mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-01-19 05:30:49 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
4a2a0cf2e3
19 changed files with 1867 additions and 1629 deletions
|
@ -59,7 +59,8 @@ struct FGLLinePortal
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// defines the complete span of this portal
|
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vertex_t *v1, *v2; // vertices, from v1 to v2
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DVector2 delta; // precalculated v2 - v1 for side checking
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||||
FLinePortal *reference; // one of the associated line portals, for retrieving translation info etc.
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TArray<FLinePortal *> lines;
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int validcount = 0;
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};
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||||
extern TArray<FPortal *> portals;
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@ -443,7 +443,12 @@ void gl_InitPortals()
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tempindex[i] = glLinePortals.Size();
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line_t *pSrcLine = linePortals[i].mOrigin;
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line_t *pLine = linePortals[i].mDestination;
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FGLLinePortal glport = { pLine->v1, pLine->v2, {0, 0}, &linePortals[i] };
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FGLLinePortal glport;
|
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|
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glport.v1 = pLine->v1;
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glport.v2 = pLine->v2;
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glport.delta = { 0, 0 };
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glport.lines.Push(&linePortals[i]);
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glLinePortals.Push(glport);
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// We cannot do this grouping for non-linked portals because they can be changed at run time.
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@ -474,6 +479,7 @@ void gl_InitPortals()
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tempindex[j] = tempindex[i];
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if (pLine->v1 == pLine2->v2) glLinePortals[tempindex[i]].v1 = pLine2->v1;
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else glLinePortals[tempindex[i]].v2 = pLine2->v2;
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glLinePortals[tempindex[i]].lines.Push(&linePortals[j]);
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}
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}
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}
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|
|
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@ -122,6 +122,7 @@ void FGLRenderer::Initialize()
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else mLights = NULL;
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gl_RenderState.SetVertexBuffer(mVBO);
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mFBID = 0;
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mOldFBID = 0;
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|
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SetupLevel();
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mShaderManager = new FShaderManager;
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@ -237,6 +238,7 @@ void FGLRenderer::FlushTextures()
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bool FGLRenderer::StartOffscreen()
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{
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if (mFBID == 0) glGenFramebuffers(1, &mFBID);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
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glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
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return true;
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}
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@ -249,7 +251,7 @@ bool FGLRenderer::StartOffscreen()
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void FGLRenderer::EndOffscreen()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID);
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}
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//===========================================================================
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|
|
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@ -71,6 +71,7 @@ public:
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int gl_spriteindex;
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unsigned int mFBID;
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unsigned int mVAOID;
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int mOldFBID;
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|
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FTexture *gllight;
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FTexture *glpart2;
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|
|
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@ -102,7 +102,7 @@ UniqueList<GLHorizonInfo> UniqueHorizons;
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UniqueList<secplane_t> UniquePlaneMirrors;
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UniqueList<FGLLinePortal> UniqueLineToLines;
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void gl_RenderActorsInPortal(FGLLinePortal *glport);
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//==========================================================================
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//
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@ -1003,7 +1003,7 @@ void GLLineToLinePortal::DrawContents()
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GLRenderer->mClipPortal = this;
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line_t *origin = glport->reference->mOrigin;
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line_t *origin = glport->lines[0]->mOrigin;
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P_TranslatePortalXY(origin, ViewPos.X, ViewPos.Y);
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P_TranslatePortalAngle(origin, ViewAngle);
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P_TranslatePortalZ(origin, ViewPos.Z);
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@ -1038,17 +1038,22 @@ void GLLineToLinePortal::DrawContents()
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currentmapsection[mapsection >> 3] |= 1 << (mapsection & 7);
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}
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|
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GLRenderer->mViewActor = NULL;
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GLRenderer->mViewActor = nullptr;
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GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
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ClearClipper();
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gl_RenderState.SetClipLine(glport->reference->mDestination);
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gl_RenderState.SetClipLine(glport->lines[0]->mDestination);
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gl_RenderState.EnableClipLine(true);
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GLRenderer->DrawScene();
|
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gl_RenderState.EnableClipLine(false);
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RestoreMapSection();
|
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}
|
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|
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void GLLineToLinePortal::RenderAttached()
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{
|
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gl_RenderActorsInPortal(glport);
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}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
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//-----------------------------------------------------------------------------
|
||||
//
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|
|
|
@ -169,6 +169,7 @@ public:
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virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
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virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
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virtual line_t *ClipLine() { return NULL; }
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virtual void RenderAttached() {}
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|
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static void BeginScene();
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static void StartFrame();
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@ -194,10 +195,10 @@ struct GLLinePortal : public GLPortal
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GLLinePortal(FGLLinePortal *line)
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{
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if (line->reference->mType != PORTT_LINKED)
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if (line->lines[0]->mType != PORTT_LINKED)
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{
|
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// For non-linked portals we must check the actual linedef.
