mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 05:51:20 +00:00
- moved VR code and IntRect to 'common'
This commit is contained in:
parent
4b56714199
commit
686aa9779d
23 changed files with 108 additions and 85 deletions
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@ -973,7 +973,6 @@ set (PCH_SOURCES
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rendering/hwrenderer/utility/hw_draw2d.cpp
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rendering/hwrenderer/utility/hw_lighting.cpp
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rendering/hwrenderer/utility/hw_shaderpatcher.cpp
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rendering/hwrenderer/utility/hw_vrmodes.cpp
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maploader/edata.cpp
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maploader/specials.cpp
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maploader/maploader.cpp
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@ -1145,6 +1144,7 @@ set (PCH_SOURCES
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common/objects/dobjgc.cpp
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common/objects/dobjtype.cpp
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common/rendering/r_videoscale.cpp
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common/rendering/hwrenderer/data/hw_vrmodes.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocess.cpp
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common/rendering/hwrenderer/postprocessing/hw_postprocess_cvars.cpp
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@ -26,10 +26,10 @@
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*/
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#include "vectors.h" // RAD2DEG
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#include "doomtype.h" // M_PI
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hw_vrmodes.h"
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#include "v_video.h"
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#include "version.h"
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// Set up 3D-specific console variables:
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CVAR(Int, vr_mode, 0, CVAR_GLOBALCONFIG)
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@ -59,6 +59,7 @@ static VRMode vrmi_checker = { 2, isqrt2, isqrt2, 1.f,{ { -.5f, 1.f },{ .5f, 1.f
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const VRMode *VRMode::GetVRMode(bool toscreen)
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{
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#ifdef VR3D_ENABLED
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switch (toscreen && vid_rendermode == 4 ? vr_mode : 0)
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{
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default:
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@ -91,6 +92,9 @@ const VRMode *VRMode::GetVRMode(bool toscreen)
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case VR_CHECKERINTERLEAVED:
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return &vrmi_checker;
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}
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#else
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return &vrmi_mono;
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#endif
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}
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void VRMode::AdjustViewport(DFrameBuffer *screen) const
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@ -3,6 +3,7 @@
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#include "hwrenderer/data/shaderuniforms.h"
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#include <memory>
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#include <map>
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#include "intrect.h"
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struct PostProcessShader;
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@ -777,15 +778,6 @@ struct ShadowMapUniforms
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}
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};
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class PPShadowMap
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{
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public:
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void Update(PPRenderState *renderstate);
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private:
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PPShader ShadowMap = { "shaders/glsl/shadowmap.fp", "", ShadowMapUniforms::Desc() };
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};
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class PPCustomShaderInstance
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{
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public:
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@ -819,6 +811,18 @@ private:
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std::vector<std::unique_ptr<PPCustomShaderInstance>> mShaders;
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};
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class PPShadowMap
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{
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public:
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void Update(PPRenderState* renderstate);
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private:
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PPShader ShadowMap = { "shaders/glsl/shadowmap.fp", "", ShadowMapUniforms::Desc() };
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};
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/////////////////////////////////////////////////////////////////////////////
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class Postprocess
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31
src/common/utility/intrect.h
Normal file
31
src/common/utility/intrect.h
Normal file
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@ -0,0 +1,31 @@
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#pragma once
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struct IntRect
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{
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int left, top;
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int width, height;
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void Offset(int xofs, int yofs)
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{
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left += xofs;
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top += yofs;
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}
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void AddToRect(int x, int y)
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{
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if (x < left)
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left = x;
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if (x > left + width)
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width = x - left;
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if (y < top)
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top = y;
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if (y > top + height)
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height = y - top;
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}
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};
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@ -47,6 +47,7 @@
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#include "doomstat.h"
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#include "gi.h"
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#include "d_main.h"
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#include "v_video.h"
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#if !defined _MSC_VER && !defined __APPLE__
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#include "i_system.h" // for SHARE_DIR
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#endif // !_MSC_VER && !__APPLE__
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@ -560,6 +561,16 @@ void FGameConfigFile::DoGlobalSetup ()
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}
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}
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}
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if (last < 220)
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{
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auto var = FindCVar("Gamma", NULL);
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if (var != NULL)
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{
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UCVarValue v = var->GetGenericRep(CVAR_Float);
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vid_gamma = v.Float;
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}
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}
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}
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}
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}
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@ -59,7 +59,7 @@ int BlendR, BlendG, BlendB, BlendA;
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/**************************/
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uint8_t newgamma[256];
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CUSTOM_CVAR (Float, Gamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR (Float, vid_gamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self == 0.f)
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{ // Gamma values of 0 are illegal.
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@ -78,13 +78,13 @@ CCMD (bumpgamma)
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// [RH] Gamma correction tables are now generated on the fly for *any* gamma level
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// Q: What are reasonable limits to use here?
