mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
- implemented desaturation for the legacy GL renderer's 2D.
A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
This commit is contained in:
parent
811d96e07e
commit
832df6d43a
11 changed files with 172 additions and 64 deletions
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@ -50,6 +50,7 @@
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_scenedrawer.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/textures/gl_translate.h"
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CVAR(Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -896,3 +897,77 @@ void GLSceneDrawer::RenderMultipassStuff()
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}
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//==========================================================================
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//
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// Draws a color overlay for Legacy OpenGL
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//
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//==========================================================================
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void LegacyColorOverlay(F2DDrawer *drawer, F2DDrawer::RenderCommand & cmd)
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{
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if (cmd.mDrawMode == F2DDrawer::DTM_Opaque || cmd.mDrawMode == F2DDrawer::DTM_InvertOpaque)
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{
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gl_RenderState.EnableTexture(false);
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}
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else
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{
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gl_RenderState.SetTextureMode(TM_MASK);
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}
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// Draw this the old fashioned way, there really is no point setting up a buffer for it.
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glBegin(GL_TRIANGLES);
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for (int i = 0; i < cmd.mIndexCount; i++)
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{
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auto &vertex = drawer->mVertices[drawer->mIndices[i + cmd.mIndexIndex]];
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glColor4ub(cmd.mColor1.r, cmd.mColor1.g, cmd.mColor1.b, cmd.mColor1.a);
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glTexCoord2f(vertex.u, vertex.v);
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glVertex3f(vertex.x, vertex.y, vertex.z);
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}
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glEnd();
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}
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//==========================================================================
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//
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// Desaturation with translations.
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// Let's keep this fallback crap strictly out of the main code,
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// including the data it creates!
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//
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//==========================================================================
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struct DesaturatedTranslations
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{
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FRemapTable *tables[32] = { nullptr };
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};
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static TMap<FRemapTable *, DesaturatedTranslations> DesaturatedTranslationTable;
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static TDeletingArray<FRemapTable *> DesaturatedRemaps; // This is only here to delete the remap tables without infesting other code.
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int LegacyDesaturation(F2DDrawer::RenderCommand &cmd)
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{
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int desat = cmd.mDesaturate / 8;
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if (desat <= 0 || desat >= 32) return -1;
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if(cmd.mTranslation == nullptr) return desat - 1 + STRange_Desaturate;
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// Now it gets nasty. We got a combination of translation and desaturation.
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// The easy case: It was already done.
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auto find = DesaturatedTranslationTable.CheckKey(cmd.mTranslation);
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if (find != nullptr && find->tables[desat] != nullptr) return GLTranslationPalette::GetInternalTranslation(find->tables[desat]);
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// To handle this case for the legacy renderer a desaturated variant of the translation needs to be built.
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auto newremap = new FRemapTable(*cmd.mTranslation);
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DesaturatedRemaps.Push(newremap);
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for (int i = 0; i < newremap->NumEntries; i++)
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{
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// This is used for true color texture creation, so the remap table can be left alone.
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auto &p = newremap->Palette[i];
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auto gray = p.Luminance();
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p.r = (p.r * (31 - desat) + gray * (1 + desat)) / 32;
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p.g = (p.g * (31 - desat) + gray * (1 + desat)) / 32;
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p.b = (p.b * (31 - desat) + gray * (1 + desat)) / 32;
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}
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auto &tbl = DesaturatedTranslationTable[cmd.mTranslation];
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tbl.tables[desat] = newremap;
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return GLTranslationPalette::GetInternalTranslation(newremap);
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}
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@ -484,8 +484,13 @@ public:
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//
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//===========================================================================
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void LegacyColorOverlay(F2DDrawer *drawer, F2DDrawer::RenderCommand & cmd);
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int LegacyDesaturation(F2DDrawer::RenderCommand &cmd);
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void FGLRenderer::Draw2D(F2DDrawer *drawer)
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{
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auto &vertices = drawer->mVertices;
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auto &indices = drawer->mIndices;
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auto &commands = drawer->mData;
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@ -500,10 +505,12 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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auto vb = new F2DVertexBuffer;
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vb->UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
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gl_RenderState.SetVertexBuffer(vb);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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for(auto &cmd : commands)
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{
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int gltrans = -1;
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int tm, sb, db, be;
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// The texture mode being returned here cannot be used, because the higher level code
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// already manipulated the data so that some cases will not be handled correctly.
