gzdoom/src/gl/renderer/gl_postprocess.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2016 Magnus Norddahl
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_postprocess.cpp
** Post processing effects in the render pipeline
**
*/
#include "gl/system/gl_system.h"
#include "gi.h"
#include "m_png.h"
#include "m_random.h"
#include "st_stuff.h"
#include "dobject.h"
#include "doomstat.h"
#include "g_level.h"
#include "r_data/r_interpolate.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_effect.h"
#include "sbar.h"
#include "po_man.h"
#include "r_utility.h"
#include "a_hexenglobal.h"
#include "p_local.h"
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#include "colormatcher.h"
#include "gl/gl_functions.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_postprocessstate.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_colormapshader.h"
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#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/renderer/gl_2ddrawer.h"
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#include "gl/stereo3d/gl_stereo3d.h"
//==========================================================================
//
// CVARs
//
//==========================================================================
CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, 0)
{
if (self < 0.1f) self = 0.1f;
}
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CVAR(Float, gl_exposure_scale, 1.3f, 0)
CVAR(Float, gl_exposure_min, 0.35f, 0)
CVAR(Float, gl_exposure_base, 0.35f, 0)
CVAR(Float, gl_exposure_speed, 0.05f, 0)
CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
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if (self < 0 || self > 5)
self = 0;
}
CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
{
if (self < 3 || self > 15 || self % 2 == 0)
self = 7;
}
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CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, gl_lens_k, -0.12f, 0)
CVAR(Float, gl_lens_kcube, 0.1f, 0)
CVAR(Float, gl_lens_chromatic, 1.12f, 0)
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EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Float, vid_contrast)
void FGLRenderer::RenderScreenQuad()
{
mVBO->BindVBO();
gl_RenderState.ResetVertexBuffer();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
}
//-----------------------------------------------------------------------------
//
// Extracts light average from the scene and updates the camera exposure texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::UpdateCameraExposure()
{
if (!gl_bloom && gl_tonemap == 0)
return;
FGLDebug::PushGroup("UpdateCameraExposure");
FGLPostProcessState savedState;
savedState.SaveTextureBinding1();
// Extract light level from scene texture:
const auto &level0 = mBuffers->ExposureLevels[0];
glBindFramebuffer(GL_FRAMEBUFFER, level0.Framebuffer);
glViewport(0, 0, level0.Width, level0.Height);
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mExposureExtractShader->Bind();
mExposureExtractShader->SceneTexture.Set(0);
mExposureExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
mExposureExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Find the average value:
for (int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
{
const auto &level = mBuffers->ExposureLevels[i];
const auto &next = mBuffers->ExposureLevels[i + 1];
glBindFramebuffer(GL_FRAMEBUFFER, next.Framebuffer);
glViewport(0, 0, next.Width, next.Height);
glBindTexture(GL_TEXTURE_2D, level.Texture);
mExposureAverageShader->Bind();
mExposureAverageShader->ExposureTexture.Set(0);
RenderScreenQuad();
}
// Combine average value with current camera exposure:
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->ExposureFB);
glViewport(0, 0, 1, 1);
if (!mBuffers->FirstExposureFrame)
{
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
mBuffers->FirstExposureFrame = false;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureLevels.Last().Texture);
mExposureCombineShader->Bind();
mExposureCombineShader->ExposureTexture.Set(0);
mExposureCombineShader->ExposureBase.Set(gl_exposure_base);
mExposureCombineShader->ExposureMin.Set(gl_exposure_min);
mExposureCombineShader->ExposureScale.Set(gl_exposure_scale);
mExposureCombineShader->ExposureSpeed.Set(gl_exposure_speed);
RenderScreenQuad();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Adds bloom contribution to scene texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::BloomScene()
{
// Only bloom things if enabled and no special fixed light mode is active
if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT)
return;
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FGLDebug::PushGroup("BloomScene");
FGLPostProcessState savedState;
savedState.SaveTextureBinding1();
const float blurAmount = gl_bloom_amount;
int sampleCount = gl_bloom_kernel_size;
const auto &level0 = mBuffers->BloomLevels[0];
// Extract blooming pixels from scene texture:
glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
glActiveTexture(GL_TEXTURE0);
mBloomExtractShader->Bind();
mBloomExtractShader->SceneTexture.Set(0);
mBloomExtractShader->ExposureTexture.Set(1);
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mBloomExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
mBloomExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Blur and downscale:
for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
{
const auto &level = mBuffers->BloomLevels[i];
const auto &next = mBuffers->BloomLevels[i + 1];
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
}
// Blur and upscale:
for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
{
const auto &level = mBuffers->BloomLevels[i];
const auto &next = mBuffers->BloomLevels[i - 1];
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
// Linear upscale:
glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
glViewport(0, 0, next.Width, next.Height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, level.VTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
RenderScreenQuad();
}
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
// Add bloom back to scene texture:
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mBuffers->BindCurrentFB();
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, level0.VTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
//
// Tonemap scene texture and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::TonemapScene()
{
if (gl_tonemap == 0)
return;
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FGLDebug::PushGroup("TonemapScene");
FGLPostProcessState savedState;
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mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
mTonemapShader->Bind();
mTonemapShader->SceneTexture.Set(0);
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if (mTonemapShader->IsPaletteMode())
{
mTonemapShader->PaletteLUT.Set(1);
BindTonemapPalette(1);
}
else
{
savedState.SaveTextureBinding1();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
glActiveTexture(GL_TEXTURE0);
mTonemapShader->ExposureTexture.Set(1);
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}
RenderScreenQuad();
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
}
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void FGLRenderer::BindTonemapPalette(int texunit)
{
if (mTonemapPalette)
{
mTonemapPalette->Bind(texunit, 0, false);
}
else
{
TArray<unsigned char> lut;
lut.Resize(512 * 512 * 4);
for (int r = 0; r < 64; r++)
{
for (int g = 0; g < 64; g++)
{
for (int b = 0; b < 64; b++)
{
PalEntry color = GPalette.BaseColors[(BYTE)PTM_BestColor((uint32 *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4), 0, 256)];
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int index = ((r * 64 + g) * 64 + b) * 4;
lut[index] = color.r;
lut[index + 1] = color.g;
lut[index + 2] = color.b;
lut[index + 3] = 255;
}
}
}
mTonemapPalette = new FHardwareTexture(512, 512, true);
mTonemapPalette->CreateTexture(&lut[0], 512, 512, texunit, false, 0, "mTonemapPalette");
glActiveTexture(GL_TEXTURE0 + texunit);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0);
}
}
void FGLRenderer::ClearTonemapPalette()
{
delete mTonemapPalette;
mTonemapPalette = nullptr;
}
//-----------------------------------------------------------------------------
//
// Colormap scene texture and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::ColormapScene()
{
if (gl_fixedcolormap < CM_FIRSTSPECIALCOLORMAP || gl_fixedcolormap >= CM_MAXCOLORMAP)
return;
FGLDebug::PushGroup("ColormapScene");
FGLPostProcessState savedState;
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
mColormapShader->Bind();
FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
mColormapShader->MapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
mColormapShader->MapRange.Set(m);
RenderScreenQuad();
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
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//-----------------------------------------------------------------------------
//
// Apply lens distortion and place the result in the HUD/2D texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::LensDistortScene()
{
if (gl_lens == 0)
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return;
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FGLDebug::PushGroup("LensDistortScene");
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float k[4] =
{
gl_lens_k,
gl_lens_k * gl_lens_chromatic,
gl_lens_k * gl_lens_chromatic * gl_lens_chromatic,
0.0f
};
float kcube[4] =
{
gl_lens_kcube,
gl_lens_kcube * gl_lens_chromatic,
gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic,
0.0f
};
float aspect = mSceneViewport.width / mSceneViewport.height;
// Scale factor to keep sampling within the input texture
float r2 = aspect * aspect * 0.25 + 0.25f;
float sqrt_r2 = sqrt(r2);
float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f);
