
{
|
||||
FFlatVertex make[4];
|
||||
FFlatVertex *ptr = make;
|
||||
|
||||
float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
|
||||
float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
|
||||
|
||||
ptr->Set(0, 0, 0, 0, vb);
|
||||
ptr++;
|
||||
ptr->Set(0, fb->Height, 0, 0, 0);
|
||||
ptr++;
|
||||
ptr->Set(fb->Width, 0, 0, ur, vb);
|
||||
ptr++;
|
||||
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
|
||||
mVertexBuf->set(make, 4);
|
||||
}
|
||||
|
||||
// WIPE: CROSSFADE ---------------------------------------------------------
|
||||
|
@ -306,32 +374,21 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
|
|||
{
|
||||
Clock += ticks;
|
||||
|
||||
float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
|
||||
float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
|
||||
MakeVBO(fb);
|
||||
|
||||
gl_RenderState.SetTextureMode(TM_OPAQUE);
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.Apply();
|
||||
fb->wipestartscreen->Bind(0, 0, false);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
FFlatVertex *ptr;
|
||||
unsigned int offset, count;
|
||||
ptr = GLRenderer->mVBO->GetBuffer();
|
||||
ptr->Set(0, 0, 0, 0, vb);
|
||||
ptr++;
|
||||
ptr->Set(0, fb->Height, 0, 0, 0);
|
||||
ptr++;
|
||||
ptr->Set(fb->Width, 0, 0, ur, vb);
|
||||
ptr++;
|
||||
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
|
||||
ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
|
||||
|
||||
fb->wipeendscreen->Bind(0, 0, false);
|
||||
gl_RenderState.SetColorAlpha(0xffffff, clamp(Clock/32.f, 0.f, 1.f));
|
||||
float a = clamp(Clock / 32.f, 0.f, 1.f);
|
||||
Printf("%f\n", a);
|
||||
gl_RenderState.SetColorAlpha(0xffffff, a);
|
||||
gl_RenderState.Apply();
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
|
||||
fb->wipeendscreen->Bind(0, 0, false);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
|
||||
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||||
|
||||
|
@ -366,18 +423,15 @@ OpenGLFrameBuffer::Wiper_Melt::Wiper_Melt()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
|
||||
int OpenGLFrameBuffer::Wiper_Melt::MakeVBO(int ticks, OpenGLFrameBuffer *fb, bool &done)
|
||||
{
|
||||
FFlatVertex *make = new FFlatVertex[321*4];
|
||||
FFlatVertex *ptr = make;
|
||||
int dy;
|
||||
|
||||
float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
|
||||
float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
|
||||
|
||||
// Draw the new screen on the bottom.
|
||||
gl_RenderState.SetTextureMode(TM_OPAQUE);
|
||||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.Apply();
|
||||
fb->wipeendscreen->Bind(0, 0, false);
|
||||
FFlatVertex *ptr;
|
||||
ptr = GLRenderer->mVBO->GetBuffer();
|
||||
ptr->Set(0, 0, 0, 0, vb);
|
||||
ptr++;
|
||||
ptr->Set(0, fb->Height, 0, 0, 0);
|
||||
|
@ -386,31 +440,26 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
|
|||
ptr++;
|
||||
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
|
||||
ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
|
||||
int i, dy;
|
||||
bool done = false;
|
||||
|
||||
fb->wipestartscreen->Bind(0, 0, false);
|
||||
// Copy the old screen in vertical strips on top of the new one.
|
||||
while (ticks--)
|
||||
{
|
||||
done = true;
|
||||
for (i = 0; i < WIDTH; i++)
|
||||
for (int i = 0; i < WIDTH; i++)
|
||||
{
|
||||
if (y[i] < 0)
|
||||
{
|
||||
y[i]++;
|
||||
done = false;
|
||||
}
|
||||
}
|
||||
else if (y[i] < HEIGHT)
|
||||
{
|
||||
dy = (y[i] < 16) ? y[i]+1 : 8;
|
||||
dy = (y[i] < 16) ? y[i] + 1 : 8;
|
||||
y[i] = MIN(y[i] + dy, HEIGHT);
|
||||
done = false;
|
||||
}
|
||||
if (ticks == 0)
|
||||
{
|
||||
{
|
||||
// Only draw for the final tick.
|
||||
// No need for optimization. Wipes won't ever be drawn with anything else.
|
||||
RECT rect;
|
||||
|
@ -429,7 +478,6 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
|
|||
rect.bottom = fb->Height - rect.bottom;
|
||||
rect.top = fb->Height - rect.top;
|
||||
|
||||
ptr = GLRenderer->mVBO->GetBuffer();
|
||||
ptr->Set(rect.left, rect.bottom, 0, rect.left / tw, rect.top / th);
|
||||
ptr++;
|
||||
ptr->Set(rect.left, rect.top, 0, rect.left / tw, rect.bottom / th);
|
||||
|
@ -438,12 +486,34 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
|
|||
ptr++;
|
||||
ptr->Set(rect.right, rect.top, 0, rect.right / tw, rect.bottom / th);
|
||||
ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
int numverts = int(ptr - make);
|
||||
mVertexBuf->set(make, numverts);
|
||||
delete[] make;
|
||||
return numverts;
|
||||
}
|
||||
|
||||
bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
|
||||
{
|
||||
bool done = false;
|
||||
int maxvert = MakeVBO(ticks, fb, done);
|
||||
|
||||
// Draw the new screen on the bottom.
|
||||
gl_RenderState.SetTextureMode(TM_OPAQUE);
|
||||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.Apply();
|
||||
fb->wipeendscreen->Bind(0, 0, false);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
fb->wipestartscreen->Bind(0, 0, false);
|
||||
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||||
for (int i = 4; i < maxvert; i += 4)
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, i, 4);
|
||||
}
|
||||
return done;
|
||||
}
|
||||
|
||||
|
@ -486,6 +556,8 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
|
|||
{
|
||||
bool done;
|
||||
|
||||
MakeVBO(fb);
|
||||
|
||||
BurnTime += ticks;
|
||||
ticks *= 2;
|
||||
|
||||
|
@ -524,18 +596,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
|
|||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.Apply();
|
||||
fb->wipestartscreen->Bind(0, 0, false);
|
||||
FFlatVertex *ptr;
|
||||
unsigned int offset, count;
|
||||
ptr = GLRenderer->mVBO->GetBuffer();
|
||||
ptr->Set(0, 0, 0, 0, vb);
|
||||
ptr++;
|
||||
ptr->Set(0, fb->Height, 0, 0, 0);
|
||||
ptr++;
|
||||
ptr->Set(fb->Width, 0, 0, ur, vb);
|
||||
ptr++;
|
||||
ptr->Set(fb->Width, fb->Height, 0, ur, 0);
|
||||
ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||||
gl_RenderState.SetEffect(EFF_BURN);
|
||||
|
@ -547,7 +608,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
|
|||
|
||||
BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, 1, true, 0);
|
||||
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
gl_RenderState.SetEffect(EFF_NONE);
|
||||
|
||||
// The fire may not always stabilize, so the wipe is forced to end
|
||||
|
|
Loading…
Reference in a new issue