- added a flash component to the colormap shader.

Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
This commit is contained in:
Christoph Oelckers 2020-06-07 09:16:56 +02:00
parent 764605eaab
commit b06af634e2
17 changed files with 46 additions and 38 deletions

View file

@ -515,10 +515,10 @@ void OpenGLFrameBuffer::Draw2D()
}
}
void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
if (!swscene) GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
GLRenderer->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
}
//==========================================================================

View file

@ -61,7 +61,7 @@ public:
void SetVSync(bool vsync);
void Draw2D() override;
void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
bool HWGammaActive = false; // Are we using hardware or software gamma?
std::shared_ptr<FGLDebug> mDebug; // Debug API

View file

@ -52,7 +52,7 @@ void FGLRenderer::RenderScreenQuad()
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
}
void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void FGLRenderer::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
int sceneWidth = mBuffers->GetSceneWidth();
int sceneHeight = mBuffers->GetSceneHeight();
@ -62,7 +62,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
mBuffers->BindCurrentFB();
if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
}
//-----------------------------------------------------------------------------

View file

@ -72,7 +72,7 @@ public:
void PresentStereo();
void RenderScreenQuad();
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
void PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D);
void AmbientOccludeScene(float m5);
void ClearTonemapPalette();
void BlurScene(float gameinfobluramount);

View file

@ -532,20 +532,26 @@ void PPCameraExposure::UpdateTextures(int width, int height)
/////////////////////////////////////////////////////////////////////////////
void PPColormap::Render(PPRenderState *renderstate, int fixedcm)
void PPColormap::Render(PPRenderState *renderstate, int fixedcm, float flash)
{
ColormapUniforms uniforms;
if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP)
{
return;
if (flash == 1.f)
return;
uniforms.MapStart = { 0,0,0, flash };
uniforms.MapRange = { 0,0,0, 1.f };
}
else
{
FSpecialColormap* scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
FSpecialColormap *scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
ColormapUniforms uniforms;
uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
uniforms.MapRange = m;
uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], flash };
uniforms.MapRange = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
}
renderstate->PushGroup("colormap");
@ -1117,10 +1123,10 @@ void Postprocess::Pass1(PPRenderState* state, int fixedcm, int sceneWidth, int s
bloom.RenderBloom(state, sceneWidth, sceneHeight, fixedcm);
}
void Postprocess::Pass2(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight)
void Postprocess::Pass2(PPRenderState* state, int fixedcm, float flash, int sceneWidth, int sceneHeight)
{
tonemap.Render(state);
colormap.Render(state, fixedcm);
colormap.Render(state, fixedcm, flash);
lens.Render(state);
fxaa.Render(state);
customShaders.Run(state, "scene");

View file

@ -530,7 +530,7 @@ struct ColormapUniforms
class PPColormap
{
public:
void Render(PPRenderState *renderstate, int fixedcm);
void Render(PPRenderState *renderstate, int fixedcm, float flash);
private:
PPShader Colormap = { "shaders/pp/colormap.fp", "", ColormapUniforms::Desc() };
@ -841,7 +841,7 @@ public:
void Pass1(PPRenderState *state, int fixedcm, int sceneWidth, int sceneHeight);
void Pass2(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight);
void Pass2(PPRenderState* state, int fixedcm, float flash, int sceneWidth, int sceneHeight);
};
extern Postprocess hw_postprocess;

View file

@ -232,7 +232,7 @@ static uint8_t ToIntColorComponent(float v)
return clamp((int)(v * 255.0f + 0.5f), 0, 255);
}
void PolyFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void PolyFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
afterBloomDrawEndScene2D();

View file

@ -39,7 +39,7 @@ public:
void SetTextureFilterMode() override;
void BeginFrame() override;
void BlurScene(float amount) override;
void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
void AmbientOccludeScene(float m5) override;
//void SetSceneRenderTarget(bool useSSAO) override;

View file

@ -242,7 +242,7 @@ public:
virtual FTexture *WipeStartScreen();
virtual FTexture *WipeEndScreen();
virtual void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
virtual void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
void ScaleCoordsFromWindow(int16_t &x, int16_t &y);

