mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
Added hardware gamma option and improved window handling on Windows
This commit is contained in:
parent
071485b22e
commit
aeb7df09de
25 changed files with 899 additions and 67 deletions
|
@ -1060,6 +1060,7 @@ set( FASTMATH_SOURCES
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gl/utility/gl_geometric.cpp
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gl/renderer/gl_renderer.cpp
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gl/renderer/gl_renderstate.cpp
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gl/renderer/gl_renderbuffers.cpp
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gl/renderer/gl_lightdata.cpp
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gl/hqnx/init.cpp
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gl/hqnx/hq2x.cpp
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@ -1103,6 +1104,8 @@ set( FASTMATH_SOURCES
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gl/dynlights/gl_lightbuffer.cpp
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gl/shaders/gl_shader.cpp
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gl/shaders/gl_texshader.cpp
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gl/shaders/gl_shaderprogram.cpp
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gl/shaders/gl_presentshader.cpp
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gl/system/gl_interface.cpp
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gl/system/gl_framebuffer.cpp
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gl/system/gl_menu.cpp
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159
src/gl/renderer/gl_renderbuffers.cpp
Normal file
159
src/gl/renderer/gl_renderbuffers.cpp
Normal file
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@ -0,0 +1,159 @@
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/*
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** gl_renderbuffers.cpp
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** Render buffers used during rendering
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "files.h"
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#include "m_swap.h"
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#include "v_video.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "w_wad.h"
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#include "i_system.h"
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#include "doomerrors.h"
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//==========================================================================
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//
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// Initialize render buffers and textures used in rendering passes
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//
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//==========================================================================
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FGLRenderBuffers::FGLRenderBuffers()
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{
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
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}
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//==========================================================================
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//
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// Free render buffer resources
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//
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//==========================================================================
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FGLRenderBuffers::~FGLRenderBuffers()
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{
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if (mSceneFB != 0)
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glDeleteFramebuffers(1, &mSceneFB);
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if (mSceneTexture != 0)
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glDeleteTextures(1, &mSceneTexture);
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if (mSceneDepthStencil != 0)
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glDeleteRenderbuffers(1, &mSceneDepthStencil);
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}
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//==========================================================================
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//
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// Makes sure all render buffers have sizes suitable for rending at the
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// specified resolution
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//
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//==========================================================================
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void FGLRenderBuffers::Setup(int width, int height)
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{
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if (width <= mWidth && height <= mHeight)
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return;
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if (mSceneFB != 0)
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glDeleteFramebuffers(1, &mSceneFB);
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if (mSceneTexture != 0)
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glDeleteTextures(1, &mSceneTexture);
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if (mSceneDepthStencil != 0)
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glDeleteRenderbuffers(1, &mSceneDepthStencil);
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glGenFramebuffers(1, &mSceneFB);
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glGenTextures(1, &mSceneTexture);
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glGenRenderbuffers(1, &mSceneDepthStencil);
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glBindTexture(GL_TEXTURE_2D, mSceneTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, mSceneDepthStencil);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mSceneTexture, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mSceneDepthStencil);
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glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
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mWidth = width;
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mHeight = height;
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}
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//==========================================================================
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//
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// Makes the scene frame buffer active
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//
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//==========================================================================
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void FGLRenderBuffers::BindSceneFB()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
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}
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//==========================================================================
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//
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// Makes the screen frame buffer active
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//
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//==========================================================================
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void FGLRenderBuffers::BindOutputFB()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
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}
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//==========================================================================
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//
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// Binds the scene frame buffer texture to the specified texture unit
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//
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//==========================================================================
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void FGLRenderBuffers::BindSceneTexture(int index)
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{
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glActiveTexture(index);
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glBindTexture(GL_TEXTURE_2D, mSceneTexture);
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}
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29
src/gl/renderer/gl_renderbuffers.h
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29
src/gl/renderer/gl_renderbuffers.h
Normal file
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#ifndef __GL_RENDERBUFFERS_H
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#define __GL_RENDERBUFFERS_H
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#include "gl/shaders/gl_shader.h"
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class FGLRenderBuffers
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{
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public:
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FGLRenderBuffers();
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~FGLRenderBuffers();
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void Setup(int width, int height);
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void BindSceneFB();
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void BindOutputFB();
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void BindSceneTexture(int index);
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static bool IsSupported() { return gl.version >= 3.3f; }
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private:
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int mWidth = 0;
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int mHeight = 0;
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GLuint mSceneTexture = 0;
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GLuint mSceneDepthStencil = 0;
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GLuint mSceneFB = 0;
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GLuint mOutputFB = 0;
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};
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#endif
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@ -49,6 +49,7 @@
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//#include "gl/gl_intern.h"
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#include "gl/gl_functions.h"
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#include "vectors.h"
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#include "doomstat.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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@ -56,10 +57,12 @@
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_material.h"
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@ -69,6 +72,8 @@
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#include "gl/models/gl_models.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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EXTERN_CVAR(Int, screenblocks)
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//===========================================================================
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//
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// Renderer interface
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void FGLRenderer::Initialize()
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{
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mBuffers = new FGLRenderBuffers();
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mPresentShader = new FPresentShader();
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// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
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if (gl.version >= 4.0)
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{
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &mVAOID);
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}
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if (mBuffers) delete mBuffers;
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if (mPresentShader) delete mPresentShader;
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}
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//==========================================================================
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//
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// Calculates the viewport values needed for 2D and 3D operations
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//
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//==========================================================================
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void FGLRenderer::SetOutputViewport(GL_IRECT *bounds)
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{
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if (bounds)
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{
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mOutputViewport = *bounds;
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mOutputViewportLB = *bounds;
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return;
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}
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int height, width;
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// Special handling so the view with a visible status bar displays properly
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if (screenblocks >= 10)
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{
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height = framebuffer->GetHeight();
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width = framebuffer->GetWidth();
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}
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else
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{
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height = (screenblocks*framebuffer->GetHeight() / 10) & ~7;
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width = (screenblocks*framebuffer->GetWidth() / 10);
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}
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int trueheight = framebuffer->GetTrueHeight(); // ugh...