float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f);
float f = MAX(f0, f2);
float scale = 1.0f / f;
FGLPostProcessState savedState;
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mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mLensShader->Bind();
mLensShader->InputTexture.Set(0);
mLensShader->AspectRatio.Set(aspect);
mLensShader->Scale.Set(scale);
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mLensShader->LensDistortionCoefficient.Set(k);
mLensShader->CubicDistortionValue.Set(kcube);
RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
//
// Copies the rendered screen to its final destination
//
//-----------------------------------------------------------------------------
void FGLRenderer::Flush()
{
const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
if (stereo3dMode.IsMono() || !FGLRenderBuffers::IsEnabled())
{
CopyToBackbuffer(nullptr, true);
}
else
{
// Render 2D to eye textures
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
{
FGLDebug::PushGroup("Eye2D");
mBuffers->BindEyeFB(eye_ix);
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
m2DDrawer->Draw();
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FGLDebug::PopGroup();
}
m2DDrawer->Clear();
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FGLPostProcessState savedState;
FGLDebug::PushGroup("PresentEyes");
stereo3dMode.Present();
FGLDebug::PopGroup();
}
}
//-----------------------------------------------------------------------------
//
// Gamma correct while copying to frame buffer
//
//-----------------------------------------------------------------------------
void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
{
m2DDrawer->Draw(); // draw all pending 2D stuff before copying the buffer
m2DDrawer->Clear();
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FGLDebug::PushGroup("CopyToBackbuffer");
if (FGLRenderBuffers::IsEnabled())
{
FGLPostProcessState savedState;
mBuffers->BindOutputFB();
GL_IRECT box;
if (bounds)
{
box = *bounds;
}
else
{
ClearBorders();
box = mOutputLetterbox;
}
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mBuffers->BindCurrentTexture(0);
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DrawPresentTexture(box, applyGamma);
}
else if (!bounds)
{
FGLPostProcessState savedState;
ClearBorders();
}
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FGLDebug::PopGroup();
}
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void FGLRenderer::DrawPresentTexture(const GL_IRECT &box, bool applyGamma)
{
glViewport(box.left, box.top, box.width, box.height);
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mPresentShader->Bind();
mPresentShader->InputTexture.Set(0);
if (!applyGamma || framebuffer->IsHWGammaActive())
{
mPresentShader->InvGamma.Set(1.0f);
mPresentShader->Contrast.Set(1.0f);
mPresentShader->Brightness.Set(0.0f);
}
else
{
mPresentShader->InvGamma.Set(1.0f / 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));
}
mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
RenderScreenQuad();
}
//-----------------------------------------------------------------------------
//
// Fills the black bars around the screen letterbox
//
//-----------------------------------------------------------------------------
void FGLRenderer::ClearBorders()
{
const auto &box = mOutputLetterbox;
int clientWidth = framebuffer->GetClientWidth();
int clientHeight = framebuffer->GetClientHeight();
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if (clientWidth == 0 || clientHeight == 0)
return;
glViewport(0, 0, clientWidth, clientHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_SCISSOR_TEST);
if (box.top > 0)
{
glScissor(0, 0, clientWidth, box.top);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientHeight - box.top - box.height > 0)
{
glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (box.left > 0)
{
glScissor(0, box.top, box.left, box.height);
glClear(GL_COLOR_BUFFER_BIT);
}
if (clientWidth - box.left - box.width > 0)
{
glScissor(box.left + box.width, box.top, clientWidth - box.left - box.width, box.height);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
}
// [SP] Re-implemented BestColor for more precision rather than speed. This function is only ever called once until the game palette is changed.
int FGLRenderer::PTM_BestColor (const uint32 *pal_in, int r, int g, int b, int first, int num)
{
const PalEntry *pal = (const PalEntry *)pal_in;
static double powtable[256];
static bool firstTime = true;
double fbestdist, fdist;
int bestcolor;
if (firstTime)
{
firstTime = false;
for (int x = 0; x < 256; x++) powtable[x] = pow((double)x/255,1.2);
}
for (int color = first; color < num; color++)
{
double x = powtable[abs(r-pal[color].r)];
double y = powtable[abs(g-pal[color].g)];
double z = powtable[abs(b-pal[color].b)];
fdist = x + y + z;
if (color == first || fdist < fbestdist)
{
if (fdist == 0)
return color;
fbestdist = fdist;
bestcolor = color;
}
}
return bestcolor;
}