2016-09-14 18:01:13 +00:00
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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2016-07-29 22:02:26 +00:00
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/*
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** gl_postprocess.cpp
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** Post processing effects in the render pipeline
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gi.h"
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#include "m_png.h"
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#include "m_random.h"
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#include "st_stuff.h"
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#include "dobject.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "r_data/r_interpolate.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "p_effect.h"
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#include "sbar.h"
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#include "po_man.h"
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#include "r_utility.h"
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#include "p_local.h"
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2016-08-23 07:18:18 +00:00
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#include "colormatcher.h"
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2016-07-29 22:02:26 +00:00
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#include "gl/gl_functions.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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2016-08-17 21:18:47 +00:00
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#include "gl/system/gl_debug.h"
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2016-07-29 22:02:26 +00:00
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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/renderer/gl_renderer.h"
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2016-08-05 15:12:00 +00:00
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#include "gl/renderer/gl_postprocessstate.h"
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2016-07-29 22:02:26 +00:00
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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/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_tonemapshader.h"
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2016-09-01 15:14:51 +00:00
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#include "gl/shaders/gl_colormapshader.h"
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2016-08-02 15:32:21 +00:00
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#include "gl/shaders/gl_lensshader.h"
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2016-09-25 09:25:01 +00:00
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#include "gl/shaders/gl_fxaashader.h"
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2016-07-29 22:02:26 +00:00
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#include "gl/shaders/gl_presentshader.h"
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2016-08-08 10:13:09 +00:00
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#include "gl/renderer/gl_2ddrawer.h"
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2016-09-07 19:52:43 +00:00
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#include "gl/stereo3d/gl_stereo3d.h"
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2016-07-29 22:02:26 +00:00
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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2016-10-01 19:34:13 +00:00
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CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE);
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CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, CVAR_ARCHIVE)
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2016-08-01 09:29:28 +00:00
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{
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if (self < 0.1f) self = 0.1f;
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}
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2016-10-01 19:34:13 +00:00
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CVAR(Float, gl_exposure_scale, 1.3f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_min, 0.35f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_base, 0.35f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_speed, 0.05f, CVAR_ARCHIVE)
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2016-07-29 22:02:26 +00:00
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2016-10-01 19:34:13 +00:00
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CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE)
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2016-07-29 22:02:26 +00:00
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{
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2016-08-23 07:18:18 +00:00
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if (self < 0 || self > 5)
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2016-07-29 22:02:26 +00:00
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self = 0;
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}
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2016-10-01 19:34:13 +00:00
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CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, CVAR_ARCHIVE)
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2016-07-29 22:02:26 +00:00
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 7;
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}
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2016-08-02 15:32:21 +00:00
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CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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2016-10-01 19:34:13 +00:00
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CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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2016-08-02 15:32:21 +00:00
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2016-09-25 09:25:01 +00:00
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CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self >= FFXAAShader::Count)
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{
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self = 0;
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}
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}
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2016-07-29 22:02:26 +00:00
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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2016-08-06 12:12:40 +00:00
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2016-08-08 14:06:02 +00:00