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@ -533,65 +540,90 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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}
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else glDisable(GL_SCISSOR_TEST);
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// Legacy mode cannot replicate the more complex effects
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if (gl.legacyMode)
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if (cmd.mSpecialColormap != nullptr)
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{
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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}
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else
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{
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gl_RenderState.Set2DColors(cmd.mColor1, cmd.mColor2);
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if (cmd.mFlags & F2DDrawer::DTF_SpecialColormap)
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{
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gl_RenderState.SetFixedColormap(CM_SPECIAL2D);
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auto index = cmd.mSpecialColormap - &SpecialColormaps[0];
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if (index < 0 || (unsigned)index >= SpecialColormaps.Size()) index = 0; // if it isn't in the table FBitmap cannot use it. Shouldn't happen anyway.
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if (!gl.legacyMode)
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{
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gl_RenderState.SetFixedColormap(CM_FIRSTSPECIALCOLORMAP + int(index));
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}
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else
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{
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gl_RenderState.SetFixedColormap(CM_PLAIN2D);
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// map the special colormap to a translation for the legacy renderer.
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// This only gets used on the software renderer's weapon sprite.
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gltrans = STRange_Specialcolormap + index;
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}
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}
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else
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{
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if (!gl.legacyMode)
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{
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gl_RenderState.Set2DOverlayColor(cmd.mColor1);
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gl_RenderState.SetFixedColormap(CM_PLAIN2D);
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}
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else if (cmd.mDesaturate > 0)
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{
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gltrans = LegacyDesaturation(cmd);
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}
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}
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gl_RenderState.SetColor(1, 1, 1, 1, cmd.mDesaturate);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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if (cmd.mTexture != nullptr)
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{
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auto mat = FMaterial::ValidateTexture(cmd.mTexture, false);
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if (mat == nullptr) continue;
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if (gltrans == -1) gltrans = GLTranslationPalette::GetInternalTranslation(cmd.mTranslation);
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gl_RenderState.SetMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, -gltrans, -1, cmd.mDrawMode == F2DDrawer::DTM_AlphaTexture);
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gl_RenderState.EnableTexture(true);
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// Canvas textures are stored upside down
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if (cmd.mTexture->bHasCanvas)
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{
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gl_RenderState.mTextureMatrix.loadIdentity();
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gl_RenderState.mTextureMatrix.scale(1.f, -1.f, 1.f);
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gl_RenderState.mTextureMatrix.translate(0.f, 1.f, 0.0f);
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gl_RenderState.EnableTextureMatrix(true);
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}
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}
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else
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{
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gl_RenderState.EnableTexture(false);
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}
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gl_RenderState.Apply();
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switch (cmd.mType)
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{
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case F2DDrawer::DrawTypeTriangles:
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if (cmd.mTexture != nullptr)
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{
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auto mat = FMaterial::ValidateTexture(cmd.mTexture, false);
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if (mat == nullptr) continue;
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int gltrans = GLTranslationPalette::GetInternalTranslation(cmd.mTranslation);
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gl_RenderState.SetMaterial(mat, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY_NOMIP, -gltrans, -1, false);
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gl_RenderState.EnableTexture(true);
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}
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else
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{
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gl_RenderState.EnableTexture(false);
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}
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gl_RenderState.Apply();
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glDrawElements(GL_TRIANGLES, cmd.mIndexCount, GL_UNSIGNED_INT, (const void *)(cmd.mIndexIndex * sizeof(unsigned int)));
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if (gl.legacyMode && cmd.mColor1 != 0)
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{
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// Draw the overlay as a separate operation.