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float newgamma = Gamma + 0.1f;
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float newgamma = vid_gamma + 0.1f;
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if (newgamma > 3.0)
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newgamma = 1.0;
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Gamma = newgamma;
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Printf ("Gamma correction level %g\n", *Gamma);
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vid_gamma = newgamma;
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Printf ("Gamma correction level %g\n", *vid_gamma);
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}
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@ -33,7 +33,7 @@
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#include "gl/shaders/gl_shaderprogram.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hw_vrmodes.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "r_videoscale.h"
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@ -62,7 +62,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
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hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
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mBuffers->BindCurrentFB();
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afterBloomDrawEndScene2D();
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if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
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hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
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}
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@ -199,7 +199,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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}
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else
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{
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mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
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mPresentShader->Uniforms->InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
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mPresentShader->Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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mPresentShader->Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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mPresentShader->Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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@ -48,7 +48,7 @@
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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/shaders/gl_shaderprogram.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hw_vrmodes.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "hwrenderer/scene/hw_fakeflat.h"
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@ -28,7 +28,7 @@
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#include "gl_system.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hw_vrmodes.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/system/gl_framebuffer.h"
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@ -162,7 +162,7 @@ void FGLRenderer::prepareInterleavedPresent(FPresentShaderBase& shader)
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}
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else
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{
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shader.Uniforms->InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
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shader.Uniforms->InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
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shader.Uniforms->Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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shader.Uniforms->Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
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@ -38,7 +38,7 @@
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/textures/gl_samplers.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hw_vrmodes.h"
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#include "hwrenderer/models/hw_models.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "hwrenderer/scene/hw_fakeflat.h"
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@ -14,7 +14,6 @@
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#include "hw_ihwtexture.h"
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class FCanvasTexture;
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class AActor;
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namespace OpenGLRenderer
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{
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@ -29,6 +29,7 @@
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#include "g_levellocals.h"
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#include "v_video.h"
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#include "a_dynlight.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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/*
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The 1D shadow maps are stored in a 1024x1024 texture as float depth values (R32F).
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Reset();
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}
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void PPShadowMap::Update(PPRenderState* renderstate)
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{
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ShadowMapUniforms uniforms;
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uniforms.ShadowmapQuality = (float)gl_shadowmap_quality;
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uniforms.NodesCount = screen->mShadowMap.NodesCount();
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renderstate->PushGroup("shadowmap");
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renderstate->Clear();
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renderstate->Shader = &ShadowMap;
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renderstate->Uniforms.Set(uniforms);
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renderstate->Viewport = { 0, 0, gl_shadowmap_quality, 1024 };
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renderstate->SetShadowMapBuffers(true);
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renderstate->SetOutputShadowMap();
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renderstate->SetNoBlend();
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renderstate->Draw();
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renderstate->PopGroup();
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}
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@ -46,7 +46,7 @@
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#include "hwrenderer/scene/hw_fakeflat.h"
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#include "hwrenderer/scene/hw_clipper.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hw_vrmodes.h"
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EXTERN_CVAR(Bool, cl_capfps)
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extern bool NoInterpolateView;
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@ -181,7 +181,7 @@ void DoWriteSavePic(FileWriter* file, ESSType ssformat, uint8_t* scr, int width,
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pitch *= -1;
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}
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M_CreatePNG(file, scr, ssformat == SS_PAL ? palette : nullptr, ssformat, width, height, pitch, Gamma);
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M_CreatePNG(file, scr, ssformat == SS_PAL ? palette : nullptr, ssformat, width, height, pitch, vid_gamma);
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}
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//===========================================================================
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@ -23,27 +23,7 @@
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#include "d_player.h"
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#include "hwrenderer/postprocessing/hw_postprocessshader.h"
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#include "g_levellocals.h"
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void PPShadowMap::Update(PPRenderState *renderstate)
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{
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ShadowMapUniforms uniforms;
