Implement special colormap support for softpoly

This commit is contained in:
Magnus Norddahl 2020-01-17 21:58:33 +01:00
parent bdb4bdeb09
commit e68b46cb6a
11 changed files with 185 additions and 14 deletions

View File

@ -85,6 +85,9 @@ PolyFrameBuffer::~PolyFrameBuffer()
PolyBuffer::ResetAll();
PPResource::ResetAll();
delete mScreenQuad.VertexBuffer;
delete mScreenQuad.IndexBuffer;
delete mVertexData;
delete mSkyData;
delete mViewpoints;
@ -111,6 +114,21 @@ void PolyFrameBuffer::InitializeState()
mViewpoints = new HWViewpointBuffer;
mLights = new FLightBuffer();
static const FVertexBufferAttribute format[] =
{
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(ScreenQuadVertex, x) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(ScreenQuadVertex, u) },
{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(ScreenQuadVertex, color0) }
};
uint32_t indices[6] = { 0, 1, 2, 1, 3, 2 };
mScreenQuad.VertexBuffer = screen->CreateVertexBuffer();
mScreenQuad.VertexBuffer->SetFormat(1, 3, sizeof(ScreenQuadVertex), format);
mScreenQuad.IndexBuffer = screen->CreateIndexBuffer();
mScreenQuad.IndexBuffer->SetData(6 * sizeof(uint32_t), indices, false);
CheckCanvas();
}
@ -436,9 +454,54 @@ void PolyFrameBuffer::DrawScene(HWDrawInfo *di, int drawmode)
di->RenderTranslucent(*GetRenderState());
}
static uint8_t ToIntColorComponent(float v)
{
return clamp((int)(v * 255.0f + 0.5f), 0, 255);
}
void PolyFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
{
afterBloomDrawEndScene2D();
if (fixedcm >= CM_FIRSTSPECIALCOLORMAP && fixedcm < CM_MAXCOLORMAP)
{
FSpecialColormap* scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
mRenderState->SetViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
screen->mViewpoints->Set2D(*mRenderState, screen->GetWidth(), screen->GetHeight());
ScreenQuadVertex vertices[4] =
{
{ 0.0f, 0.0f, 0.0f, 0.0f },
{ (float)mScreenViewport.width, 0.0f, 1.0f, 0.0f },
{ 0.0f, (float)mScreenViewport.height, 0.0f, 1.0f },
{ (float)mScreenViewport.width, (float)mScreenViewport.height, 1.0f, 1.0f }
};
mScreenQuad.VertexBuffer->SetData(4 * sizeof(ScreenQuadVertex), vertices, false);
mRenderState->SetVertexBuffer(mScreenQuad.VertexBuffer, 0, 0);
mRenderState->SetIndexBuffer(mScreenQuad.IndexBuffer);
mRenderState->SetObjectColor(PalEntry(255, int(scm->ColorizeStart[0] * 127.5f), int(scm->ColorizeStart[1] * 127.5f), int(scm->ColorizeStart[2] * 127.5f)));
mRenderState->SetAddColor(PalEntry(255, int(scm->ColorizeEnd[0] * 127.5f), int(scm->ColorizeEnd[1] * 127.5f), int(scm->ColorizeEnd[2] * 127.5f)));
mRenderState->EnableDepthTest(false);
mRenderState->EnableMultisampling(false);
mRenderState->SetCulling(Cull_None);
mRenderState->SetScissor(-1, -1, -1, -1);
mRenderState->SetColor(1, 1, 1, 1);
mRenderState->AlphaFunc(Alpha_GEqual, 0.f);
mRenderState->EnableTexture(false);
mRenderState->SetColormapShader(true);
mRenderState->DrawIndexed(DT_Triangles, 0, 6);
mRenderState->SetColormapShader(false);
mRenderState->SetObjectColor(0xffffffff);
mRenderState->SetAddColor(0);
mRenderState->SetVertexBuffer(screen->mVertexData);
mRenderState->EnableTexture(true);
mRenderState->ResetColor();
}
}
uint32_t PolyFrameBuffer::GetCaps()

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@ -84,6 +84,22 @@ private:
std::unique_ptr<PolyCommandBuffer> mDrawCommands;
RenderMemory mFrameMemory;
struct ScreenQuadVertex
{
float x, y, z;
float u, v;
PalEntry color0;
ScreenQuadVertex() = default;
ScreenQuadVertex(float x, float y, float u, float v) : x(x), y(y), z(1.0f), u(u), v(v), color0(0xffffffff) { }
};
struct ScreenQuad
{
IVertexBuffer* VertexBuffer = nullptr;
IIndexBuffer* IndexBuffer = nullptr;
} mScreenQuad;
bool cur_vsync = false;
};

