mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
Implement special colormap support for softpoly
This commit is contained in:
parent
bdb4bdeb09
commit
e68b46cb6a
11 changed files with 185 additions and 14 deletions
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@ -85,6 +85,9 @@ PolyFrameBuffer::~PolyFrameBuffer()
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PolyBuffer::ResetAll();
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PPResource::ResetAll();
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delete mScreenQuad.VertexBuffer;
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delete mScreenQuad.IndexBuffer;
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delete mVertexData;
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delete mSkyData;
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delete mViewpoints;
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@ -111,6 +114,21 @@ void PolyFrameBuffer::InitializeState()
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mViewpoints = new HWViewpointBuffer;
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mLights = new FLightBuffer();
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static const FVertexBufferAttribute format[] =
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{
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(ScreenQuadVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(ScreenQuadVertex, u) },
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{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(ScreenQuadVertex, color0) }
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};
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uint32_t indices[6] = { 0, 1, 2, 1, 3, 2 };
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mScreenQuad.VertexBuffer = screen->CreateVertexBuffer();
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mScreenQuad.VertexBuffer->SetFormat(1, 3, sizeof(ScreenQuadVertex), format);
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mScreenQuad.IndexBuffer = screen->CreateIndexBuffer();
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mScreenQuad.IndexBuffer->SetData(6 * sizeof(uint32_t), indices, false);
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CheckCanvas();
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}
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@ -436,9 +454,54 @@ void PolyFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
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di->RenderTranslucent(*GetRenderState());
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}
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static uint8_t ToIntColorComponent(float v)
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{
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return clamp((int)(v * 255.0f + 0.5f), 0, 255);
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}
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void PolyFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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afterBloomDrawEndScene2D();
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if (fixedcm >= CM_FIRSTSPECIALCOLORMAP && fixedcm < CM_MAXCOLORMAP)
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{
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FSpecialColormap* scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
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mRenderState->SetViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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screen->mViewpoints->Set2D(*mRenderState, screen->GetWidth(), screen->GetHeight());
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ScreenQuadVertex vertices[4] =
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{
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ (float)mScreenViewport.width, 0.0f, 1.0f, 0.0f },
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{ 0.0f, (float)mScreenViewport.height, 0.0f, 1.0f },
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{ (float)mScreenViewport.width, (float)mScreenViewport.height, 1.0f, 1.0f }
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};
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mScreenQuad.VertexBuffer->SetData(4 * sizeof(ScreenQuadVertex), vertices, false);
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mRenderState->SetVertexBuffer(mScreenQuad.VertexBuffer, 0, 0);
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mRenderState->SetIndexBuffer(mScreenQuad.IndexBuffer);
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mRenderState->SetObjectColor(PalEntry(255, int(scm->ColorizeStart[0] * 127.5f), int(scm->ColorizeStart[1] * 127.5f), int(scm->ColorizeStart[2] * 127.5f)));
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mRenderState->SetAddColor(PalEntry(255, int(scm->ColorizeEnd[0] * 127.5f), int(scm->ColorizeEnd[1] * 127.5f), int(scm->ColorizeEnd[2] * 127.5f)));
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mRenderState->EnableDepthTest(false);
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mRenderState->EnableMultisampling(false);
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mRenderState->SetCulling(Cull_None);
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mRenderState->SetScissor(-1, -1, -1, -1);
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mRenderState->SetColor(1, 1, 1, 1);
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mRenderState->AlphaFunc(Alpha_GEqual, 0.f);
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mRenderState->EnableTexture(false);
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mRenderState->SetColormapShader(true);
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mRenderState->DrawIndexed(DT_Triangles, 0, 6);
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mRenderState->SetColormapShader(false);
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mRenderState->SetObjectColor(0xffffffff);
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mRenderState->SetAddColor(0);
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mRenderState->SetVertexBuffer(screen->mVertexData);
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mRenderState->EnableTexture(true);
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mRenderState->ResetColor();
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}
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}
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uint32_t PolyFrameBuffer::GetCaps()
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@ -84,6 +84,22 @@ private:
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std::unique_ptr<PolyCommandBuffer> mDrawCommands;
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RenderMemory mFrameMemory;
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struct ScreenQuadVertex
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{