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uniforms.ShadowmapQuality = (float)gl_shadowmap_quality;
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uniforms.NodesCount = screen->mShadowMap.NodesCount();
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renderstate->PushGroup("shadowmap");
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renderstate->Clear();
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renderstate->Shader = &ShadowMap;
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renderstate->Uniforms.Set(uniforms);
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renderstate->Viewport = { 0, 0, gl_shadowmap_quality, 1024 };
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renderstate->SetShadowMapBuffers(true);
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renderstate->SetOutputShadowMap();
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renderstate->SetNoBlend();
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renderstate->Draw();
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renderstate->PopGroup();
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}
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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static bool IsConsolePlayer(player_t *player)
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{
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@ -41,7 +41,7 @@
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/dynlights/hw_lightbuffer.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hw_vrmodes.h"
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#include "hw_clipper.h"
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EXTERN_CVAR(Float, r_visibility)
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@ -284,8 +284,8 @@ void FSkyVertexBuffer::CreateDome()
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void FSkyVertexBuffer::SetupMatrices(HWDrawInfo *di, FGameTexture *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelMatrix, VSMatrix &textureMatrix)
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{
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int texw = tex->GetDisplayWidth();
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int texh = tex->GetDisplayHeight();
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float texw = tex->GetDisplayWidth();
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float texh = tex->GetDisplayHeight();
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modelMatrix.loadIdentity();
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modelMatrix.rotate(-180.0f + x_offset, 0.f, 1.f, 0.f);
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@ -30,7 +30,7 @@
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#include "i_video.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hw_vrmodes.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/models/hw_models.h"
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#include "hwrenderer/scene/hw_skydome.h"
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@ -41,6 +41,7 @@
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#include "renderstyle.h"
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#include "c_cvars.h"
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#include "v_2ddrawer.h"
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#include "intrect.h"
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#include "hwrenderer/dynlights/hw_shadowmap.h"
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@ -78,35 +79,6 @@ enum EHWCaps
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};
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struct IntRect
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{
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int left, top;
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int width, height;
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void Offset(int xofs, int yofs)
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{
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left += xofs;
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top += yofs;
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}
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void AddToRect(int x, int y)
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{
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if (x < left)
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left = x;
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if (x > left + width)
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width = x - left;
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if (y < top)
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top = y;
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if (y > top + height)
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height = y - top;
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}
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};
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extern int DisplayWidth, DisplayHeight;
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void V_UpdateModeSize (int width, int height);
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@ -366,7 +338,7 @@ extern DFrameBuffer *screen;
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#define SCREENHEIGHT (screen->GetHeight ())
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#define SCREENPITCH (screen->GetPitch ())
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EXTERN_CVAR (Float, Gamma)
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EXTERN_CVAR (Float, vid_gamma)
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// Allocates buffer screens, call before R_Init.
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@ -32,7 +32,7 @@
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hw_vrmodes.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "r_videoscale.h"
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#include "filesystem.h"
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@ -201,7 +201,7 @@ void VkPostprocess::DrawPresentTexture(const IntRect &box, bool applyGamma, bool
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}
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else
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{
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uniforms.InvGamma = 1.0f / clamp<float>(Gamma, 0.1f, 4.f);
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uniforms.InvGamma = 1.0f / clamp<float>(vid_gamma, 0.1f, 4.f);
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uniforms.Contrast = clamp<float>(vid_contrast, 0.1f, 3.f);
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uniforms.Brightness = clamp<float>(vid_brightness, -0.8f, 0.8f);
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uniforms.Saturation = clamp<float>(vid_saturation, -15.0f, 15.f);
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@ -32,7 +32,7 @@
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#include "v_text.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hw_vrmodes.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/models/hw_models.h"
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#include "hwrenderer/scene/hw_skydome.h"
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@ -65,7 +65,7 @@ const char *GetVersionString();
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// Version stored in the ini's [LastRun] section.
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// Bump it if you made some configuration change that you want to
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// be able to migrate in FGameConfigFile::DoGlobalSetup().
|
||||
#define LASTRUNVERSION "219"
|
||||
#define LASTRUNVERSION "220"
|
||||
|
||||
// Protocol version used in demos.
|
||||
// Bump it if you change existing DEM_ commands or add new ones.
|
||||
|
@ -95,6 +95,7 @@ const char *GetVersionString();
|
|||
#define BASEWAD "gzdoom.pk3"
|
||||
#define OPTIONALWAD "game_support.pk3"
|
||||
#define GZDOOM 1
|
||||
#define VR3D_ENABLED
|
||||
|
||||
// More stuff that needs to be different for derivatives.
|
||||
#define GAMENAME "GZDoom"
|
||||
|
|
|
@ -926,7 +926,7 @@ OptionMenu "VideoOptions" protected
|
|||
StaticText " "
|
||||
Slider "$DSPLYMNU_SCREENSIZE", "screenblocks", 3.0, 12.0, 1.0, 0
|
||||
|
||||
Slider "$DSPLYMNU_GAMMA", "Gamma", 0.75, 3.0, 0.05, 2
|
||||
Slider "$DSPLYMNU_GAMMA", "vid_gamma", 0.75, 3.0, 0.05, 2
|
||||
Slider "$DSPLYMNU_BRIGHTNESS", "vid_brightness", -0.8,0.8, 0.05,2
|
||||
Slider "$DSPLYMNU_CONTRAST", "vid_contrast", 0.1, 3.0, 0.1
|
||||
Slider "$DSPLYMNU_SATURATION", "vid_saturation", -3.0, 3.0, 0.25, 2
|
||||
|
|
Loading…
Reference in a new issue