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void FGLRenderer::RenderScreenQuad()
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2016-08-06 12:12:40 +00:00
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{
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mVBO->BindVBO();
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gl_RenderState.ResetVertexBuffer();
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2016-08-29 08:43:03 +00:00
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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2016-08-06 12:12:40 +00:00
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}
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2016-09-18 13:57:22 +00:00
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//-----------------------------------------------------------------------------
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//
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// Extracts light average from the scene and updates the camera exposure texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::UpdateCameraExposure()
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{
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if (!gl_bloom && gl_tonemap == 0)
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return;
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FGLDebug::PushGroup("UpdateCameraExposure");
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FGLPostProcessState savedState;
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savedState.SaveTextureBinding1();
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// Extract light level from scene texture:
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const auto &level0 = mBuffers->ExposureLevels[0];
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glBindFramebuffer(GL_FRAMEBUFFER, level0.Framebuffer);
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0);
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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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mExposureExtractShader->Bind();
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mExposureExtractShader->SceneTexture.Set(0);
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mExposureExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mExposureExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Find the average value:
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for (int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
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{
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const auto &level = mBuffers->ExposureLevels[i];
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const auto &next = mBuffers->ExposureLevels[i + 1];
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glBindFramebuffer(GL_FRAMEBUFFER, next.Framebuffer);
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glViewport(0, 0, next.Width, next.Height);
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glBindTexture(GL_TEXTURE_2D, level.Texture);
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mExposureAverageShader->Bind();
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mExposureAverageShader->ExposureTexture.Set(0);
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RenderScreenQuad();
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}
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// Combine average value with current camera exposure:
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->ExposureFB);
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glViewport(0, 0, 1, 1);
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if (!mBuffers->FirstExposureFrame)
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{
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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mBuffers->FirstExposureFrame = false;
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureLevels.Last().Texture);
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mExposureCombineShader->Bind();
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mExposureCombineShader->ExposureTexture.Set(0);
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mExposureCombineShader->ExposureBase.Set(gl_exposure_base);
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mExposureCombineShader->ExposureMin.Set(gl_exposure_min);
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mExposureCombineShader->ExposureScale.Set(gl_exposure_scale);
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mExposureCombineShader->ExposureSpeed.Set(gl_exposure_speed);
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RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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2016-07-29 22:02:26 +00:00
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//-----------------------------------------------------------------------------
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//
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// Adds bloom contribution to scene texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::BloomScene()
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{
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// Only bloom things if enabled and no special fixed light mode is active
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2016-09-01 09:52:52 +00:00
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if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT)
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2016-07-29 22:02:26 +00:00
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return;
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2016-08-17 21:18:47 +00:00
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FGLDebug::PushGroup("BloomScene");
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2016-08-05 15:12:00 +00:00
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FGLPostProcessState savedState;
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2016-09-18 13:57:22 +00:00
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savedState.SaveTextureBinding1();
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2016-08-05 15:12:00 +00:00
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2016-07-29 22:02:26 +00:00
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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const auto &level0 = mBuffers->BloomLevels[0];
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// Extract blooming pixels from scene texture:
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glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