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float x, y, z;
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float u, v;
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PalEntry color0;
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ScreenQuadVertex() = default;
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ScreenQuadVertex(float x, float y, float u, float v) : x(x), y(y), z(1.0f), u(u), v(v), color0(0xffffffff) { }
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};
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struct ScreenQuad
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{
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IVertexBuffer* VertexBuffer = nullptr;
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IIndexBuffer* IndexBuffer = nullptr;
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} mScreenQuad;
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bool cur_vsync = false;
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};
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@ -204,6 +204,12 @@ void PolyRenderState::EnableDrawBuffers(int count)
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{
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}
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void PolyRenderState::SetColormapShader(bool enable)
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{
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mNeedApply = true;
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mColormapShader = enable;
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}
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void PolyRenderState::EndRenderPass()
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{
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mDrawCommands = nullptr;
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@ -260,14 +266,18 @@ void PolyRenderState::Apply()
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mDrawCommands->SetInputAssembly(static_cast<PolyVertexBuffer*>(mVertexBuffer)->VertexFormat);
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mDrawCommands->SetRenderStyle(mRenderStyle);
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if (mSpecialEffect > EFF_NONE)
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if (mColormapShader)
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{
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mDrawCommands->SetShader(mSpecialEffect, 0, false);
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mDrawCommands->SetShader(EFF_NONE, 0, false, true);
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}
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else if (mSpecialEffect > EFF_NONE)
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{
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mDrawCommands->SetShader(mSpecialEffect, 0, false, false);
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}
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else
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{
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int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
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mDrawCommands->SetShader(EFF_NONE, mTextureEnabled ? effectState : SHADER_NoTexture, mAlphaThreshold >= 0.f);
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mDrawCommands->SetShader(EFF_NONE, mTextureEnabled ? effectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, false);
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}
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PolyPushConstants constants;
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@ -45,6 +45,8 @@ public:
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PolyVertexInputAssembly *GetVertexFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs);
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void EndRenderPass();
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void SetColormapShader(bool enable);
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private:
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void Apply();
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void ApplyMaterial();
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@ -92,6 +94,7 @@ private:
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int mStencilOp = SOP_Keep;
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int mCulling = Cull_None;
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bool mColorMask[4] = { true, true, true, true };
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bool mColormapShader = false;
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PolyCommandBuffer* mDrawCommands = nullptr;
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};
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@ -248,11 +248,12 @@ void PolyTriangleThreadData::SetRenderStyle(FRenderStyle style)
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RenderStyle = style;
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}
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void PolyTriangleThreadData::SetShader(int specialEffect, int effectState, bool alphaTest)
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void PolyTriangleThreadData::SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader)
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{
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SpecialEffect = specialEffect;
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EffectState = effectState;
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AlphaTest = alphaTest;
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ColormapShader = colormapShader;
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}
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void PolyTriangleThreadData::SetTexture(int unit, const void *pixels, int width, int height, bool bgra)
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@ -60,7 +60,7 @@ public:
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void SetScissor(int x, int y, int w, int h);
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void SetRenderStyle(FRenderStyle style);
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void SetTexture(int unit, const void *pixels, int width, int height, bool bgra);
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void SetShader(int specialEffect, int effectState, bool alphaTest);
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void SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader);
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void UpdateClip();
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@ -141,6 +141,7 @@ public:
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int SpecialEffect = EFF_NONE;
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int EffectState = 0;