|
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line_t *lline = line->reference->mDestination;
|
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line_t *lline = line->lines[0]->mDestination;
|
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v1 = lline->v1;
|
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v2 = lline->v2;
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}
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@ -258,6 +259,7 @@ protected:
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virtual void * GetSource() const { return glport; }
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virtual const char *GetName();
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virtual line_t *ClipLine() { return line(); }
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virtual void RenderAttached();
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public:
|
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|
||||
|
|
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@ -308,6 +308,7 @@ void FGLRenderer::CreateScene()
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R_SetView();
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validcount++; // used for processing sidedefs only once by the renderer.
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gl_RenderBSPNode (nodes + numnodes - 1);
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if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
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Bsp.Unclock();
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|
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// And now the crappy hacks that have to be done to avoid rendering anomalies:
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|
|
|
@ -521,7 +521,7 @@ void GLSprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingp
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//
|
||||
//==========================================================================
|
||||
|
||||
void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
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||||
void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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||||
{
|
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sector_t rs;
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sector_t * rendersector;
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||||
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@ -552,7 +552,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
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|||
|
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// [RH] Interpolate the sprite's position to make it look smooth
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DVector3 thingpos = thing->InterpolatedPosition(r_TicFracF);
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if (thruportal) thingpos += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
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if (thruportal == 1) thingpos += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
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||||
|
||||
// Too close to the camera. This doesn't look good if it is a sprite.
|
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if (fabs(thingpos.X - ViewPos.X) < 2 && fabs(thingpos.Y - ViewPos.Y) < 2)
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||||
|
@ -581,7 +581,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
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|||
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
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||||
}
|
||||
|
||||
if (GLRenderer->mClipPortal)
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if (thruportal != 2 && GLRenderer->mClipPortal)
|
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{
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||||
int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
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||||
if (clipres == GLPortal::PClip_InFront) return;
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|
@ -601,7 +601,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, bool thruportal)
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|||
topclip = rendersector->PortalBlocksMovement(sector_t::ceiling) ? LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::ceiling);
|
||||
bottomclip = rendersector->PortalBlocksMovement(sector_t::floor) ? -LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::floor);
|
||||
|
||||
|
||||
x = thingpos.X;
|
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z = thingpos.Z - thing->Floorclip;
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y = thingpos.Y;
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@ -1019,5 +1018,56 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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rendered_sprites++;
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}
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||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void gl_RenderActorsInPortal(FGLLinePortal *glport)
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{
|
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TMap<AActor*, bool> processcheck;
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if (glport->validcount == validcount) return; // only process once per frame
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glport->validcount = validcount;
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for (auto port : glport->lines)
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{
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line_t *line = port->mOrigin;
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if (line->isLinePortal()) // only crossable ones
|
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{
|
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FLinePortal *port2 = port->mDestination->getPortal();
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// process only if the other side links back to this one.
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if (port2 != nullptr && port->mDestination == port2->mOrigin && port->mOrigin == port2->mDestination)
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{
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for (portnode_t *node = port->render_thinglist; node != nullptr; node = node->m_snext)
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{
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AActor *th = node->m_thing;
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// process each actor only once per portal.