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int bars = (trueheight - framebuffer->GetHeight()) / 2;
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int vw = viewwidth;
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int vh = viewheight;
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// Letterboxed viewport for the main scene
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mOutputViewportLB.left = viewwindowx;
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mOutputViewportLB.top = trueheight - bars - (height + viewwindowy - ((height - vh) / 2));
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mOutputViewportLB.width = vw;
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mOutputViewportLB.height = height;
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// Entire canvas for player sprites
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mOutputViewport.left = 0;
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mOutputViewport.top = (trueheight - framebuffer->GetHeight()) / 2;
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mOutputViewport.width = framebuffer->GetWidth();
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mOutputViewport.height = framebuffer->GetHeight();
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}
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//===========================================================================
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@ -166,6 +224,17 @@ void FGLRenderer::SetupLevel()
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void FGLRenderer::Begin2D()
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{
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if (FGLRenderBuffers::IsSupported())
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{
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mBuffers->Setup(framebuffer->GetWidth(), framebuffer->GetHeight());
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mBuffers->BindSceneFB();
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glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
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}
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else
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{
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glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
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}
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gl_RenderState.EnableFog(false);
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gl_RenderState.Set2DMode(true);
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}
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@ -18,6 +18,8 @@ class GLPortal;
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class FLightBuffer;
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class FSamplerManager;
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class DPSprite;
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class FGLRenderBuffers;
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class FPresentShader;
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inline float DEG2RAD(float deg)
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{
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@ -79,6 +81,9 @@ public:
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unsigned int mVAOID;
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int mOldFBID;
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FGLRenderBuffers *mBuffers;
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FPresentShader *mPresentShader;
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FTexture *gllight;
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FTexture *glpart2;
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FTexture *glpart;
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@ -93,14 +98,17 @@ public:
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FSkyVertexBuffer *mSkyVBO;
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FLightBuffer *mLights;
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GL_IRECT mOutputViewportLB;
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GL_IRECT mOutputViewport;
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FGLRenderer(OpenGLFrameBuffer *fb);
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~FGLRenderer() ;
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angle_t FrustumAngle();
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void SetViewArea();
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void ResetViewport();
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void SetViewport(GL_IRECT *bounds);
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void SetOutputViewport(GL_IRECT *bounds);
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void Set3DViewport();
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void Reset3DViewport();
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sector_t *RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderView(player_t *player);
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void SetViewAngle(DAngle viewangle);
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@ -139,7 +147,7 @@ public:
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void SetFixedColormap (player_t *player);
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void WriteSavePic (player_t *player, FILE *file, int width, int height);
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void EndDrawScene(sector_t * viewsector);
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void Flush() {}
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void Flush();
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void SetProjection(float fov, float ratio, float fovratio);
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void SetProjection(VSMatrix matrix); // raw matrix input from stereo 3d modes
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@ -63,6 +63,7 @@
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/dynlights/gl_dynlight.h"
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|
@ -71,6 +72,7 @@
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/stereo3d/scoped_view_shifter.h"
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#include "gl/textures/gl_translate.h"
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|
@ -91,9 +93,10 @@ CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Bool, cl_capfps)
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EXTERN_CVAR (Bool, r_deathcamera)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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|
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extern int viewpitch;
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|
@ -155,10 +158,12 @@ void FGLRenderer::SetViewArea()
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//
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//-----------------------------------------------------------------------------
|
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|
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void FGLRenderer::ResetViewport()
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void FGLRenderer::Reset3DViewport()
|
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{
|
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int trueheight = static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight(); // ugh...