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glViewport(0, 0, level0.Width, level0.Height);
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2016-08-04 15:16:49 +00:00
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mBuffers->BindCurrentTexture(0);
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2016-07-29 22:02:26 +00:00
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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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2016-09-18 13:57:22 +00:00
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
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glActiveTexture(GL_TEXTURE0);
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2016-07-29 22:02:26 +00:00
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mBloomExtractShader->Bind();
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mBloomExtractShader->SceneTexture.Set(0);
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2016-09-18 13:57:22 +00:00
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mBloomExtractShader->ExposureTexture.Set(1);
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2016-08-12 15:44:59 +00:00
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mBloomExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mBloomExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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2016-08-06 12:12:40 +00:00
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RenderScreenQuad();
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2016-07-29 22:02:26 +00:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Blur and downscale:
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for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
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{
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const auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i + 1];
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2016-08-12 15:51:06 +00:00
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
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2016-07-29 22:02:26 +00:00
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}
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// Blur and upscale:
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for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
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{
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const auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i - 1];
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2016-08-12 15:51:06 +00:00
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
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2016-07-29 22:02:26 +00:00
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// Linear upscale:
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glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
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glViewport(0, 0, next.Width, next.Height);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, level.VTexture);
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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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mBloomCombineShader->Bind();
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mBloomCombineShader->BloomTexture.Set(0);
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2016-08-06 12:12:40 +00:00
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RenderScreenQuad();
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2016-07-29 22:02:26 +00:00
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}
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2016-08-12 15:51:06 +00:00
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
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2016-07-29 22:02:26 +00:00
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// Add bloom back to scene texture:
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2016-08-04 15:16:49 +00:00
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mBuffers->BindCurrentFB();
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2016-08-12 15:44:59 +00:00
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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2016-07-29 22:02:26 +00:00
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, level0.VTexture);
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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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mBloomCombineShader->Bind();
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mBloomCombineShader->BloomTexture.Set(0);
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2016-08-06 12:12:40 +00:00
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RenderScreenQuad();
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2016-08-12 15:44:59 +00:00
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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2016-08-17 21:18:47 +00:00
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FGLDebug::PopGroup();
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2016-07-29 22:02:26 +00:00
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}
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//-----------------------------------------------------------------------------
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//
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// Tonemap scene texture and place the result in the HUD/2D texture
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//
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//-----------------------------------------------------------------------------
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|
|
|
|
|
void FGLRenderer::TonemapScene()
|
|
|
|
{
|
2016-09-01 09:52:52 +00:00
|
|
|
if (gl_tonemap == 0)
|
2016-07-29 22:02:26 +00:00
|
|
|
return;
|
|
|
|
|
2016-08-17 21:18:47 +00:00
|
|
|
FGLDebug::PushGroup("TonemapScene");
|
|
|
|
|
2016-08-05 15:12:00 +00:00
|
|
|
FGLPostProcessState savedState;
|
2016-07-29 22:02:26 +00:00
|
|
|
|
2016-08-04 15:16:49 +00:00
|
|
|
mBuffers->BindNextFB();
|
|
|
|
mBuffers->BindCurrentTexture(0);
|
2016-07-29 22:02:26 +00:00
|
|
|
mTonemapShader->Bind();
|
|
|
|
mTonemapShader->SceneTexture.Set(0);
|
2016-08-23 07:18:18 +00:00
|
|
|
|
|
|
|
if (mTonemapShader->IsPaletteMode())
|
|
|
|
{
|
|
|
|
mTonemapShader->PaletteLUT.Set(1);
|
|
|
|
BindTonemapPalette(1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-09-18 13:57:22 +00:00
|
|
|
savedState.SaveTextureBinding1();
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
|
|
|
mTonemapShader->ExposureTexture.Set(1);
