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- add gl_dither for toggling dithered output on and off
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parent
863b9fff8a
commit
d121fa21bf
6 changed files with 19 additions and 3 deletions
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@ -49,6 +49,8 @@
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extern bool vid_hdr_active;
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CVAR(Bool, gl_dither, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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void FGLRenderer::RenderScreenQuad()
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{
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mVBO->BindVBO();
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@ -234,6 +236,11 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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// Full screen exclusive mode treats a rgba16f frame buffer as linear.
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// It probably will eventually in desktop mode too, but the DWM doesn't seem to support that.
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mPresentShader->Uniforms->InvGamma *= 2.2f;
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mPresentShader->Uniforms->ColorScale = gl_dither ? 1023.0f : 0.0f;
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}
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else
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{
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mPresentShader->Uniforms->ColorScale = gl_dither ? 255.0f : 0.0f;
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}
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mPresentShader->Uniforms->Scale = { screen->mScreenViewport.width / (float)mBuffers->GetWidth(), screen->mScreenViewport.height / (float)mBuffers->GetHeight() };
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mPresentShader->Uniforms.Set();
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@ -39,6 +39,7 @@ EXTERN_CVAR(Float, vid_saturation)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Int, gl_satformula)
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EXTERN_CVAR(Bool, gl_dither)
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//==========================================================================
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//
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@ -162,6 +163,7 @@ static void prepareInterleavedPresent(FPresentShaderBase& shader)
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shader.Uniforms->Saturation = clamp<float>(vid_saturation, -15.0f, 15.0f);
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shader.Uniforms->GrayFormula = static_cast<int>(gl_satformula);
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}
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shader.Uniforms->ColorScale = gl_dither ? 255.0f : 0.0f;
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shader.Uniforms->Scale = {
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screen->mScreenViewport.width / (float)GLRenderer->mBuffers->GetWidth(),
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screen->mScreenViewport.height / (float)GLRenderer->mBuffers->GetHeight()
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@ -18,6 +18,8 @@ public:
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int GrayFormula;
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int WindowPositionParity; // top-of-window might not be top-of-screen
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FVector2 Scale;
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float ColorScale;
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float Padding1, Padding2, Padding3;
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static std::vector<UniformFieldDesc> Desc()
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{
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@ -30,6 +32,7 @@ public:
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{ "GrayFormula", UniformType::Int, offsetof(UniformBlock, GrayFormula) },
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{ "WindowPositionParity", UniformType::Int, offsetof(UniformBlock, WindowPositionParity) },
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{ "UVScale", UniformType::Vec2, offsetof(UniformBlock, Scale) },
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{ "ColorScale", UniformType::Float, offsetof(UniformBlock, ColorScale) },
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};
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}
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};
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@ -2815,6 +2815,7 @@ GLPREFMNU_LENS = "Lens distortion effect";
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GLPREFMNU_SSAO = "Ambient occlusion quality";
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GLPREFMNU_SSAO_PORTALS = "Portals with AO";
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GLPREFMNU_FXAA = "FXAA Quality";
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GLPREFMNU_DITHER = "Dither output";
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GLPREFMNU_PALTONEMAPORDER = "Tonemap Palette Order";
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GLPREFMNU_PALTONEMAPPOWER = "Tonemap Palette Exponent";
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GLPREFMNU_SWLMBANDED = "Banded SW Lightmode";
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@ -2286,6 +2286,7 @@ OptionMenu "OpenGLOptions" protected
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Option "$GLPREFMNU_SSAO", gl_ssao, "SSAOModes"
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Slider "$GLPREFMNU_SSAO_PORTALS", gl_ssao_portals, 0.0, 4.0, 1.0, 0
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Option "$GLPREFMNU_FXAA", gl_fxaa, "FXAAQuality"
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Option "$GLPREFMNU_DITHER", gl_dither, "OnOff"
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StaticText " "
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Slider "$GLPREFMNU_PALTONEMAPPOWER", gl_paltonemap_powtable, 0.2, 3.0, 0.1, 1
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Option "$GLPREFMNU_PALTONEMAPORDER", gl_paltonemap_reverselookup, "LookupOrder"
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@ -18,14 +18,16 @@ vec4 ApplyGamma(vec4 c)
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return vec4(val, c.a);
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}
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vec4 Dither(vec4 c, float colorscale)
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vec4 Dither(vec4 c)
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{
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if (ColorScale == 0.0)
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return c;
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vec2 texSize = vec2(textureSize(DitherTexture, 0));
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float threshold = texture(DitherTexture, gl_FragCoord.xy / texSize).r;
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return vec4(floor(c.rgb * colorscale + threshold) / colorscale, c.a);
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return vec4(floor(c.rgb * ColorScale + threshold) / ColorScale, c.a);
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}
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void main()
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{
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FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)), 255.0);
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FragColor = Dither(ApplyGamma(texture(InputTexture, TexCoord)));
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}
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