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glViewport(0, (trueheight-screen->GetHeight())/2, screen->GetWidth(), screen->GetHeight());
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if (FGLRenderBuffers::IsSupported())
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glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
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else
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glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
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}
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//-----------------------------------------------------------------------------
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|
@ -167,38 +172,22 @@ void FGLRenderer::ResetViewport()
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//
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//-----------------------------------------------------------------------------
|
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void FGLRenderer::SetViewport(GL_IRECT *bounds)
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void FGLRenderer::Set3DViewport()
|
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{
|
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if (!bounds)
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const auto &bounds = mOutputViewportLB;
|
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if (FGLRenderBuffers::IsSupported())
|
||||
{
|
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int height, width;
|
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|
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// Special handling so the view with a visible status bar displays properly
|
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|
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if (screenblocks >= 10)
|
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{
|
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height = SCREENHEIGHT;
|
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width = SCREENWIDTH;
|
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}
|
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else
|
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{
|
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height = (screenblocks*SCREENHEIGHT/10) & ~7;
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width = (screenblocks*SCREENWIDTH/10);
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}
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|
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int trueheight = static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight(); // ugh...
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int bars = (trueheight-screen->GetHeight())/2;
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int vw = viewwidth;
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int vh = viewheight;
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glViewport(viewwindowx, trueheight-bars-(height+viewwindowy-((height-vh)/2)), vw, height);
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glScissor(viewwindowx, trueheight-bars-(vh+viewwindowy), vw, vh);
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mBuffers->Setup(mOutputViewport.width, mOutputViewport.height);
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mBuffers->BindSceneFB();
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glViewport(0, 0, bounds.width, bounds.height);
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glScissor(0, 0, bounds.width, bounds.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
glViewport(bounds->left, bounds->top, bounds->width, bounds->height);
|
||||
glScissor(bounds->left, bounds->top, bounds->width, bounds->height);
|
||||
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
|
||||
glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
|
||||
}
|
||||
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
#ifdef _DEBUG
|
||||
|
@ -215,6 +204,97 @@ void FGLRenderer::SetViewport(GL_IRECT *bounds)
|
|||
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Run post processing steps and copy to frame buffer
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void FGLRenderer::Flush()
|
||||
{
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
{
|
||||
glDisable(GL_MULTISAMPLE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
mBuffers->BindOutputFB();
|
||||
|
||||
// Calculate letterbox
|
||||
int clientWidth = framebuffer->GetClientWidth();
|
||||
int clientHeight = framebuffer->GetClientHeight();
|
||||
float scaleX = clientWidth / (float)mOutputViewport.width;
|
||||
float scaleY = clientHeight / (float)mOutputViewport.height;
|
||||
float scale = MIN(scaleX, scaleY);
|
||||
int width = (int)round(mOutputViewport.width * scale);
|
||||
int height = (int)round(mOutputViewport.height * scale);
|
||||
int x = (clientWidth - width) / 2;
|
||||
int y = (clientHeight - height) / 2;
|
||||
|
||||
// Black bars around the box:
|
||||
glViewport(0, 0, clientWidth, clientHeight);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
if (y > 0)
|
||||
{
|
||||
glScissor(0, 0, clientWidth, y);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
if (clientHeight - y - height > 0)
|
||||
{
|
||||
glScissor(0, y + height, clientWidth, clientHeight - y - height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
if (x > 0)
|
||||
{
|
||||
glScissor(0, y, x, height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
if (clientWidth - x - width > 0)
|
||||
{
|
||||
glScissor(x + width, y, clientWidth - x - width, height);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
// Present what was rendered:
|
||||
glViewport(x, y, width, height);
|
||||
|
||||
GLboolean blendEnabled;
|
||||
GLint currentProgram;
|
||||
glGetBooleanv(GL_BLEND, &blendEnabled);
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
mPresentShader->Bind();
|
||||
mPresentShader->InputTexture.Set(0);
|
||||
if (framebuffer->IsHWGammaActive())
|
||||
{
|
||||
mPresentShader->Gamma.Set(1.0f);
|
||||
mPresentShader->Contrast.Set(1.0f);
|
||||
mPresentShader->Brightness.Set(0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
mPresentShader->Gamma.Set(clamp<float>(Gamma, 0.1f, 4.f));
|
||||
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
|
||||
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
|
||||
}
|
||||
mBuffers->BindSceneTexture(0);
|
||||
|
||||
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
||||
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
|
||||
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
|
||||
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
|
||||
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
|
||||
|
||||
if (blendEnabled)
|
||||
glEnable(GL_BLEND);
|
||||
glUseProgram(currentProgram);
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Setup the camera position
|
||||
|
@ -707,7 +787,7 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
|
|||
|
||||
framebuffer->Begin2D(false);
|
||||
|
||||
ResetViewport();
|
||||
Reset3DViewport();
|
||||
// [BB] Only draw the sprites if we didn't render a HUD model before.