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@ -204,6 +204,12 @@ void PolyRenderState::EnableDrawBuffers(int count)
{
}
void PolyRenderState::SetColormapShader(bool enable)
{
mNeedApply = true;
mColormapShader = enable;
}
void PolyRenderState::EndRenderPass()
{
mDrawCommands = nullptr;
@ -260,14 +266,18 @@ void PolyRenderState::Apply()
mDrawCommands->SetInputAssembly(static_cast<PolyVertexBuffer*>(mVertexBuffer)->VertexFormat);
mDrawCommands->SetRenderStyle(mRenderStyle);
if (mSpecialEffect > EFF_NONE)
if (mColormapShader)
{
mDrawCommands->SetShader(mSpecialEffect, 0, false);
mDrawCommands->SetShader(EFF_NONE, 0, false, true);
}
else if (mSpecialEffect > EFF_NONE)
{
mDrawCommands->SetShader(mSpecialEffect, 0, false, false);
}
else
{
int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
mDrawCommands->SetShader(EFF_NONE, mTextureEnabled ? effectState : SHADER_NoTexture, mAlphaThreshold >= 0.f);
mDrawCommands->SetShader(EFF_NONE, mTextureEnabled ? effectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, false);
}
PolyPushConstants constants;

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@ -45,6 +45,8 @@ public:
PolyVertexInputAssembly *GetVertexFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs);
void EndRenderPass();
void SetColormapShader(bool enable);
private:
void Apply();
void ApplyMaterial();
@ -92,6 +94,7 @@ private:
int mStencilOp = SOP_Keep;
int mCulling = Cull_None;
bool mColorMask[4] = { true, true, true, true };
bool mColormapShader = false;
PolyCommandBuffer* mDrawCommands = nullptr;
};

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@ -248,11 +248,12 @@ void PolyTriangleThreadData::SetRenderStyle(FRenderStyle style)
RenderStyle = style;
}
void PolyTriangleThreadData::SetShader(int specialEffect, int effectState, bool alphaTest)
void PolyTriangleThreadData::SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader)
{
SpecialEffect = specialEffect;
EffectState = effectState;
AlphaTest = alphaTest;
ColormapShader = colormapShader;
}
void PolyTriangleThreadData::SetTexture(int unit, const void *pixels, int width, int height, bool bgra)

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@ -60,7 +60,7 @@ public:
void SetScissor(int x, int y, int w, int h);
void SetRenderStyle(FRenderStyle style);
void SetTexture(int unit, const void *pixels, int width, int height, bool bgra);
void SetShader(int specialEffect, int effectState, bool alphaTest);
void SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader);
void UpdateClip();
@ -141,6 +141,7 @@ public:
int SpecialEffect = EFF_NONE;
int EffectState = 0;
bool AlphaTest = false;
bool ColormapShader = false;
uint32_t AlphaThreshold = 0x7f000000;
const PolyPushConstants* PushConstants = nullptr;

View File

@ -183,13 +183,14 @@ private:
class PolySetShaderCommand : public PolyDrawerCommand
{
public:
PolySetShaderCommand(int specialEffect, int effectState, bool alphaTest) : specialEffect(specialEffect), effectState(effectState), alphaTest(alphaTest) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetShader(specialEffect, effectState, alphaTest); }
PolySetShaderCommand(int specialEffect, int effectState, bool alphaTest, bool colormapShader) : specialEffect(specialEffect), effectState(effectState), alphaTest(alphaTest), colormapShader(colormapShader) { }
void Execute(DrawerThread* thread) override { PolyTriangleThreadData::Get(thread)->SetShader(specialEffect, effectState, alphaTest, colormapShader); }
private:
int specialEffect;
int effectState;
bool alphaTest;
bool colormapShader;
};
class PolySetVertexBufferCommand : public PolyDrawerCommand
@ -429,9 +430,9 @@ void PolyCommandBuffer::SetTexture(int unit, void *pixels, int width, int height
mQueue->Push<PolySetTextureCommand>(unit, pixels, width, height, bgra);
}
void PolyCommandBuffer::SetShader(int specialEffect, int effectState, bool alphaTest)
void PolyCommandBuffer::SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader)
{
mQueue->Push<PolySetShaderCommand>(specialEffect, effectState, alphaTest);
mQueue->Push<PolySetShaderCommand>(specialEffect, effectState, alphaTest, colormapShader);
}
void PolyCommandBuffer::PushStreamData(const StreamData &data, const PolyPushConstants &constants)

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@ -67,7 +67,7 @@ public:
void SetScissor(int x, int y, int w, int h);
void SetRenderStyle(FRenderStyle style);
void SetTexture(int unit, void *pixels, int width, int height, bool bgra);
void SetShader(int specialEffect, int effectState, bool alphaTest);
void SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader);
void PushStreamData(const StreamData &data, const PolyPushConstants &constants);
void PushMatrices(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix);
void ClearDepth(float value);