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LegacyColorOverlay(drawer, cmd);
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}
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break;
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case F2DDrawer::DrawTypeLines:
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gl_RenderState.EnableTexture(false);
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gl_RenderState.Apply();
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glDrawArrays(GL_LINES, cmd.mVertIndex, cmd.mVertCount);
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break;
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case F2DDrawer::DrawTypePoints:
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gl_RenderState.EnableTexture(false);
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gl_RenderState.Apply();
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glDrawArrays(GL_POINTS, cmd.mVertIndex, cmd.mVertCount);
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break;
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}
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gl_RenderState.EnableTextureMatrix(false);
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}
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glDisable(GL_SCISSOR_TEST);
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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gl_RenderState.EnableTexture(true);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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delete vb;
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@ -145,7 +145,7 @@ public:
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture)
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{
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// alpha textures need special treatment in the legacy renderer because without shaders they need a different texture.
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// alpha textures need special treatment in the legacy renderer because without shaders they need a different texture. This will also override all other translations.
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if (alphatexture && gl.legacyMode) translation = INT_MAX;
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if (mat->tex->bHasCanvas)
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mObjectColor2 = pe;
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}
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void Set2DColors(PalEntry pe, PalEntry pe2)
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void Set2DOverlayColor(PalEntry pe)
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{
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m2DColors[0] = pe;
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m2DColors[1] = pe2;
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}
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void SetSpecular(float glossiness, float specularLevel)
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{
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mGlossiness = glossiness;
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if (InScene)
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{
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DrawRateStuff();
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Draw2D();
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EndBatch(); // Make sure all batched primitives are drawn.
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Flip();
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}
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@ -169,9 +169,6 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
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void OpenGLFrameBuffer::WipeEndScreen()
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{
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screen->Draw2D();
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screen->Clear2D();
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const auto &viewport = GLRenderer->mScreenViewport;
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wipeendscreen = new FHardwareTexture(viewport.width, viewport.height, true);
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wipeendscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
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@ -213,9 +213,20 @@ unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, F
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FBitmap bmp(buffer, W*4, W, H);
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if (translation <= 0 || alphatrans)
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if (translation <= 0 || alphatrans || translation >= STRange_Min)
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{
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int trans = tex->CopyTrueColorPixels(&bmp, exx, exx);
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// Allow creation of desaturated or special-colormapped textures for the legacy renderer.
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FCopyInfo inf = { OP_COPY, BLEND_NONE, {0}, 0, 0 };
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if (translation >= STRange_Desaturate && translation < STRange_Desaturate+31) // there are 31 ranges of desaturations available
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{
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inf.blend = (EBlend)(BLEND_DESATURATE1 + translation - STRange_Desaturate);
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}
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else if (translation >= STRange_Specialcolormap && translation < STRange_Specialcolormap + SpecialColormaps.Size())
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{
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inf.blend = (EBlend)(BLEND_SPECIALCOLORMAP1 + translation - STRange_Specialcolormap);
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}
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int trans = tex->CopyTrueColorPixels(&bmp, exx, exx, 0, translation >= STRange_Min? &inf : nullptr);
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tex->CheckTrans(buffer, W*H, trans);
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isTransparent = tex->gl_info.mIsTransparent;
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if (bIsTransparent == -1) bIsTransparent = isTransparent;
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//===========================================================================
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class FMaterial;
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enum ESpecialTranslations : uint32_t
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{
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STRange_Min = 0x10000000,
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STRange_Desaturate = 0x10000000,
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STRange_Specialcolormap = 0x20000000,
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};
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class FGLTexture
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{
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if (parms.specialcolormap != nullptr)
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{ // Emulate an invulnerability or similar colormap.
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float *start, *end;
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start = parms.specialcolormap->ColorizeStart;
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end = parms.specialcolormap->ColorizeEnd;
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if (quad.mDrawMode == DTM_Invert)
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{
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quad.mDrawMode = DTM_Normal;
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std::swap(start, end);
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}
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quad.mFlags |= DTF_SpecialColormap;
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// SpecialColormap uses the two color uniforms to set its ramp.
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quad.mColor1.r = (uint8_t)(start[0] * (255 / 2));
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quad.mColor1.g = (uint8_t)(start[1] * (255 / 2));
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quad.mColor1.b = (uint8_t)(start[2] * (255 / 2));
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quad.mColor2.r = (uint8_t)(end[0] * (255 / 2));
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quad.mColor2.g = (uint8_t)(end[1] * (255 / 2));
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quad.mColor2.b = (uint8_t)(end[2] * (255 / 2));
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quad.mSpecialColormap = parms.specialcolormap;
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quad.mColor1 = 0; // this disables the color overlay.