|
||||
if ( renderHUDModel == false )
|
||||
{
|
||||
|
@ -846,7 +926,8 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
|
||||
eye->SetUp();
|
||||
// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
|
||||
SetViewport(bounds);
|
||||
SetOutputViewport(bounds);
|
||||
Set3DViewport();
|
||||
mCurrentFoV = fov;
|
||||
// Stereo mode specific perspective projection
|
||||
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
|
||||
|
@ -873,7 +954,6 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
return retval;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// renders the view
|
||||
|
|
67
src/gl/shaders/gl_presentshader.cpp
Normal file
67
src/gl/shaders/gl_presentshader.cpp
Normal file
|
@ -0,0 +1,67 @@
|
|||
/*
|
||||
** gl_presentshader.cpp
|
||||
** Copy rendered texture to back buffer, possibly with gamma correction
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2008 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_presentshader.h"
|
||||
|
||||
void FPresentShader::Bind()
|
||||
{
|
||||
if (!mShader)
|
||||
{
|
||||
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/present.vp");
|
||||
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/present.fp");
|
||||
mShader.SetFragDataLocation(0, "FragColor");
|
||||
mShader.Link("shaders/glsl/present");
|
||||
mShader.SetAttribLocation(0, "PositionInProjection");
|
||||
InputTexture.Init(mShader, "InputTexture");
|
||||
Gamma.Init(mShader, "Gamma");
|
||||
Contrast.Init(mShader, "Contrast");
|
||||
Brightness.Init(mShader, "Brightness");
|
||||
}
|
||||
mShader.Bind();
|
||||
}
|
20
src/gl/shaders/gl_presentshader.h
Normal file
20
src/gl/shaders/gl_presentshader.h
Normal file
|
@ -0,0 +1,20 @@
|
|||
#ifndef __GL_PRESENTSHADER_H
|
||||
#define __GL_PRESENTSHADER_H
|
||||
|
||||
#include "gl_shaderprogram.h"
|
||||
|
||||
class FPresentShader
|
||||
{
|
||||
public:
|
||||
void Bind();
|
||||
|
||||
FBufferedUniform1i InputTexture;
|
||||
FBufferedUniform1f Gamma;
|
||||
FBufferedUniform1f Contrast;
|
||||
FBufferedUniform1f Brightness;
|
||||
|
||||
private:
|
||||
FShaderProgram mShader;
|
||||
};
|
||||
|
||||
#endif
|
205
src/gl/shaders/gl_shaderprogram.cpp
Normal file
205
src/gl/shaders/gl_shaderprogram.cpp
Normal file
|
@ -0,0 +1,205 @@
|
|||
/*
|
||||
** gl_shaderprogram.cpp
|
||||
** GLSL shader program compile and link
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2008 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_cvars.h"
|
||||
#include "gl/shaders/gl_shaderprogram.h"
|
||||
#include "w_wad.h"
|
||||
#include "i_system.h"
|
||||
#include "doomerrors.h"
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Free shader program resources
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FShaderProgram::~FShaderProgram()
|
||||
{
|
||||
if (mProgram != 0)
|
||||
glDeleteProgram(mProgram);
|
||||
|
||||
for (int i = 0; i < NumShaderTypes; i++)
|
||||
{
|
||||
if (mShaders[i] != 0)
|
||||
glDeleteShader(mShaders[i]);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Creates an OpenGL shader object for the specified type of shader
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::CreateShader(ShaderType type)
|
||||
{
|
||||
GLenum gltype = 0;
|
||||
switch (type)
|
||||
{
|
||||
default:
|
||||
case Vertex: gltype = GL_VERTEX_SHADER; break;
|
||||
case Fragment: gltype = GL_FRAGMENT_SHADER; break;
|
||||
}
|
||||
mShaders[type] = glCreateShader(gltype);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Compiles a shader and attaches it the program object
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *lumpName)
|
||||
{
|
||||
CreateShader(type);
|
||||
|
||||
const auto &handle = mShaders[type];
|
||||
|
||||
int lump = Wads.CheckNumForFullName(lumpName);
|
||||
if (lump == -1) I_Error("Unable to load '%s'", lumpName);
|
||||
FString code = Wads.ReadLump(lump).GetString().GetChars();
|
||||
|
||||
int lengths[1] = { (int)code.Len() };
|
||||
const char *sources[1] = { code.GetChars() };
|
||||
glShaderSource(handle, 1, sources, lengths);
|
||||
|
||||
