mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 23:32:02 +00:00
- use a dedicated vertex buffer for rendering the wipes.
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
This commit is contained in:
parent
7576e85cef
commit
6a66d0255d
6 changed files with 160 additions and 92 deletions
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@ -98,16 +98,6 @@ public:
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if (pcount) *pcount = count;
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}
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void RenderScreenQuad(float maxU = 1.0f, float maxV = 1.0f)
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{
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FFlatVertex *ptr = GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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ptr->Set(-1.0f, 1.0f, 0, 0.0f, maxV); ptr++;
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ptr->Set(1.0f, -1.0f, 0, maxU, 0.0f); ptr++;
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ptr->Set(1.0f, 1.0f, 0, maxU, maxV); ptr++;
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RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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#endif
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void Reset()
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{
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@ -106,6 +106,19 @@ CVAR(Float, gl_lens_chromatic, 1.12f, 0)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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void FGLRenderer::RenderScreenQuad(float maxU, float maxV)
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{
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FFlatVertex *ptr = mVBO->GetBuffer();
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mVBO->BindVBO();
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gl_RenderState.ResetVertexBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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ptr->Set(-1.0f, 1.0f, 0, 0.0f, maxV); ptr++;
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ptr->Set(1.0f, -1.0f, 0, maxU, 0.0f); ptr++;
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ptr->Set(1.0f, 1.0f, 0, maxU, maxV); ptr++;
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mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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//-----------------------------------------------------------------------------
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//
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// Adds bloom contribution to scene texture
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@ -134,8 +147,7 @@ void FGLRenderer::BloomScene()
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mBloomExtractShader->Bind();
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mBloomExtractShader->SceneTexture.Set(0);
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mBloomExtractShader->Exposure.Set(mCameraExposure);
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mVBO->BindVBO();
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mVBO->RenderScreenQuad();
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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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@ -166,7 +178,7 @@ void FGLRenderer::BloomScene()
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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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mVBO->RenderScreenQuad();
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RenderScreenQuad();
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}
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mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
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@ -184,7 +196,7 @@ void FGLRenderer::BloomScene()
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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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mVBO->RenderScreenQuad();
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RenderScreenQuad();
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}
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//-----------------------------------------------------------------------------
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@ -205,8 +217,7 @@ void FGLRenderer::TonemapScene()
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mTonemapShader->Bind();
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mTonemapShader->SceneTexture.Set(0);
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mTonemapShader->Exposure.Set(mCameraExposure);
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mVBO->BindVBO();
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mVBO->RenderScreenQuad();
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RenderScreenQuad();
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mBuffers->NextTexture();
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}
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@ -258,8 +269,7 @@ void FGLRenderer::LensDistortScene()
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mLensShader->Scale.Set(scale);
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mLensShader->LensDistortionCoefficient.Set(k);
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mLensShader->CubicDistortionValue.Set(kcube);
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mVBO->BindVBO();
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mVBO->RenderScreenQuad();
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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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mBuffers->NextTexture();
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@ -348,7 +358,6 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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mBuffers->BindCurrentTexture(0);
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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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mVBO->BindVBO();
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mVBO->RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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}
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}
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@ -157,6 +157,7 @@ public:
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unsigned char *GetTextureBuffer(FTexture *tex, int &w, int &h);
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void SetupLevel();
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void RenderScreenQuad(float maxU = 1.0f, float maxV = 1.0f);
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void SetFixedColormap (player_t *player);
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void WriteSavePic (player_t *player, FILE *file, int width, int height);
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void EndDrawScene(sector_t * viewsector);
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@ -94,7 +94,15 @@ private:
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class Wiper
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{
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class WipeVertexBuffer;
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protected:
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WipeVertexBuffer *mVertexBuf;
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void MakeVBO(OpenGLFrameBuffer *fb);
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public:
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Wiper();
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virtual ~Wiper();
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virtual bool Run(int ticks, OpenGLFrameBuffer *fb) = 0;
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};
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@ -197,7 +197,6 @@ void gl_LoadExtensions()
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{
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//if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
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//else gl.glslversion = 0;
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gl.glslversion = 1.21f;
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if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
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if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
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@ -97,6 +97,7 @@ class OpenGLFrameBuffer::Wiper_Melt : public OpenGLFrameBuffer::Wiper
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{
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public:
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Wiper_Melt();
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int MakeVBO(int ticks, OpenGLFrameBuffer *fb, bool &done);
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bool Run(int ticks, OpenGLFrameBuffer *fb);
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private:
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@ -217,12 +218,10 @@ void OpenGLFrameBuffer::WipeEndScreen()
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bool OpenGLFrameBuffer::WipeDo(int ticks)
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{
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bool done = true;
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// Sanity checks.
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if (wipestartscreen == NULL || wipeendscreen == NULL)
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if (wipestartscreen != nullptr && wipeendscreen != nullptr)
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{
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return true;
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}
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Lock(true);
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gl_RenderState.EnableTexture(true);
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@ -237,9 +236,10 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
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glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
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}
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bool done = ScreenWipe->Run(ticks, this);
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done = ScreenWipe->Run(ticks, this);
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glDepthMask(true);
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//DrawLetterbox();
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}
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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return done;
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}
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@ -273,12 +273,80 @@ void OpenGLFrameBuffer::WipeCleanup()
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper Constructor
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// The wiper vertex buffer
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//
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// Note that this will recreate the buffer each frame, although
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// only for melt its contents will change.
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//
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// But since this is no time critical code, ease of implementation
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// was chosen over maximum efficiency.