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bool *check = processcheck.CheckKey(th);
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if (check && *check) continue;
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processcheck[th] = true;
|
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|
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DAngle savedangle = th->Angles.Yaw;
|
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DVector3 savedpos = th->Pos();
|
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DVector3 newpos = savedpos;
|
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sector_t fakesector;
|
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|
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P_TranslatePortalXY(line, newpos.X, newpos.Y);
|
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P_TranslatePortalZ(line, newpos.Z);
|
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P_TranslatePortalAngle(line, th->Angles.Yaw);
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th->SetXYZ(newpos);
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th->Prev += newpos - savedpos;
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|
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GLSprite spr;
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th->fillcolor = 0xff0000ff;
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spr.Process(th, gl_FakeFlat(th->Sector, &fakesector, false), 2);
|
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th->fillcolor = 0xffffffff;
|
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th->Angles.Yaw = savedangle;
|
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th->SetXYZ(savedpos);
|
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th->Prev -= newpos - savedpos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -359,7 +359,7 @@ public:
|
|||
|
||||
void Draw(int pass);
|
||||
void PutSprite(bool translucent);
|
||||
void Process(AActor* thing,sector_t * sector, bool thruportal = false);
|
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void Process(AActor* thing,sector_t * sector, int thruportal = false);
|
||||
void ProcessParticle (particle_t *particle, sector_t *sector);//, int shade, int fakeside)
|
||||
void SetThingColor(PalEntry);
|
||||
|
||||
|
@ -376,5 +376,6 @@ inline float Dist2(float x1,float y1,float x2,float y2)
|
|||
|
||||
void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *subsec);
|
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void gl_SetDynSpriteLight(AActor *actor, particle_t *particle);
|
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void gl_RenderActorsInPortal(FGLLinePortal *glport);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -214,7 +214,15 @@ void GLWall::PutPortal(int ptype)
|
|||
|
||||
case PORTALTYPE_LINETOLINE:
|
||||
portal=GLPortal::FindPortal(lineportal);
|
||||
if (!portal) portal=new GLLineToLinePortal(lineportal);
|
||||
if (!portal)
|
||||
{
|
||||
line_t *otherside = lineportal->lines[0]->mDestination;
|
||||
if (otherside != NULL)
|
||||
{
|
||||
gl_RenderActorsInPortal(linePortalToGL[otherside->portalindex]);
|
||||
}
|
||||
portal = new GLLineToLinePortal(lineportal);
|
||||
}
|
||||
portal->AddLine(this);
|
||||
break;
|
||||
|
||||
|
|
|
@ -75,6 +75,7 @@ void PatchCommon(FString &code)
|
|||
void PatchVertShader(FString &code)
|
||||
{
|
||||
PatchCommon(code);
|
||||
code.Substitute("in vec", "attribute vec");
|
||||
code.Substitute("out vec", "varying vec");
|
||||
code.Substitute("gl_ClipDistance", "//");
|
||||
}
|
||||
|
|
14
src/gl/system/gl_extlist.txt
Normal file
14
src/gl/system/gl_extlist.txt
Normal file
|
@ -0,0 +1,14 @@
|
|||
-- List of OpenGL extensions for glLoadGen
|
||||
|
||||
-- Generation of gl_load.c and gl_load.h files:
|
||||
-- > lua LoadGen.lua -style=pointer_c -spec=gl -version=3.3 -profile=compatibility -extfile=gl_extlist.txt load
|
||||
|
||||
APPLE_client_storage
|
||||
ARB_buffer_storage
|
||||
ARB_shader_storage_buffer_object
|
||||
ARB_texture_compression
|
||||
ARB_texture_rectangle
|
||||
EXT_framebuffer_object
|
||||
EXT_texture_compression_s3tc
|
||||
EXT_texture_filter_anisotropic
|
||||
EXT_texture_sRGB
|
|
@ -130,12 +130,9 @@ void OpenGLFrameBuffer::InitializeState()
|
|||
if (first)
|
||||
{
|
||||
first=false;
|
||||
// [BB] For some reason this crashes, if compiled with MinGW and optimization. Has to be investigated.