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@ -519,10 +519,46 @@ void BlendColorRevSub_Src_One(int y, int x0, int x1, PolyTriangleThreadData* thr
}
}
void BlendColorColormap(int y, int x0, int x1, PolyTriangleThreadData* thread)
{
uint32_t* line = (uint32_t*)thread->dest + y * (ptrdiff_t)thread->dest_pitch;
uint32_t startR = (int)((thread->mainVertexShader.Data.uObjectColor.r) * 255.0f);
uint32_t startG = (int)((thread->mainVertexShader.Data.uObjectColor.g) * 255.0f);
uint32_t startB = (int)((thread->mainVertexShader.Data.uObjectColor.b) * 255.0f);
uint32_t rangeR = (int)((thread->mainVertexShader.Data.uAddColor.r) * 255.0f) - startR;
uint32_t rangeG = (int)((thread->mainVertexShader.Data.uAddColor.g) * 255.0f) - startG;
uint32_t rangeB = (int)((thread->mainVertexShader.Data.uAddColor.b) * 255.0f) - startB;
int sseend = x0;
for (int x = sseend; x < x1; x++)
{
uint32_t dst = line[x];
uint32_t a = APART(dst);
uint32_t r = RPART(dst);
uint32_t g = GPART(dst);
uint32_t b = BPART(dst);
uint32_t gray = (r * 77 + g * 143 + b * 37) >> 8;
gray += (gray >> 7); // gray*=256/255
r = (startR + ((gray * rangeR) >> 8)) << 1;
g = (startG + ((gray * rangeG) >> 8)) << 1;
b = (startB + ((gray * rangeB) >> 8)) << 1;
line[x] = MAKEARGB(a, r, g, b);
}
}
void SelectWriteColorFunc(PolyTriangleThreadData* thread)
{
FRenderStyle style = thread->RenderStyle;
if (style.BlendOp == STYLEOP_Add)
if (thread->ColormapShader)
{
thread->WriteColorFunc = &BlendColorColormap;
}
else if (style.BlendOp == STYLEOP_Add)
{
if (style.SrcAlpha == STYLEALPHA_One && style.DestAlpha == STYLEALPHA_Zero)
{

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@ -532,13 +532,37 @@ static void MainFP(int x0, int x1, PolyTriangleThreadData* thread)
auto vColorA = thread->scanline.vColorA;
uint32_t* fragcolor = thread->scanline.FragColor;
if (constants->uTextureMode == TM_FOGLAYER)
if (constants->uTextureMode == TM_FIXEDCOLORMAP)
{
// float gray = grayscale(frag);
// vec4 cm = (uObjectColor + gray * (uAddColor - uObjectColor)) * 2;
// frag = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
// frag = frag * vColor;
// frag.rgb = frag.rgb + uFogColor.rgb;
uint32_t startR = (int)((thread->mainVertexShader.Data.uObjectColor.r) * 255.0f);
uint32_t startG = (int)((thread->mainVertexShader.Data.uObjectColor.g) * 255.0f);
uint32_t startB = (int)((thread->mainVertexShader.Data.uObjectColor.b) * 255.0f);
uint32_t rangeR = (int)((thread->mainVertexShader.Data.uAddColor.r) * 255.0f) - startR;
uint32_t rangeG = (int)((thread->mainVertexShader.Data.uAddColor.g) * 255.0f) - startG;
uint32_t rangeB = (int)((thread->mainVertexShader.Data.uAddColor.b) * 255.0f) - startB;
for (int x = x0; x < x1; x++)
{
uint32_t a = APART(fragcolor[x]);
uint32_t r = RPART(fragcolor[x]);
uint32_t g = GPART(fragcolor[x]);
uint32_t b = BPART(fragcolor[x]);
uint32_t gray = (r * 77 + g * 143 + b * 37) >> 8;
gray += (gray >> 7); // gray*=256/255
r = (startR + ((gray * rangeR) >> 8)) << 1;
g = (startG + ((gray * rangeG) >> 8)) << 1;
b = (startB + ((gray * rangeB) >> 8)) << 1;
fragcolor[x] = MAKEARGB(a, r, g, b);
}
}
else
{
@ -570,11 +594,20 @@ static void MainFP(int x0, int x1, PolyTriangleThreadData* thread)
}
}
void ColormapFP(int x0, int x1, PolyTriangleThreadData* thread)
{
// This is implemented in BlendColorColormap.
}
void SelectFragmentShader(PolyTriangleThreadData* thread)
{
void (*fragshader)(int x0, int x1, PolyTriangleThreadData * thread);
if (thread->SpecialEffect == EFF_FOGBOUNDARY) // fogboundary.fp
if (thread->ColormapShader)
{
fragshader = &ColormapFP;
}
else if (thread->SpecialEffect == EFF_FOGBOUNDARY) // fogboundary.fp
{
fragshader = &EffectFogBoundary;
}

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@ -126,9 +126,16 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
}
else
{
// With softpoly truecolor we render directly to the target framebuffer
DCanvas *canvas = screen->GetCanvas();
SWRenderer->RenderView(player, canvas, canvas->GetPixels(), canvas->GetPitch());
// To do: apply swrenderer::CameraLight::Instance()->ShaderColormap();
int cm = CM_DEFAULT;
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
if (map) cm = (int)(ptrdiff_t)(map - SpecialColormaps.Data()) + CM_FIRSTSPECIALCOLORMAP;
screen->PostProcessScene(cm, [&]() { });
SWRenderer->DrawRemainingPlayerSprites();
screen->Draw2D();
screen->Clear2D();