glCompileShader(handle);
|
||||
|
||||
GLint status = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
I_Error("Compile Shader '%s':\n%s\n", lumpName, GetShaderInfoLog(handle).GetChars());
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mProgram == 0)
|
||||
mProgram = glCreateProgram();
|
||||
glAttachShader(mProgram, handle);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Binds a fragment output variable to a frame buffer render target
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::SetFragDataLocation(int index, const char *name)
|
||||
{
|
||||
glBindFragDataLocation(mProgram, index, name);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Links a program with the compiled shaders
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::Link(const char *name)
|
||||
{
|
||||
glLinkProgram(mProgram);
|
||||
|
||||
GLint status = 0;
|
||||
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
|
||||
if (status == GL_FALSE)
|
||||
{
|
||||
I_Error("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Set vertex attribute location
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::SetAttribLocation(int index, const char *name)
|
||||
{
|
||||
glBindAttribLocation(mProgram, index, name);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Makes the shader the active program
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FShaderProgram::Bind()
|
||||
{
|
||||
glUseProgram(mProgram);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Returns the shader info log (warnings and compile errors)
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FShaderProgram::GetShaderInfoLog(GLuint handle)
|
||||
{
|
||||
static char buffer[10000];
|
||||
GLsizei length = 0;
|
||||
buffer[0] = 0;
|
||||
glGetShaderInfoLog(handle, 10000, &length, buffer);
|
||||
return FString(buffer);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Returns the program info log (warnings and compile errors)
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FString FShaderProgram::GetProgramInfoLog(GLuint handle)
|
||||
{
|
||||
static char buffer[10000];
|
||||
GLsizei length = 0;
|
||||
buffer[0] = 0;
|
||||
glGetProgramInfoLog(handle, 10000, &length, buffer);
|
||||
return FString(buffer);
|
||||
}
|
36
src/gl/shaders/gl_shaderprogram.h
Normal file
36
src/gl/shaders/gl_shaderprogram.h
Normal file
|
@ -0,0 +1,36 @@
|
|||
#ifndef __GL_SHADERPROGRAM_H
|
||||
#define __GL_SHADERPROGRAM_H
|
||||
|
||||
#include "gl_shader.h"
|
||||
|
||||
class FShaderProgram
|
||||
{
|
||||
public:
|
||||
~FShaderProgram();
|
||||
|
||||
enum ShaderType
|
||||
{
|
||||
Vertex,
|
||||
Fragment,
|
||||
NumShaderTypes
|
||||
};
|
||||
|
||||
void Compile(ShaderType type, const char *lumpName);
|
||||
void SetFragDataLocation(int index, const char *name);
|
||||
void Link(const char *name);
|
||||
void SetAttribLocation(int index, const char *name);
|
||||
void Bind();
|
||||
|
||||
operator GLuint() const { return mProgram; }
|
||||
explicit operator bool() const { return mProgram != 0; }
|
||||
|
||||
private:
|
||||
void CreateShader(ShaderType type);
|
||||
FString GetShaderInfoLog(GLuint handle);
|
||||
FString GetProgramInfoLog(GLuint handle);
|
||||
|
||||
GLuint mProgram = 0;
|
||||
GLuint mShaders[NumShaderTypes];
|
||||
};
|
||||
|
||||
#endif
|
|
@ -78,6 +78,12 @@ void gl_LoadExtensions();
|
|||
void gl_PrintStartupLog();
|
||||
void gl_SetupMenu();
|
||||
|
||||
CUSTOM_CVAR(Int, vid_hwgamma, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
if (self < 0 || self > 2) self = 2;
|
||||
if (GLRenderer != NULL && GLRenderer->framebuffer != NULL) GLRenderer->framebuffer->DoSetGamma();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -150,12 +156,13 @@ void OpenGLFrameBuffer::InitializeState()
|
|||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
int trueH = GetTrueHeight();
|
||||
int h = GetHeight();
|
||||
glViewport(0, (trueH - h)/2, GetWidth(), GetHeight());
|
||||
//int trueH = GetTrueHeight();
|
||||
//int h = GetHeight();
|
||||
//glViewport(0, (trueH - h)/2, GetWidth(), GetHeight());
|