|
2016-08-23 07:18:18 +00:00
|
|
|
}
|
|
|
|
|
2016-08-06 12:12:40 +00:00
|
|
|
RenderScreenQuad();
|
2016-08-04 15:16:49 +00:00
|
|
|
mBuffers->NextTexture();
|
2016-08-17 21:18:47 +00:00
|
|
|
|
|
|
|
FGLDebug::PopGroup();
|
2016-07-29 22:02:26 +00:00
|
|
|
}
|
|
|
|
|
2016-08-23 07:18:18 +00:00
|
|
|
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++)
|
|
|
|
{
|
2016-09-07 07:34:08 +00:00
|
|
|
PalEntry color = GPalette.BaseColors[(BYTE)PTM_BestColor((uint32 *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4), 0, 256)];
|
2016-08-23 07:18:18 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-08-25 17:58:50 +00:00
|
|
|
void FGLRenderer::ClearTonemapPalette()
|
|
|
|
{
|
|
|
|
delete mTonemapPalette;
|
|
|
|
mTonemapPalette = nullptr;
|
|
|
|
}
|
|
|
|
|
2016-09-01 15:14:51 +00:00
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// 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();
|
|
|
|
}
|
|
|
|
|
2016-08-02 15:32:21 +00:00
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// Apply lens distortion and place the result in the HUD/2D texture
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void FGLRenderer::LensDistortScene()
|
|
|
|
{
|
2016-09-01 09:52:52 +00:00
|
|
|
if (gl_lens == 0)
|
2016-08-02 15:32:21 +00:00
|
|
|
return;
|
|
|
|
|
2016-08-17 21:18:47 +00:00
|
|
|
FGLDebug::PushGroup("LensDistortScene");
|
|
|
|
|
2016-08-02 15:32:21 +00:00
|
|
|
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
|
|
|
|
};
|
|
|
|
|
2016-08-12 05:28:29 +00:00
|
|
|
float aspect = mSceneViewport.width / mSceneViewport.height;
|
2016-08-04 13:47:15 +00:00
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
2016-08-05 15:12:00 +00:00
|
|
|
FGLPostProcessState savedState;
|
|
|
|
|
2016-08-04 15:16:49 +00:00
|
|
|
mBuffers->BindNextFB();
|
|
|
|
mBuffers->BindCurrentTexture(0);
|
2016-08-02 15:32:21 +00:00
|
|
|
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);
|
2016-08-04 13:47:15 +00:00
|
|
|
mLensShader->AspectRatio.Set(aspect);
|
|
|
|
mLensShader->Scale.Set(scale);
|
2016-08-02 15:32:21 +00:00
|
|
|
mLensShader->LensDistortionCoefficient.Set(k);
|
|
|
|
mLensShader->CubicDistortionValue.Set(kcube);
|
2016-08-06 12:12:40 +00:00
|
|
|
RenderScreenQuad();
|
2016-08-05 15:12:00 +00:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
2016-08-04 15:16:49 +00:00
|
|
|
mBuffers->NextTexture();
|
2016-08-17 21:18:47 +00:00
|
|
|
|
|
|
|
FGLDebug::PopGroup();
|
2016-08-02 15:32:21 +00:00
|
|
|
}
|
|
|
|
|
2016-09-25 09:25:01 +00:00
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// Apply FXAA and place the result in the HUD/2D texture
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void FGLRenderer::ApplyFXAA()
|
|
|
|
{
|
|
|
|
if (0 == gl_fxaa)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
FGLDebug::PushGroup("ApplyFXAA");
|
|
|
|
|
|
|
|
const GLfloat rpcRes[2] =
|
|
|
|
{
|
|
|
|
1.0f / mBuffers->GetWidth(),
|
|
|
|
1.0f / mBuffers->GetHeight()
|
|
|
|
};
|
|
|
|
|
|
|
|
FGLPostProcessState savedState;
|
|
|
|
|
|
|
|
mBuffers->BindNextFB();
|
|
|
|
mBuffers->BindCurrentTexture(0);
|
|
|
|
mFXAALumaShader->Bind();
|
|
|
|
mFXAALumaShader->InputTexture.Set(0);
|
|
|
|
RenderScreenQuad();
|
|
|
|
mBuffers->NextTexture();
|
|
|
|
|
|
|
|
mBuffers->BindNextFB();
|
|
|
|
mBuffers->BindCurrentTexture(0);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
mFXAAShader->Bind();
|
|
|
|
mFXAAShader->InputTexture.Set(0);
|
|
|
|
mFXAAShader->ReciprocalResolution.Set(rpcRes);
|
|
|
|
RenderScreenQuad();
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
mBuffers->NextTexture();
|
|
|
|
|
|
|
|
FGLDebug::PopGroup();
|
|
|
|
}
|
|
|
|
|
2016-09-07 19:52:43 +00:00
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// 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);
|
2016-09-08 17:02:13 +00:00
|
|
|
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
|
|
|
glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
2016-09-08 07:18:10 +00:00
|
|
|
m2DDrawer->Draw();
|
2016-09-07 19:52:43 +00:00
|
|
|
FGLDebug::PopGroup();
|
|
|
|
}
|
2016-09-08 07:18:10 +00:00
|
|
|
m2DDrawer->Clear();
|
2016-09-07 19:52:43 +00:00
|
|
|
|
|
|
|
FGLPostProcessState savedState;
|
|
|
|
FGLDebug::PushGroup("PresentEyes");
|
|
|
|
stereo3dMode.Present();
|
|
|
|
FGLDebug::PopGroup();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-07-29 22:02:26 +00:00
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// Gamma correct while copying to frame buffer
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
2016-07-31 14:56:41 +00:00
|
|
|
void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
|
2016-07-29 22:02:26 +00:00
|
|
|
{
|
2016-09-08 07:18:10 +00:00
|
|
|
m2DDrawer->Draw(); // draw all pending 2D stuff before copying the buffer
|
|
|
|
m2DDrawer->Clear();
|
|
|
|
|
2016-08-17 21:18:47 +00:00
|
|
|
FGLDebug::PushGroup("CopyToBackbuffer");
|
2016-07-29 22:02:26 +00:00
|
|
|
if (FGLRenderBuffers::IsEnabled())
|
|
|
|
{
|
2016-08-05 15:12:00 +00:00
|
|
|
FGLPostProcessState savedState;
|
2016-07-29 22:02:26 +00:00
|
|
|
mBuffers->BindOutputFB();
|
|
|
|
|
2016-08-12 05:28:29 +00:00
|
|
|
GL_IRECT box;
|
2016-07-31 14:23:21 +00:00
|
|
|
if (bounds)
|
2016-07-29 22:02:26 +00:00
|
|
|
{
|
2016-08-12 05:28:29 +00:00
|
|
|
box = *bounds;
|
2016-07-29 22:02:26 +00:00
|
|
|
}
|
2016-07-31 14:23:21 +00:00
|
|
|
else
|
2016-07-29 22:02:26 +00:00
|
|
|
{
|
2016-08-12 05:28:29 +00:00
|
|
|
ClearBorders();
|
|
|
|
box = mOutputLetterbox;
|
2016-07-29 22:02:26 +00:00
|
|
|
}
|
|
|
|
|
2016-08-04 15:16:49 +00:00
|
|
|
mBuffers->BindCurrentTexture(0);
|
2016-09-08 17:02:13 +00:00
|
|
|
DrawPresentTexture(box, applyGamma);
|
2016-07-29 22:02:26 +00:00
|
|
|
}
|
2016-08-12 05:28:29 +00:00
|
|
|
else if (!bounds)
|
|
|
|
{
|
|
|
|
FGLPostProcessState savedState;
|
|
|
|
ClearBorders();
|
|
|
|
}
|
2016-08-17 21:18:47 +00:00
|
|
|
FGLDebug::PopGroup();
|
2016-08-12 05:28:29 +00:00
|
|
|
}
|
|
|
|
|
2016-09-08 17:02:13 +00:00
|
|
|
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();
|
|
|
|
}
|
|
|
|
|
2016-08-12 05:28:29 +00:00
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// Fills the black bars around the screen letterbox
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void FGLRenderer::ClearBorders()
|
|
|
|
{
|
|
|
|
const auto &box = mOutputLetterbox;
|
|
|
|
|
|
|
|
int clientWidth = framebuffer->GetClientWidth();
|
|
|
|
int clientHeight = framebuffer->GetClientHeight();
|
2016-09-04 01:15:50 +00:00
|
|
|
if (clientWidth == 0 || clientHeight == 0)
|
|
|
|
return;
|
2016-08-12 05:28:29 +00:00
|
|
|
|
|
|
|
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);
|
2016-07-29 22:02:26 +00:00
|
|
|
}
|
2016-09-07 07:34:08 +00:00
|
|
|
|
|
|
|
|
|
|
|
// [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;
|
|
|
|
}
|
|
|
|
|