View file

@ -60,7 +60,7 @@ void VkPostprocess::SetActiveRenderTarget()
fb->GetRenderState()->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], nullptr, buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
}
void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void VkPostprocess::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
auto fb = GetVulkanFrameBuffer();
int sceneWidth = fb->GetBuffers()->GetSceneWidth();
@ -71,7 +71,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
SetActiveRenderTarget();
afterBloomDrawEndScene2D();
hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
}
void VkPostprocess::BlitSceneToPostprocess()

View file

@ -44,7 +44,7 @@ public:
void RenderBuffersReset();
void SetActiveRenderTarget();
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
void PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D);
void AmbientOccludeScene(float m5);
void BlurScene(float gameinfobluramount);

View file

@ -343,10 +343,10 @@ void VulkanFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<voi
tex->SetUpdated(true);
}
void VulkanFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void VulkanFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
if (!swscene) mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
mPostprocess->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
mPostprocess->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
}
const char* VulkanFrameBuffer::DeviceName() const

View file

@ -80,7 +80,7 @@ public:
void StartPrecaching() override;
void BeginFrame() override;
void BlurScene(float amount) override;
void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
void AmbientOccludeScene(float m5) override;
void SetSceneRenderTarget(bool useSSAO) override;
void UpdateShadowMap() override;

View file

@ -45,15 +45,11 @@ inline uint32_t MakeSpecialColormap(int index)
enum EColorManipulation
{
CM_PLAIN2D = -2, // regular 2D drawing.
CM_INVALID = -1,
CM_DEFAULT = 0, // untranslated
CM_FIRSTSPECIALCOLORMAP, // first special fixed colormap
CM_FIRSTSPECIALCOLORMAPFORCED = 0x08000000, // first special fixed colormap, application forced (for 2D overlays)
};
#define CM_MAXCOLORMAP int(CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size())
#define CM_MAXCOLORMAPFORCED int(CM_FIRSTSPECIALCOLORMAPFORCED + SpecialColormaps.Size())
#endif

View file

@ -144,6 +144,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
di->Set3DViewport(RenderState);
di->SetViewArea();
auto cm = di->SetFullbrightFlags(mainview ? vp.camera->player : nullptr);
float flash = 1.f;
di->Viewpoint.FieldOfView = fov; // Set the real FOV for the current scene (it's not necessarily the same as the global setting in r_viewpoint)
// Stereo mode specific perspective projection
@ -165,7 +166,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
RenderState.EnableDrawBuffers(1);
}
screen->PostProcessScene(false, cm, [&]() { di->DrawEndScene2D(mainvp.sector, RenderState); });
screen->PostProcessScene(false, cm, flash, [&]() { di->DrawEndScene2D(mainvp.sector, RenderState); });
PostProcess.Unclock();
}
di->EndDrawInfo();

View file

@ -124,7 +124,7 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
DrawTexture(twod, fbtex.get(), 0, 0, DTA_SpecialColormap, map, TAG_DONE);
screen->Draw2D();
twod->Clear();
screen->PostProcessScene(true, CM_DEFAULT, [&]() {
screen->PostProcessScene(true, CM_DEFAULT, 1.f, [&]() {
SWRenderer->DrawRemainingPlayerSprites();
screen->Draw2D();
twod->Clear();
@ -140,7 +140,7 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
int cm = CM_DEFAULT;
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
if (map) cm = (int)(ptrdiff_t)(map - SpecialColormaps.Data()) + CM_FIRSTSPECIALCOLORMAP;
screen->PostProcessScene(true, cm, [&]() { });
screen->PostProcessScene(true, cm, 1.f, [&]() { });
SWRenderer->DrawRemainingPlayerSprites();
screen->Draw2D();

View file

@ -6,8 +6,13 @@ layout(binding=0) uniform sampler2D SceneTexture;
void main()
{
vec4 frag = texture(SceneTexture, 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);
frag.rgb = clamp(pow(frag.rgb, vec3(uFixedColormapStart.a)), 0.0, 1.0);
if (uFixedColormapRange.a == 0)
{
float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
frag.rgb = clamp(cm.rgb, 0.0, 1.0);
}
FragColor = frag;
}