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- add post processing support to the software renderer and softpoly
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parent
1e11ce3bee
commit
48c83d36b5
4 changed files with 17 additions and 2 deletions
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@ -479,3 +479,8 @@ void OpenGLFrameBuffer::Draw2D()
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{
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if (GLRenderer != nullptr) GLRenderer->Draw2D(&m2DDrawer);
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}
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void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
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}
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@ -44,7 +44,6 @@ public:
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IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) override;
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IShaderProgram *CreateShaderProgram() override;
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// Retrieves a buffer containing image data for a screenshot.
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// Hint: Pitch can be negative for upside-down images, in which case buffer
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// points to the last row in the buffer, which will be the first row output.
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@ -60,6 +59,7 @@ public:
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void SetVSync(bool vsync);
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void Draw2D() override;
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void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
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bool HWGammaActive = false; // Are we using hardware or software gamma?
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std::shared_ptr<FGLDebug> mDebug; // Debug API
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@ -122,6 +122,13 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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screen->DrawTexture(fbtex.get(), 0, 0, DTA_SpecialColormap, map, TAG_DONE);
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screen->Draw2D();
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screen->Clear2D();
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screen->PostProcessScene(CM_DEFAULT, [&]() {
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SWRenderer->DrawRemainingPlayerSprites();
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screen->Draw2D();
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screen->Clear2D();
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});
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return r_viewpoint.sector;
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}
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@ -43,6 +43,7 @@
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#include "c_cvars.h"
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#include "v_colortables.h"
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#include "v_2ddrawer.h"
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#include <functional>
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struct sector_t;
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class IShaderProgram;
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@ -464,6 +465,8 @@ public:
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virtual bool WipeDo(int ticks);
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virtual void WipeCleanup();
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virtual void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
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void ScaleCoordsFromWindow(int16_t &x, int16_t &y);
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uint64_t GetLastFPS() const { return LastCount; }
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