- draw the colormap blend after postprocessing, not before it.

- added colormap shader to postprocessing.

This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
This commit is contained in:
Christoph Oelckers 2016-09-01 17:14:51 +02:00
parent 7efae2c8f8
commit 589936f570
12 changed files with 224 additions and 53 deletions

View File

@ -1114,6 +1114,7 @@ set( FASTMATH_SOURCES
gl/shaders/gl_presentshader.cpp
gl/shaders/gl_bloomshader.cpp
gl/shaders/gl_blurshader.cpp
gl/shaders/gl_colormapshader.cpp
gl/shaders/gl_tonemapshader.cpp
gl/shaders/gl_lensshader.cpp
gl/system/gl_interface.cpp

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@ -66,42 +66,39 @@
void gl_PatchMenu()
{
if (gl.legacyMode)
// Radial fog and Doom lighting are not available without full shader support.
FOptionValues **opt = OptionValues.CheckKey("LightingModes");
if (opt != NULL)
{
// Radial fog and Doom lighting are not available without full shader support.
FOptionValues **opt = OptionValues.CheckKey("LightingModes");
if (opt != NULL)
for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
{
for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
// Delete 'Doom' lighting mode
if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0)
{
// Delete 'Doom' lighting mode
if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0)
{
(*opt)->mValues.Delete(i);
}
(*opt)->mValues.Delete(i);
}
}
opt = OptionValues.CheckKey("FogMode");
if (opt != NULL)
{
for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
{
// Delete 'Radial' fog mode
if ((*opt)->mValues[i].Value == 2.0)
{
(*opt)->mValues.Delete(i);
}
}
}
// disable features that don't work without shaders.
if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3;
if (gl_fogmode == 2) gl_fogmode = 1;
// todo: remove more unsupported stuff like postprocessing options.
}
opt = OptionValues.CheckKey("FogMode");
if (opt != NULL)
{
for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
{
// Delete 'Radial' fog mode
if ((*opt)->mValues[i].Value == 2.0)
{
(*opt)->mValues.Delete(i);
}
}
}
// disable features that don't work without shaders.
if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3;
if (gl_fogmode == 2) gl_fogmode = 1;
// todo: remove more unsupported stuff like postprocessing options.
}

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@ -71,7 +71,7 @@ CUSTOM_CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
{
// The fixed colormap state needs to be reset because if this happens when
// a shader is set to CM_LITE or CM_TORCH it won't register the change in behavior caused by this CVAR.
if (GLRenderer != NULL && GLRenderer->mShaderManager != NULL)
if (GLRenderer != nullptr && GLRenderer->mShaderManager != nullptr)
{
GLRenderer->mShaderManager->ResetFixedColormap();
}

View File

@ -71,6 +71,7 @@
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_colormapshader.h"
#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/renderer/gl_2ddrawer.h"
@ -284,6 +285,38 @@ void FGLRenderer::ClearTonemapPalette()
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();
}
//-----------------------------------------------------------------------------
//
// Apply lens distortion and place the result in the HUD/2D texture

View File

@ -55,7 +55,14 @@
#include "doomerrors.h"
CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CUSTOM_CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
// this CVAR alters some fixed colormap related settings
if (GLRenderer != nullptr && GLRenderer->mShaderManager != nullptr)
{
//GLRenderer->mShaderManager->ResetFixedColormap();
}
}
//==========================================================================
//

View File

@ -67,6 +67,7 @@
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_tonemapshader.h"
#include "gl/shaders/gl_colormapshader.h"
#include "gl/shaders/gl_lensshader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/textures/gl_texture.h"
@ -97,21 +98,30 @@ CVAR(Bool, gl_scale_viewport, true, 0);
FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
{
framebuffer = fb;
mClipPortal = NULL;
mCurrentPortal = NULL;
mClipPortal = nullptr;
mCurrentPortal = nullptr;
mMirrorCount = 0;
mPlaneMirrorCount = 0;
mLightCount = 0;
mAngles = FRotator(0.f, 0.f, 0.f);
mViewVector = FVector2(0,0);
mVBO = NULL;
mSkyVBO = NULL;
mVBO = nullptr;
mSkyVBO = nullptr;
gl_spriteindex = 0;
mShaderManager = NULL;
gllight = glpart2 = glpart = mirrortexture = NULL;
mLights = NULL;
mShaderManager = nullptr;
gllight = glpart2 = glpart = mirrortexture = nullptr;
mLights = nullptr;
m2DDrawer = nullptr;
mTonemapPalette = nullptr;
mBuffers = nullptr;
mPresentShader = nullptr;
mBloomExtractShader = nullptr;
mBloomCombineShader = nullptr;
mBlurShader = nullptr;
mTonemapShader = nullptr;
mTonemapPalette = nullptr;
mColormapShader = nullptr;
mLensShader = nullptr;
}
void gl_LoadModels();
@ -124,6 +134,7 @@ void FGLRenderer::Initialize(int width, int height)
mBloomCombineShader = new FBloomCombineShader();
mBlurShader = new FBlurShader();
mTonemapShader = new FTonemapShader();
mColormapShader = new FColormapShader();
mTonemapPalette = nullptr;
mLensShader = new FLensShader();
mPresentShader = new FPresentShader();
@ -184,6 +195,7 @@ FGLRenderer::~FGLRenderer()
if (mBlurShader) delete mBlurShader;
if (mTonemapShader) delete mTonemapShader;
if (mTonemapPalette) delete mTonemapPalette;
if (mColormapShader) delete mColormapShader;
if (mLensShader) delete mLensShader;
}