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bool AlphaTest = false;
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bool ColormapShader = false;
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uint32_t AlphaThreshold = 0x7f000000;
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const PolyPushConstants* PushConstants = nullptr;
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@ -183,13 +183,14 @@ private:
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class PolySetShaderCommand : public PolyDrawerCommand
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{
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public:
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PolySetShaderCommand(int specialEffect, int effectState, bool alphaTest) : specialEffect(specialEffect), effectState(effectState), alphaTest(alphaTest) { }
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void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetShader(specialEffect, effectState, alphaTest); }
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PolySetShaderCommand(int specialEffect, int effectState, bool alphaTest, bool colormapShader) : specialEffect(specialEffect), effectState(effectState), alphaTest(alphaTest), colormapShader(colormapShader) { }
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void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetShader(specialEffect, effectState, alphaTest, colormapShader); }
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private:
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int specialEffect;
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int effectState;
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bool alphaTest;
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bool colormapShader;
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};
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class PolySetVertexBufferCommand : public PolyDrawerCommand
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@ -429,9 +430,9 @@ void PolyCommandBuffer::SetTexture(int unit, void *pixels, int width, int height
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mQueue->Push<PolySetTextureCommand>(unit, pixels, width, height, bgra);
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}
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void PolyCommandBuffer::SetShader(int specialEffect, int effectState, bool alphaTest)
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void PolyCommandBuffer::SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader)
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{
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mQueue->Push<PolySetShaderCommand>(specialEffect, effectState, alphaTest);
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mQueue->Push<PolySetShaderCommand>(specialEffect, effectState, alphaTest, colormapShader);
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}
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void PolyCommandBuffer::PushStreamData(const StreamData &data, const PolyPushConstants &constants)
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@ -67,7 +67,7 @@ public:
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void SetScissor(int x, int y, int w, int h);
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void SetRenderStyle(FRenderStyle style);
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void SetTexture(int unit, void *pixels, int width, int height, bool bgra);
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void SetShader(int specialEffect, int effectState, bool alphaTest);
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void SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader);
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void PushStreamData(const StreamData &data, const PolyPushConstants &constants);
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void PushMatrices(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix);
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void ClearDepth(float value);
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@ -519,10 +519,46 @@ void BlendColorRevSub_Src_One(int y, int x0, int x1, PolyTriangleThreadData* thr
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}
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}
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void BlendColorColormap(int y, int x0, int x1, PolyTriangleThreadData* thread)
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{
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uint32_t* line = (uint32_t*)thread->dest + y * (ptrdiff_t)thread->dest_pitch;
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uint32_t startR = (int)((thread->mainVertexShader.Data.uObjectColor.r) * 255.0f);
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uint32_t startG = (int)((thread->mainVertexShader.Data.uObjectColor.g) * 255.0f);
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uint32_t startB = (int)((thread->mainVertexShader.Data.uObjectColor.b) * 255.0f);
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uint32_t rangeR = (int)((thread->mainVertexShader.Data.uAddColor.r) * 255.0f) - startR;
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uint32_t rangeG = (int)((thread->mainVertexShader.Data.uAddColor.g) * 255.0f) - startG;
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uint32_t rangeB = (int)((thread->mainVertexShader.Data.uAddColor.b) * 255.0f) - startB;
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int sseend = x0;
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for (int x = sseend; x < x1; x++)
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{
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uint32_t dst = line[x];
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uint32_t a = APART(dst);
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uint32_t r = RPART(dst);
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uint32_t g = GPART(dst);
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uint32_t b = BPART(dst);
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uint32_t gray = (r * 77 + g * 143 + b * 37) >> 8;
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gray += (gray >> 7); // gray*=256/255
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r = (startR + ((gray * rangeR) >> 8)) << 1;
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g = (startG + ((gray * rangeG) >> 8)) << 1;
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b = (startB + ((gray * rangeB) >> 8)) << 1;
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line[x] = MAKEARGB(a, r, g, b);
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}
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}
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void SelectWriteColorFunc(PolyTriangleThreadData* thread)
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{