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}
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quad.mDesaturate = parms.desaturate;
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}
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{
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DTF_Wrap = 1,
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DTF_Scissor = 2,
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DTF_SpecialColormap = 4,
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//DTF_SpecialColormap = 4,
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};
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@ -77,10 +77,11 @@ public:
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FTexture *mTexture;
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FRemapTable *mTranslation;
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FSpecialColormap *mSpecialColormap;
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int mScissor[4];
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int mDesaturate;
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FRenderStyle mRenderStyle;
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PalEntry mColor1, mColor2; // Can either be the overlay color or the special colormap ramp. Both features can not be combined.
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PalEntry mColor1; // Overlay color
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ETextureDrawMode mDrawMode;
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uint8_t mFlags;
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return mTexture == other.mTexture &&
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mType == other.mType &&
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mTranslation == other.mTranslation &&
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mSpecialColormap == other.mSpecialColormap &&
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!memcmp(mScissor, other.mScissor, sizeof(mScissor)) &&
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mDesaturate == other.mDesaturate &&
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mRenderStyle == other.mRenderStyle &&
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mDrawMode == other.mDrawMode &&
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mFlags == other.mFlags &&
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mColor1 == other.mColor1 &&
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mColor2 == other.mColor2;
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mColor1 == other.mColor1;
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}
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};
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@ -905,13 +905,14 @@ bool D3DFB::IsFullscreen ()
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//
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//==========================================================================
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void D3DFB::Update ()
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void D3DFB::Update()
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{
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if (In2D == 3)
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{
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if (InScene)
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{
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DrawRateStuff();
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Draw2D();
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EndQuadBatch(); // Make sure all batched primitives are drawn.
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In2D = 0;
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Flip();
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@ -1873,11 +1874,11 @@ void D3DFB::Draw2D()
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auto textype = cmd.mTexture->GetFormat(); // This never returns TEX_Gray.
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if (cmd.mTranslation) textype = TEX_Pal; // Translation requires a paletted texture, regardless of the source format.
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if (cmd.mFlags & F2DDrawer::DTF_SpecialColormap)
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if (cmd.mSpecialColormap != nullptr)
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{
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index = textype == TEX_Pal ? SHADER_SpecialColormapPal : SHADER_SpecialColormap;
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SetConstant(PSCONST_Color1, cmd.mColor1.r / 510.f, cmd.mColor1.g / 510.f, cmd.mColor1.b / 510.f, 0);
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SetConstant(PSCONST_Color2, cmd.mColor1.r / 510.f, cmd.mColor1.g / 510.f, cmd.mColor1.b / 510.f, 0);
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SetConstant(PSCONST_Color1, cmd.mSpecialColormap->ColorizeStart[0] / 2.f, cmd.mSpecialColormap->ColorizeStart[1] / 2.f, cmd.mSpecialColormap->ColorizeStart[2] / 2.f, 0);
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SetConstant(PSCONST_Color2, cmd.mSpecialColormap->ColorizeEnd[0] / 2.f, cmd.mSpecialColormap->ColorizeEnd[1] / 2.f, cmd.mSpecialColormap->ColorizeEnd[2] / 2.f, 0);
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}
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else
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{
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@ -1950,7 +1951,7 @@ void D3DFB::Draw2D()
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switch (cmd.mType)
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{
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case F2DDrawer::DrawTypeTriangles:
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D3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, cmd.mVertIndex, cmd.mVertCount);
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D3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, cmd.mVertIndex, cmd.mVertCount, cmd.mIndexIndex, cmd.mIndexCount / 3);
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break;
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case F2DDrawer::DrawTypeLines:
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@ -25,7 +25,7 @@ vec3 ProcessMaterial(vec3 material, vec3 color);
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||||
float grayscale(vec4 color)
|
||||
{
|
||||
return dot(color.rgb, vec3(0.4, 0.56, 0.14);
|
||||
return dot(color.rgb, vec3(0.4, 0.56, 0.14));
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
|
Loading…
Reference in a new issue