View File

@ -23,6 +23,7 @@ class FBloomExtractShader;
class FBloomCombineShader;
class FBlurShader;
class FTonemapShader;
class FColormapShader;
class FLensShader;
class FPresentShader;
class F2DDrawer;
@ -93,6 +94,7 @@ public:
FBloomCombineShader *mBloomCombineShader;
FBlurShader *mBlurShader;
FTonemapShader *mTonemapShader;
FColormapShader *mColormapShader;
FHardwareTexture *mTonemapPalette;
FLensShader *mLensShader;
FPresentShader *mPresentShader;
@ -166,6 +168,7 @@ public:
void EndDrawScene(sector_t * viewsector);
void BloomScene();
void TonemapScene();
void ColormapScene();
void BindTonemapPalette(int texunit);
void ClearTonemapPalette();
void LensDistortScene();

View File

@ -49,6 +49,7 @@
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_colormap.h"
#include "gl/dynlights//gl_lightbuffer.h"
#include "gl/renderer/gl_renderbuffers.h"
void gl_SetTextureMode(int type);
@ -220,15 +221,24 @@ bool FRenderState::ApplyShader()
{
activeShader->muFixedColormap.Set(0);
}
else if (mColormapState < CM_MAXCOLORMAP)
else if (mColormapState > CM_DEFAULT && mColormapState < CM_MAXCOLORMAP)
{
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 };
if (FGLRenderBuffers::IsEnabled())
{
// When using postprocessing to apply the colormap, we must render the image fullbright here.
activeShader->muFixedColormap.Set(2);
activeShader->muColormapStart.Set(1, 1, 1, 1.f);
}
else
{
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 };
activeShader->muFixedColormap.Set(1);
activeShader->muColormapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
activeShader->muColormapRange.Set(m);
activeShader->muFixedColormap.Set(1);
activeShader->muColormapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
activeShader->muColormapRange.Set(m);
}
}
else if (mColormapState == CM_FOGLAYER)
{

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@ -635,9 +635,9 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (blend[3]>0.0f)
{
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]);
gl_FillScreen();
}
@ -676,16 +676,19 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
{
DrawPlayerSprites (viewsector, false);
}
int cm = gl_RenderState.GetFixedColormap();
if (gl.legacyMode)
{
int cm = gl_RenderState.GetFixedColormap();
gl_RenderState.SetFixedColormap(cm);
gl_RenderState.DrawColormapOverlay();
}
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);
DrawTargeterSprites();
DrawBlend(viewsector);
if (gl.legacyMode)
if (FGLRenderBuffers::IsEnabled())
{
gl_RenderState.SetFixedColormap(cm);
gl_RenderState.DrawColormapOverlay();
gl_RenderState.SetFixedColormap(CM_DEFAULT);
DrawBlend(viewsector);
}
// Restore standard rendering state
@ -851,7 +854,9 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
mBuffers->BlitSceneToTexture();
BloomScene();
TonemapScene();
ColormapScene();
LensDistortScene();
DrawBlend(viewsector); // This should be done after postprocessing, not before.
}
mDrawingScene2D = false;
eye->TearDown();

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@ -0,0 +1,67 @@
/*
** gl_colormapshader.cpp
** Applies a fullscreen colormap to the scene
**
**---------------------------------------------------------------------------
** Copyright 2016 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_colormapshader.h"
void FColormapShader::Bind()
{
auto &shader = mShader;
if (!shader)
{
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/colormap.fp", "", 330);
shader.SetFragDataLocation(0, "FragColor");
shader.Link("shaders/glsl/colormap");
shader.SetAttribLocation(0, "PositionInProjection");
MapStart.Init(shader, "uFixedColormapStart");
MapRange.Init(shader, "uFixedColormapRange");
}
shader.Bind();
}

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@ -0,0 +1,20 @@
#ifndef __GL_COLORMAPSHADER_H
#define __GL_COLORMAPSHADER_H
#include "gl_shaderprogram.h"
class FColormapShader
{
public:
void Bind();
FBufferedUniformSampler SceneTexture;
FUniform4f MapStart;
FUniform4f MapRange;
private:
FShaderProgram mShader;
};
#endif

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@ -0,0 +1,16 @@
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D tex;
uniform vec4 uFixedColormapStart;
uniform vec4 uFixedColormapRange;
void main()
{
vec4 frag = texture(tex, TexCoord);
float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
FragColor = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
}