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FRenderStyle style = thread->RenderStyle;
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if (style.BlendOp == STYLEOP_Add)
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if (thread->ColormapShader)
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{
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thread->WriteColorFunc = &BlendColorColormap;
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}
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else if (style.BlendOp == STYLEOP_Add)
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{
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if (style.SrcAlpha == STYLEALPHA_One && style.DestAlpha == STYLEALPHA_Zero)
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{
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@ -532,13 +532,37 @@ static void MainFP(int x0, int x1, PolyTriangleThreadData* thread)
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auto vColorA = thread->scanline.vColorA;
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uint32_t* fragcolor = thread->scanline.FragColor;
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if (constants->uTextureMode == TM_FOGLAYER)
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if (constants->uTextureMode == TM_FIXEDCOLORMAP)
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{
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// float gray = grayscale(frag);
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// vec4 cm = (uObjectColor + gray * (uAddColor - uObjectColor)) * 2;
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// frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
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// frag = frag * vColor;
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// frag.rgb = frag.rgb + uFogColor.rgb;
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uint32_t startR = (int)((thread->mainVertexShader.Data.uObjectColor.r) * 255.0f);
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uint32_t startG = (int)((thread->mainVertexShader.Data.uObjectColor.g) * 255.0f);
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uint32_t startB = (int)((thread->mainVertexShader.Data.uObjectColor.b) * 255.0f);
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uint32_t rangeR = (int)((thread->mainVertexShader.Data.uAddColor.r) * 255.0f) - startR;
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uint32_t rangeG = (int)((thread->mainVertexShader.Data.uAddColor.g) * 255.0f) - startG;
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uint32_t rangeB = (int)((thread->mainVertexShader.Data.uAddColor.b) * 255.0f) - startB;
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for (int x = x0; x < x1; x++)
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{
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uint32_t a = APART(fragcolor[x]);
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uint32_t r = RPART(fragcolor[x]);
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uint32_t g = GPART(fragcolor[x]);
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uint32_t b = BPART(fragcolor[x]);
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uint32_t gray = (r * 77 + g * 143 + b * 37) >> 8;
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gray += (gray >> 7); // gray*=256/255
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r = (startR + ((gray * rangeR) >> 8)) << 1;
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g = (startG + ((gray * rangeG) >> 8)) << 1;
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b = (startB + ((gray * rangeB) >> 8)) << 1;
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fragcolor[x] = MAKEARGB(a, r, g, b);
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}
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}
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else
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{
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@ -570,11 +594,20 @@ static void MainFP(int x0, int x1, PolyTriangleThreadData* thread)
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}
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}
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void ColormapFP(int x0, int x1, PolyTriangleThreadData* thread)
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{
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// This is implemented in BlendColorColormap.
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}
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void SelectFragmentShader(PolyTriangleThreadData* thread)
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{
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void (*fragshader)(int x0, int x1, PolyTriangleThreadData * thread);
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if (thread->SpecialEffect == EFF_FOGBOUNDARY) // fogboundary.fp
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if (thread->ColormapShader)
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{
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fragshader = &ColormapFP;
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}
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else if (thread->SpecialEffect == EFF_FOGBOUNDARY) // fogboundary.fp
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{
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fragshader = &EffectFogBoundary;
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}
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@ -126,9 +126,16 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
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}
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else
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{
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// With softpoly truecolor we render directly to the target framebuffer
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DCanvas *canvas = screen->GetCanvas();
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SWRenderer->RenderView(player, canvas, canvas->GetPixels(), canvas->GetPitch());
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// To do: apply swrenderer::CameraLight::Instance()->ShaderColormap();
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int cm = CM_DEFAULT;
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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if (map) cm = (int)(ptrdiff_t)(map - SpecialColormaps.Data()) + CM_FIRSTSPECIALCOLORMAP;
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screen->PostProcessScene(cm, [&]() { });
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SWRenderer->DrawRemainingPlayerSprites();
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screen->Draw2D();
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screen->Clear2D();
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