||||
|
||||
Begin2D(false);
|
||||
GLRenderer->Initialize();
|
||||
GLRenderer->SetOutputViewport(nullptr);
|
||||
Begin2D(false);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -230,10 +237,11 @@ void OpenGLFrameBuffer::Swap()
|
|||
|
||||
void OpenGLFrameBuffer::DoSetGamma()
|
||||
{
|
||||
WORD gammaTable[768];
|
||||
|
||||
if (m_supportsGamma)
|
||||
bool useHWGamma = m_supportsGamma && ((vid_hwgamma == 0) || (vid_hwgamma == 2 && IsFullscreen()));
|
||||
if (useHWGamma)
|
||||
{
|
||||
WORD gammaTable[768];
|
||||
|
||||
// This formula is taken from Doomsday
|
||||
float gamma = clamp<float>(Gamma, 0.1f, 4.f);
|
||||
float contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
|
||||
|
@ -251,6 +259,13 @@ void OpenGLFrameBuffer::DoSetGamma()
|
|||
gammaTable[i] = gammaTable[i + 256] = gammaTable[i + 512] = (WORD)clamp<double>(val*256, 0, 0xffff);
|
||||
}
|
||||
SetGammaTable(gammaTable);
|
||||
|
||||
HWGammaActive = true;
|
||||
}
|
||||
else if (HWGammaActive)
|
||||
{
|
||||
ResetGammaTable();
|
||||
HWGammaActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -77,7 +77,7 @@ public:
|
|||
void WipeCleanup();
|
||||
void Swap();
|
||||
bool Is8BitMode() { return false; }
|
||||
|
||||
bool IsHWGammaActive() const { return HWGammaActive; }
|
||||
|
||||
private:
|
||||
PalEntry Flash;
|
||||
|
@ -107,6 +107,8 @@ private:
|
|||
FHardwareTexture *wipestartscreen;
|
||||
FHardwareTexture *wipeendscreen;
|
||||
|
||||
bool HWGammaActive = false;
|
||||
|
||||
public:
|
||||
AActor * LastCamera;
|
||||
int palette_brightness;
|
||||
|
|
|
@ -52,7 +52,9 @@
|
|||
#include "gl/system/gl_interface.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/renderer/gl_renderstate.h"
|
||||
#include "gl/renderer/gl_renderbuffers.h"
|
||||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/textures/gl_translate.h"
|
||||
#include "gl/textures/gl_material.h"
|
||||
|
@ -153,11 +155,21 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
|
|||
GLRenderer->mSamplerManager->Bind(1, CLAMP_NONE, -1);
|
||||
glFinish();
|
||||
wipestartscreen->Bind(0, false, false);
|
||||
GLint readbuffer = 0;
|
||||
glGetIntegerv(GL_READ_BUFFER, &readbuffer);
|
||||
glReadBuffer(GL_FRONT);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
glReadBuffer(readbuffer);
|
||||
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
{
|
||||
GLRenderer->mBuffers->BindSceneFB();
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLint readbuffer = 0;
|
||||
glGetIntegerv(GL_READ_BUFFER, &readbuffer);
|
||||
glReadBuffer(GL_FRONT);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
glReadBuffer(readbuffer);
|
||||
}
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
|
@ -179,6 +191,10 @@ void OpenGLFrameBuffer::WipeEndScreen()
|
|||
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
|
||||
glFinish();
|
||||
wipeendscreen->Bind(0, false, false);
|
||||
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
GLRenderer->mBuffers->BindSceneFB();
|
||||
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
@ -214,6 +230,12 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
|
|||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false);
|
||||
|
||||
if (FGLRenderBuffers::IsSupported())
|
||||
{
|
||||
GLRenderer->mBuffers->BindSceneFB();
|
||||
glViewport(0, 0, GLRenderer->mOutputViewport.width, GLRenderer->mOutputViewport.height);
|
||||
}
|
||||
|
||||
bool done = ScreenWipe->Run(ticks, this);
|
||||
glDepthMask(true);
|
||||
//DrawLetterbox();
|
||||
|
|
|
@ -1239,6 +1239,20 @@ void SDLGLFB::SetGammaTable(WORD* table)
|
|||
{
|
||||
}
|
||||
|
||||
void SDLGLFB::ResetGammaTable()
|
||||
{
|
||||
}
|
||||
|
||||
int SDLGLFB::GetClientWidth()
|
||||
{
|
||||
return GetWidth();
|
||||
}
|
||||
|
||||
int SDLGLFB::GetClientHeight()
|
||||
{
|
||||
return GetHeight();
|
||||
}
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -62,13 +62,16 @@ public:
|
|||
virtual bool IsFullscreen();
|
||||
virtual void SetVSync(bool vsync);
|
||||
|
||||
int GetClientWidth();
|
||||
int GetClientHeight();
|
||||
