From f3a9cb0cfa7a9ade4878f2fed84ef1a9f20d8552 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 11 May 2014 14:46:37 +0200 Subject: [PATCH] remove special texture creation for fullscreen colormaps. On GL 3.x+ this isn't needed at all and on older hardware it causes performance issues, in particular with hires textures due to impossibility of precaching. In addition it forces some really awkward handling of lighting for things that have their own color, like stenciled sprites or particles. With this special case gone it will be possible to handle this case in a saner manner than it is right now. As compensation for older hardware a fullscreen blend will be drawn over the entire screen. This won't be 100% accurate but it's preferable to keeping the current method. --- src/gl/renderer/gl_lightdata.cpp | 27 +++-- src/gl/renderer/gl_renderstate.cpp | 48 ++++---- src/gl/scene/gl_scene.cpp | 182 +++++++++++++++++++---------- 3 files changed, 161 insertions(+), 96 deletions(-) diff --git a/src/gl/renderer/gl_lightdata.cpp b/src/gl/renderer/gl_lightdata.cpp index 1523443c87..0660f04c2a 100644 --- a/src/gl/renderer/gl_lightdata.cpp +++ b/src/gl/renderer/gl_lightdata.cpp @@ -275,22 +275,27 @@ void gl_GetLightColor(int lightlevel, int rellight, const FColormap * cm, float float & r=*pred,& g=*pgreen,& b=*pblue; int torch=0; - if (gl_fixedcolormap) + if (gl_fixedcolormap) { - if (gl_fixedcolormap==CM_LITE) + if (!gl_enhanced_nightvision || !gl.hasGLSL()) { - if (gl_enhanced_nightvision) r=0.375f, g=1.0f, b=0.375f; - else r=g=b=1.0f; + // we cannot multiply the light in here without causing major problems with the ThingColor so for older hardware + // these maps are done as a postprocessing overlay. + r = g = b = 1.0f; } - else if (gl_fixedcolormap>=CM_TORCH) + else if (gl_fixedcolormap == CM_LITE) { - int flicker=gl_fixedcolormap-CM_TORCH; - r=(0.8f+(7-flicker)/70.0f); - if (r>1.0f) r=1.0f; - b=g=r; - if (gl_enhanced_nightvision) b*=0.75f; + r = 0.375f, g = 1.0f, b = 0.375f; } - else r=g=b=1.0f; + else if (gl_fixedcolormap >= CM_TORCH) + { + int flicker = gl_fixedcolormap - CM_TORCH; + r = (0.8f + (7 - flicker) / 70.0f); + if (r > 1.0f) r = 1.0f; + g = r; + b = g * 0.75f; + } + else r = g = b = 1.0f; return; } diff --git a/src/gl/renderer/gl_renderstate.cpp b/src/gl/renderer/gl_renderstate.cpp index d0d5c34b3b..67a53bf197 100644 --- a/src/gl/renderer/gl_renderstate.cpp +++ b/src/gl/renderer/gl_renderstate.cpp @@ -92,33 +92,35 @@ void FRenderState::Reset() int FRenderState::SetupShader(bool cameratexture, int &shaderindex, int &cm, float warptime) { - bool usecmshader; int softwarewarp = 0; - if (shaderindex == 3) - { - // Brightmap should not be used. - if (!mBrightmapEnabled || cm >= CM_FIRSTSPECIALCOLORMAP) - { - shaderindex = 0; - } - } if (gl.hasGLSL()) { - usecmshader = cm > CM_DEFAULT && cm < CM_MAXCOLORMAP && mTextureMode != TM_MASK; + if (shaderindex == 3) + { + // Brightmap should not be used. + if (!mBrightmapEnabled || cm >= CM_FIRSTSPECIALCOLORMAP) + { + shaderindex = 0; + } + } + + mColormapState = cm; + if (cm > CM_DEFAULT && cm < CM_MAXCOLORMAP && mTextureMode != TM_MASK) + { + cm = CM_DEFAULT; + } + mEffectState = shaderindex; + mWarpTime = warptime; } else { - usecmshader = false; + if (cm != CM_SHADE) cm = CM_DEFAULT; softwarewarp = shaderindex > 0 && shaderindex < 3? shaderindex : 0; shaderindex = 0; } - mEffectState = shaderindex; - mColormapState = usecmshader? cm : CM_DEFAULT; - if (usecmshader) cm = CM_DEFAULT; - mWarpTime = warptime; return softwarewarp; } @@ -141,18 +143,18 @@ bool FRenderState::ApplyShader() else if (gl.hasGLSL()) { useshaders = (!m2D || mEffectState != 0 || mColormapState); // all 3D rendering and 2D with texture effects. - } - - if (useshaders) - { - FShaderContainer *shd = GLRenderer->mShaderManager->Get(mTextureEnabled? mEffectState : 4); - - if (shd != NULL) + if (useshaders) { - activeShader = shd->Bind(mColormapState, mGlowEnabled, mWarpTime, mLightEnabled); + FShaderContainer *shd = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4); + + if (shd != NULL) + { + activeShader = shd->Bind(mColormapState, mGlowEnabled, mWarpTime, mLightEnabled); + } } } + if (activeShader) { int fogset = 0; diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 8fe1f180a5..d3758c0a4a 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -616,6 +616,19 @@ void FGLRenderer::DrawScene(bool toscreen) } +static void FillScreen() +{ + gl_RenderState.EnableAlphaTest(false); + gl_RenderState.EnableTexture(false); + gl_RenderState.Apply(true); + glBegin(GL_TRIANGLE_STRIP); + glVertex2f(0.0f, 0.0f); + glVertex2f(0.0f, (float)SCREENHEIGHT); + glVertex2f((float)SCREENWIDTH, 0.0f); + glVertex2f((float)SCREENWIDTH, (float)SCREENHEIGHT); + glEnd(); +} + //========================================================================== // // Draws a blend over the entire view @@ -642,12 +655,12 @@ void FGLRenderer::DrawBlend(sector_t * viewsector) { if (viewsector->heightsec && !(viewsector->MoreFlags&SECF_IGNOREHEIGHTSEC)) { - switch(in_area) + switch (in_area) { default: - case area_normal: blendv=viewsector->heightsec->midmap; break; - case area_above: blendv=viewsector->heightsec->topmap; break; - case area_below: blendv=viewsector->heightsec->bottommap; break; + case area_normal: blendv = viewsector->heightsec->midmap; break; + case area_above: blendv = viewsector->heightsec->topmap; break; + case area_below: blendv = viewsector->heightsec->bottommap; break; } } } @@ -655,71 +668,124 @@ void FGLRenderer::DrawBlend(sector_t * viewsector) { TArray & lightlist = viewsector->e->XFloor.lightlist; - for(unsigned int i=0;ifloorplane.ZatPoint(viewx,viewy); + if (i < lightlist.Size() - 1) + lightbottom = lightlist[i + 1].plane.ZatPoint(viewx, viewy); + else + lightbottom = viewsector->floorplane.ZatPoint(viewx, viewy); - if (lightbottomflags&FF_FADEWALLS))) + if (lightbottom < viewz && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS))) { // 3d floor 'fog' is rendered as a blending value - blendv=lightlist[i].blend; + blendv = lightlist[i].blend; // If this is the same as the sector's it doesn't apply! - if (blendv == viewsector->ColorMap->Fade) blendv=0; + if (blendv == viewsector->ColorMap->Fade) blendv = 0; // a little hack to make this work for Legacy maps. - if (blendv.a==0 && blendv!=0) blendv.a=128; + if (blendv.a == 0 && blendv != 0) blendv.a = 128; break; } } } - } - if (blendv.a==0) - { - blendv = R_BlendForColormap(blendv); - if (blendv.a==255) + if (blendv.a == 0) { - // The calculated average is too dark so brighten it according to the palettes's overall brightness - int maxcol = MAX(MAX(framebuffer->palette_brightness, blendv.r), MAX(blendv.g, blendv.b)); - blendv.r = blendv.r * 255 / maxcol; - blendv.g = blendv.g * 255 / maxcol; - blendv.b = blendv.b * 255 / maxcol; + blendv = R_BlendForColormap(blendv); + if (blendv.a == 255) + { + // The calculated average is too dark so brighten it according to the palettes's overall brightness + int maxcol = MAX(MAX(framebuffer->palette_brightness, blendv.r), MAX(blendv.g, blendv.b)); + blendv.r = blendv.r * 255 / maxcol; + blendv.g = blendv.g * 255 / maxcol; + blendv.b = blendv.b * 255 / maxcol; + } + } + + if (blendv.a == 255) + { + + extra_red = blendv.r / 255.0f; + extra_green = blendv.g / 255.0f; + extra_blue = blendv.b / 255.0f; + + // If this is a multiplicative blend do it separately and add the additive ones on top of it. + blendv = 0; + + // black multiplicative blends are ignored + if (extra_red || extra_green || extra_blue) + { + gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO); + glColor4f(extra_red, extra_green, extra_blue, 1.0f); + FillScreen(); + } + } + else if (blendv.a) + { + V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, blendv.a / 255.0f, blend); + } + } + else if (!gl.hasGLSL()) + { + float r, g, b; + bool inverse = false; + const float BLACK_THRESH = 0.05f; + const float WHITE_THRESH = 0.95f; + + // for various reasons (performance and keeping the lighting code clean) + // we no longer do colormapped textures on pre GL 3.0 hardware and instead do + // just a fullscreen overlay to emulate the inverse invulnerability effect or similar fullscreen blends. + if (gl_fixedcolormap >= CM_FIRSTSPECIALCOLORMAP && gl_fixedcolormap < CM_MAXCOLORMAP) + { + FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP]; + + if (scm->ColorizeEnd[0] < BLACK_THRESH && scm->ColorizeEnd[1] < BLACK_THRESH && scm->ColorizeEnd[2] < BLACK_THRESH) + { + r = scm->ColorizeStart[0]; + g = scm->ColorizeStart[1]; + b = scm->ColorizeStart[2]; + inverse = true; + } + else + { + r = scm->ColorizeEnd[0]; + g = scm->ColorizeEnd[1]; + b = scm->ColorizeEnd[2]; + } + + } + else if (gl_enhanced_nightvision) + { + if (gl_fixedcolormap == CM_LITE) + { + r = 0.375f, g = 1.0f, b = 0.375f; + } + else if (gl_fixedcolormap >= CM_TORCH) + { + int flicker = gl_fixedcolormap - CM_TORCH; + r = (0.8f + (7 - flicker) / 70.0f); + if (r > 1.0f) r = 1.0f; + g = r; + b = g * 0.75f; + } + else r = g = b = 1.f; + } + + if (inverse) + { + gl_RenderState.BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); + glColor4f(1.f, 1.f, 1.f, 1.f); + FillScreen(); + } + + if (r < WHITE_THRESH || g < WHITE_THRESH || b < WHITE_THRESH) + { + gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO); + glColor4f(r, g, b, 1.0f); + FillScreen(); } } - if (blendv.a==255) - { - - extra_red = blendv.r / 255.0f; - extra_green = blendv.g / 255.0f; - extra_blue = blendv.b / 255.0f; - - // If this is a multiplicative blend do it separately and add the additive ones on top of it! - blendv=0; - - // black multiplicative blends are ignored - if (extra_red || extra_green || extra_blue) - { - gl_RenderState.EnableAlphaTest(false); - gl_RenderState.EnableTexture(false); - gl_RenderState.BlendFunc(GL_DST_COLOR,GL_ZERO); - glColor4f(extra_red, extra_green, extra_blue, 1.0f); - gl_RenderState.Apply(true); - glBegin(GL_TRIANGLE_STRIP); - glVertex2f( 0.0f, 0.0f); - glVertex2f( 0.0f, (float)SCREENHEIGHT); - glVertex2f( (float)SCREENWIDTH, 0.0f); - glVertex2f( (float)SCREENWIDTH, (float)SCREENHEIGHT); - glEnd(); - } - } - else if (blendv.a) - { - V_AddBlend (blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, blendv.a/255.0f,blend); - } // This mostly duplicates the code in shared_sbar.cpp // When I was writing this the original was called too late so that I @@ -741,16 +807,8 @@ void FGLRenderer::DrawBlend(sector_t * viewsector) if (blend[3]>0.0f) { gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - gl_RenderState.EnableAlphaTest(false); - gl_RenderState.EnableTexture(false); glColor4fv(blend); - gl_RenderState.Apply(true); - glBegin(GL_TRIANGLE_STRIP); - glVertex2f( 0.0f, 0.0f); - glVertex2f( 0.0f, (float)SCREENHEIGHT); - glVertex2f( (float)SCREENWIDTH, 0.0f); - glVertex2f( (float)SCREENWIDTH, (float)SCREENHEIGHT); - glEnd(); + FillScreen(); } }