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//
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//==========================================================================
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class OpenGLFrameBuffer::Wiper::WipeVertexBuffer : public FVertexBuffer
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{
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public:
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WipeVertexBuffer()
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{
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}
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void BindVBO()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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if (gl.glslversion > 0)
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{
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FFlatVertex), &VTO->u);
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glDisableVertexAttribArray(VATTR_COLOR);
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glDisableVertexAttribArray(VATTR_VERTEX2);
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}
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else
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{
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glVertexPointer(3, GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(FFlatVertex), &VTO->u);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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}
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}
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void set(FFlatVertex *verts, int count)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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gl_RenderState.SetVertexBuffer(this);
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
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}
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};
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//==========================================================================
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//
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// OpenGLFrameBuffer :: Wiper Constructor
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//
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//==========================================================================
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OpenGLFrameBuffer::Wiper::Wiper()
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{
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mVertexBuf = new WipeVertexBuffer;
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}
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OpenGLFrameBuffer::Wiper::~Wiper()
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{
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delete mVertexBuf;
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}
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void OpenGLFrameBuffer::Wiper::MakeVBO(OpenGLFrameBuffer *fb)
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{
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FFlatVertex make[4];
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FFlatVertex *ptr = make;
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float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
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float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
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ptr->Set(0, 0, 0, 0, vb);
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ptr++;
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ptr->Set(0, fb->Height, 0, 0, 0);
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ptr++;
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ptr->Set(fb->Width, 0, 0, ur, vb);
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ptr++;
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ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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mVertexBuf->set(make, 4);
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}
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// WIPE: CROSSFADE ---------------------------------------------------------
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@ -306,32 +374,21 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
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{
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Clock += ticks;
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float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
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float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
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MakeVBO(fb);
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0, 0, false);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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FFlatVertex *ptr;
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unsigned int offset, count;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(0, 0, 0, 0, vb);
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ptr++;
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ptr->Set(0, fb->Height, 0, 0, 0);
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ptr++;
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ptr->Set(fb->Width, 0, 0, ur, vb);
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ptr++;
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ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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fb->wipeendscreen->Bind(0, 0, false);
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gl_RenderState.SetColorAlpha(0xffffff, clamp(Clock/32.f, 0.f, 1.f));
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float a = clamp(Clock / 32.f, 0.f, 1.f);
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Printf("%f\n", a);
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gl_RenderState.SetColorAlpha(0xffffff, a);
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gl_RenderState.Apply();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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fb->wipeendscreen->Bind(0, 0, false);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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@ -366,18 +423,15 @@ OpenGLFrameBuffer::Wiper_Melt::Wiper_Melt()
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//
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//==========================================================================
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bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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int OpenGLFrameBuffer::Wiper_Melt::MakeVBO(int ticks, OpenGLFrameBuffer *fb, bool &done)
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{
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FFlatVertex *make = new FFlatVertex[321*4];
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FFlatVertex *ptr = make;
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int dy;
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float ur = fb->GetWidth() / FHardwareTexture::GetTexDimension(fb->GetWidth());
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float vb = fb->GetHeight() / FHardwareTexture::GetTexDimension(fb->GetHeight());
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// Draw the new screen on the bottom.
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipeendscreen->Bind(0, 0, false);
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FFlatVertex *ptr;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(0, 0, 0, 0, vb);
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ptr++;
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ptr->Set(0, fb->Height, 0, 0, 0);
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@ -386,17 +440,12 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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ptr++;
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ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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int i, dy;
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bool done = false;
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fb->wipestartscreen->Bind(0, 0, false);
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// Copy the old screen in vertical strips on top of the new one.
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while (ticks--)
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{
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done = true;
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for (i = 0; i < WIDTH; i++)
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for (int i = 0; i < WIDTH; i++)
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{
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if (y[i] < 0)
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{
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@ -429,7 +478,6 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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rect.bottom = fb->Height - rect.bottom;
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rect.top = fb->Height - rect.top;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(rect.left, rect.bottom, 0, rect.left / tw, rect.top / th);
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ptr++;
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ptr->Set(rect.left, rect.top, 0, rect.left / tw, rect.bottom / th);
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@ -438,12 +486,34 @@ bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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ptr++;
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ptr->Set(rect.right, rect.top, 0, rect.right / tw, rect.bottom / th);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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}
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}
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}
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int numverts = int(ptr - make);
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mVertexBuf->set(make, numverts);
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delete[] make;
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return numverts;
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}
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bool OpenGLFrameBuffer::Wiper_Melt::Run(int ticks, OpenGLFrameBuffer *fb)
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{
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bool done = false;
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int maxvert = MakeVBO(ticks, fb, done);
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// Draw the new screen on the bottom.
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipeendscreen->Bind(0, 0, false);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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fb->wipestartscreen->Bind(0, 0, false);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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for (int i = 4; i < maxvert; i += 4)
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{
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glDrawArrays(GL_TRIANGLE_STRIP, i, 4);
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}
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return done;
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}
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@ -486,6 +556,8 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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{
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bool done;
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MakeVBO(fb);
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BurnTime += ticks;
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ticks *= 2;
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@ -524,18 +596,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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fb->wipestartscreen->Bind(0, 0, false);
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FFlatVertex *ptr;
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unsigned int offset, count;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(0, 0, 0, 0, vb);
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ptr++;
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ptr->Set(0, fb->Height, 0, 0, 0);
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ptr++;
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ptr->Set(fb->Width, 0, 0, ur, vb);
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ptr++;
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ptr->Set(fb->Width, fb->Height, 0, ur, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.SetEffect(EFF_BURN);
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@ -547,7 +608,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
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BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, 1, true, 0);
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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gl_RenderState.SetEffect(EFF_NONE);
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// The fire may not always stabilize, so the wipe is forced to end
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