|
||||
int GetTrueHeight() { return GetHeight(); }
|
||||
|
||||
protected:
|
||||
int m_lock;
|
||||
bool m_isUpdatePending;
|
||||
|
||||
static const bool m_supportsGamma = true;
|
||||
static const bool m_supportsGamma = false;
|
||||
|
||||
SDLGLFB();
|
||||
|
||||
|
@ -78,6 +81,7 @@ protected:
|
|||
void SwapBuffers();
|
||||
|
||||
void SetGammaTable(WORD* table);
|
||||
void ResetGammaTable();
|
||||
};
|
||||
|
||||
#endif // COCOA_SDLGLVIDEO_H_INCLUDED
|
||||
|
|
|
@ -350,10 +350,7 @@ SDLGLFB::~SDLGLFB ()
|
|||
{
|
||||
if (Screen)
|
||||
{
|
||||
if (m_supportsGamma)
|
||||
{
|
||||
SDL_SetWindowGammaRamp(Screen, m_origGamma[0], m_origGamma[1], m_origGamma[2]);
|
||||
}
|
||||
ResetGammaTable();
|
||||
|
||||
if (GLContext)
|
||||
{
|
||||
|
@ -387,7 +384,18 @@ bool SDLGLFB::CanUpdate ()
|
|||
|
||||
void SDLGLFB::SetGammaTable(WORD *tbl)
|
||||
{
|
||||
SDL_SetWindowGammaRamp(Screen, &tbl[0], &tbl[256], &tbl[512]);
|
||||
if (m_supportsGamma)
|
||||
{
|
||||
SDL_SetWindowGammaRamp(Screen, &tbl[0], &tbl[256], &tbl[512]);
|
||||
}
|
||||
}
|
||||
|
||||
void SDLGLFB::ResetGammaTable()
|
||||
{
|
||||
if (m_supportsGamma)
|
||||
{
|
||||
SDL_SetWindowGammaRamp(Screen, m_origGamma[0], m_origGamma[1], m_origGamma[2]);
|
||||
}
|
||||
}
|
||||
|
||||
bool SDLGLFB::Lock(bool buffered)
|
||||
|
@ -447,3 +455,16 @@ void SDLGLFB::SwapBuffers()
|
|||
SDL_GL_SwapWindow (Screen);
|
||||
}
|
||||
|
||||
int SDLGLFB::GetClientWidth()
|
||||
{
|
||||
int width = 0;
|
||||
SDL_GL_GetDrawableSize(Screen, &width, nullptr);
|
||||
return width;
|
||||
}
|
||||
|
||||
int SDLGLFB::GetClientHeight()
|
||||
{
|
||||
int height = 0;
|
||||
SDL_GL_GetDrawableSize(Screen, nullptr, &height);
|
||||
return width;
|
||||
}
|
||||
|
|
|
@ -58,12 +58,16 @@ public:
|
|||
|
||||
friend class SDLGLVideo;
|
||||
|
||||
int GetClientWidth();
|
||||
int GetClientHeight();
|
||||
|
||||
//[C]
|
||||
int GetTrueHeight() { return GetHeight();}
|
||||
|
||||
protected:
|
||||
bool CanUpdate();
|
||||
void SetGammaTable(WORD *tbl);
|
||||
void ResetGammaTable();
|
||||
void InitializeState();
|
||||
|
||||
SDLGLFB () {}
|
||||
|
|
|
@ -357,7 +357,7 @@ void I_RestoreWindowedPos ()
|
|||
|
||||
extern int NewWidth, NewHeight, NewBits, DisplayBits;
|
||||
|
||||
CUSTOM_CVAR (Bool, fullscreen, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
|
||||
CUSTOM_CVAR (Bool, fullscreen, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
|
||||
{
|
||||
NewWidth = screen->GetWidth();
|
||||
NewHeight = screen->GetHeight();
|
||||
|
|
|
@ -951,7 +951,7 @@ Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, in
|
|||
style |= WS_POPUP;
|
||||
else
|
||||
{
|
||||
style |= WS_OVERLAPPEDWINDOW & ~WS_MAXIMIZEBOX;
|
||||
style |= WS_OVERLAPPEDWINDOW;
|
||||
exStyle |= WS_EX_WINDOWEDGE;
|
||||
}
|
||||
|
||||
|
@ -967,7 +967,13 @@ Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, in
|
|||
}
|
||||
else
|
||||
{
|
||||
MoveWindow(Window, r.left, r.top, width + (GetSystemMetrics(SM_CXSIZEFRAME) * 2), height + (GetSystemMetrics(SM_CYSIZEFRAME) * 2) + GetSystemMetrics(SM_CYCAPTION), FALSE);
|
||||
RECT windowRect;
|
||||
windowRect.left = r.left;
|
||||
windowRect.top = r.top;
|
||||
windowRect.right = windowRect.left + width;
|
||||
windowRect.bottom = windowRect.top + height;
|
||||
AdjustWindowRectEx(&windowRect, style, FALSE, exStyle);
|
||||
MoveWindow(Window, windowRect.left, windowRect.top, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, FALSE);
|
||||
|
||||
I_RestoreWindowedPos();
|
||||
}
|
||||
|
@ -993,12 +999,7 @@ Win32GLFrameBuffer::Win32GLFrameBuffer(void *hMonitor, int width, int height, in
|
|||
|
||||
Win32GLFrameBuffer::~Win32GLFrameBuffer()
|
||||
{
|
||||
if (m_supportsGamma)
|
||||
{
|
||||
HDC hDC = GetDC(Window);
|
||||
SetDeviceGammaRamp(hDC, (void *)m_origGamma);
|
||||
ReleaseDC(Window, hDC);
|
||||
}
|
||||
ResetGammaTable();
|
||||
I_SaveWindowedPos();
|
||||
|
||||
static_cast<Win32GLVideo *>(Video)->SetFullscreen(m_displayDeviceName, 0,0,0,0);
|
||||
|
@ -1041,11 +1042,24 @@ bool Win32GLFrameBuffer::CanUpdate()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void Win32GLFrameBuffer::ResetGammaTable()
|
||||
{
|
||||
if (m_supportsGamma)
|
||||
{
|
||||
HDC hDC = GetDC(Window);
|
||||
SetDeviceGammaRamp(hDC, (void *)m_origGamma);
|
||||
ReleaseDC(Window, hDC);
|
||||
}
|
||||
}
|
||||
|
||||
void Win32GLFrameBuffer::SetGammaTable(WORD *tbl)
|
||||
{
|
||||
HDC hDC = GetDC(Window);
|
||||
SetDeviceGammaRamp(hDC, (void *)tbl);
|
||||
ReleaseDC(Window, hDC);
|
||||
if (m_supportsGamma)
|
||||
{
|
||||
HDC hDC = GetDC(Window);
|
||||
SetDeviceGammaRamp(hDC, (void *)tbl);
|
||||
ReleaseDC(Window, hDC);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1152,6 +1166,19 @@ void Win32GLFrameBuffer::NewRefreshRate ()
|
|||
}
|
||||
}
|
||||
|
||||
int Win32GLFrameBuffer::GetClientWidth()
|
||||
{
|
||||
RECT rect = { 0 };
|
||||
GetClientRect(Window, &rect);
|
||||
return rect.right - rect.left;
|
||||
}
|
||||
|
||||
int Win32GLFrameBuffer::GetClientHeight()
|
||||
{
|
||||
RECT rect = { 0 };
|
||||
GetClientRect(Window, &rect);
|
||||
return rect.bottom - rect.top;
|
||||
}
|
||||
|
||||
IVideo *gl_CreateVideo()
|
||||
{
|
||||
|
|
|
@ -118,6 +118,8 @@ public:
|
|||
void SwapBuffers();
|
||||
void NewRefreshRate ();
|
||||
|
||||
int GetClientWidth();
|
||||
int GetClientHeight();
|
||||
|
||||
int GetTrueHeight() { return static_cast<Win32GLVideo *>(Video)->GetTrueHeight(); }
|
||||
|
||||
|
@ -136,6 +138,7 @@ public:
|
|||
protected:
|
||||
|
||||
bool CanUpdate();
|
||||
void ResetGammaTable();
|
||||
void SetGammaTable(WORD * tbl);
|
||||
|
||||
float m_Gamma, m_Brightness, m_Contrast;
|
||||
|
|
|
@ -2281,6 +2281,7 @@ OPTVAL_SINC = "Sinc";
|
|||
OPTVAL_NOTEONOFFONLY = "Note on/off only";
|
||||
OPTVAL_FULLRAMPING = "Full ramping";
|
||||
OPTVAL_ALLUNACKNOWLEDGED = "All unacknowledged";
|
||||
OPTVAL_FULLSCREENONLY = "Fullscreen only";
|
||||
// Colors
|
||||
C_BRICK = "\cabrick";
|
||||
C_TAN = "\cbtan";
|
||||
|
@ -2562,6 +2563,7 @@ MUSIC_DM2INT = "dm2int";
|
|||
DSPLYMNU_GLOPT = "OpenGL Options";
|
||||
DSPLYMNU_GAMMA = "Gamma correction";
|
||||
DSPLYMNU_CONTRAST ="Contrast";
|
||||
DSPLYMNU_HWGAMMA = "Hardware Gamma";
|
||||
|
||||
// OpenGL Options
|
||||
GLMNU_TITLE = "OPENGL OPTIONS";
|
||||
|
|
|
@ -670,6 +670,7 @@ OptionMenu "VideoOptions"
|
|||
Slider "$DSPLYMNU_GAMMA", "Gamma", 0.75, 3.0, 0.05, 2
|
||||
Slider "$DSPLYMNU_BRIGHTNESS", "vid_brightness", -0.8,0.8, 0.05
|
||||
Slider "$DSPLYMNU_CONTRAST", "vid_contrast", 0.1, 3.0, 0.1
|
||||
Option "$DSPLYMNU_HWGAMMA", "vid_hwgamma", "HWGammaModes"
|
||||
|
||||
Option "$DSPLYMNU_VSYNC", "vid_vsync", "OnOff"
|
||||
Option "$DSPLYMNU_CAPFPS", "cl_capfps", "OffOn"
|
||||
|
|
|
@ -25,6 +25,13 @@ OptionValue "FilterModes"
|
|||
4, "$OPTVAL_TRILINEAR"
|
||||
}
|
||||
|
||||
OptionValue "HWGammaModes"
|
||||
{
|
||||
0, "$OPTVAL_ON"
|
||||
1, "$OPTVAL_OFF"
|
||||
2, "$OPTVAL_FULLSCREENONLY"
|
||||
}
|
||||
|
||||
OptionValue "TextureFormats"
|
||||
{
|
||||
0, "$OPTVAL_RGBA8"
|
||||
|
|
23
wadsrc/static/shaders/glsl/present.fp
Normal file
23
wadsrc/static/shaders/glsl/present.fp
Normal file
|
@ -0,0 +1,23 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec2 TexCoord;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D InputTexture;
|
||||
uniform float Gamma;
|
||||
uniform float Contrast;
|
||||
uniform float Brightness;
|
||||
|
||||
vec4 ApplyGamma(vec4 c)
|
||||
{
|
||||
vec3 val = c.rgb * Contrast - (Contrast - 1.0) * 0.5;
|
||||
val = pow(val, vec3(1.0 / Gamma));
|
||||
val += Brightness * 0.5;
|
||||
return vec4(val, c.a);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = ApplyGamma(texture(InputTexture, TexCoord));
|
||||
}
|
11
wadsrc/static/shaders/glsl/present.vp
Normal file
11
wadsrc/static/shaders/glsl/present.vp
Normal file
|
@ -0,0 +1,11 @@
|
|||
|
||||
#version 330
|
||||
|
||||
in vec4 PositionInProjection;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = PositionInProjection;
|
||||
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
|
||||
}
|
Loading…
Reference in a new issue