|
||||
#ifdef _MSC_VER
|
||||
gl_PrintStartupLog();
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClearDepth(1.0f);
|
||||
glDepthFunc(GL_LESS);
|
||||
|
|
|
@ -236,12 +236,23 @@ void gl_LoadExtensions()
|
|||
}
|
||||
|
||||
int v;
|
||||
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
|
||||
gl.maxuniforms = v;
|
||||
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
|
||||
gl.maxuniformblock = v;
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
|
||||
gl.uniformblockalignment = v;
|
||||
|
||||
if (gl.lightmethod != LM_SOFTWARE && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
|
||||
{
|
||||
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
|
||||
gl.maxuniforms = v;
|
||||
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
|
||||
gl.maxuniformblock = v;
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
|
||||
gl.uniformblockalignment = v;
|
||||
}
|
||||
else
|
||||
{
|
||||
gl.maxuniforms = 0;
|
||||
gl.maxuniformblock = 0;
|
||||
gl.uniformblockalignment = 0;
|
||||
}
|
||||
|
||||
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl.max_texturesize);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
@ -289,21 +300,24 @@ void gl_PrintStartupLog()
|
|||
Printf("\nMax. texture size: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
|
||||
Printf ("Max. texture units: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
|
||||
Printf ("Max. fragment uniforms: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
|
||||
Printf ("Max. vertex uniforms: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
|
||||
Printf ("Max. uniform block size: %d\n", v);
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
|
||||
Printf ("Uniform block alignment: %d\n", v);
|
||||
|
||||
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
|
||||
Printf ("Max. varying: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &v);
|
||||
Printf("Max. combined shader storage blocks: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v);
|
||||
Printf("Max. vertex shader storage blocks: %d\n", v);
|
||||
|
||||
if (gl.lightmethod != LM_SOFTWARE && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
|
||||
{
|
||||
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
|
||||
Printf ("Max. uniform block size: %d\n", v);
|
||||
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
|
||||
Printf ("Uniform block alignment: %d\n", v);
|
||||
}
|
||||
|
||||
if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
|
||||
{
|
||||
glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &v);
|
||||
Printf("Max. combined shader storage blocks: %d\n", v);
|
||||
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v);
|
||||
Printf("Max. vertex shader storage blocks: %d\n", v);
|
||||
}
|
||||
|
||||
// For shader-less, the special alphatexture translation must be changed to actually set the alpha, because it won't get translated by a shader.
|
||||
if (gl.glslversion == 0)
|
||||
|
|
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
@ -86,9 +86,6 @@ template <typename T>
|
|||
inline T max( T a, T b) { return (((a)>(b)) ? (a) : (b)); }
|
||||
#define _access(a,b) access(a,b)
|
||||
#endif
|
||||
#ifndef _WIN32
|
||||
#include <SDL.h>
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef LoadMenu
|
||||
|
|
|
@ -372,16 +372,7 @@ private:
|
|||
// ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
struct CapabilityChecker
|
||||
{
|
||||
CapabilityChecker();
|
||||
};
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
class CocoaOpenGLFrameBuffer : public OpenGLFrameBuffer, private CapabilityChecker, private NonCopyable
|
||||
class CocoaOpenGLFrameBuffer : public OpenGLFrameBuffer, private NonCopyable
|
||||
{
|
||||
typedef OpenGLFrameBuffer Super;
|
||||
|
||||
|
@ -1163,12 +1154,14 @@ SDLGLFB::SDLGLFB(void*, const int width, const int height, int, int, const bool
|
|||
, m_lock(-1)
|
||||
, m_isUpdatePending(false)
|
||||
, m_supportsGamma(true)
|
||||
, m_gammaTexture(GAMMA_TABLE_SIZE, 1, false, false, true, true)
|
||||
, m_gammaProgram("gamma_correction")
|
||||
, m_gammaTexture(GAMMA_TABLE_SIZE, 1, true)
|
||||
{
|
||||
}
|
||||
|
||||
SDLGLFB::SDLGLFB()
|
||||
: m_gammaTexture(0, 0, false, false, false, false)
|
||||
: m_gammaProgram(nullptr)
|
||||
, m_gammaTexture(0, 0, false)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -1392,7 +1385,7 @@ bool BoundTextureSaveAsPNG(const GLenum target, const char* const path)
|
|||
RenderTarget::RenderTarget(const GLsizei width, const GLsizei height)
|
||||
: m_ID(0)
|
||||
, m_oldID(0)
|
||||
, m_texture(width, height, false, false, true, true)
|
||||
, m_texture(width, height, true)
|
||||
{
|
||||
glGenFramebuffersEXT(1, &m_ID);
|
||||
|
||||
|
@ -1438,26 +1431,12 @@ GLuint RenderTarget::GetBoundID()
|
|||
// ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
CapabilityChecker::CapabilityChecker()
|
||||
{
|
||||
if (!(gl.flags & RFL_FRAMEBUFFER))
|
||||
{
|
||||
I_FatalError(
|
||||
"The graphics hardware in your system does not support Frame Buffer Object (FBO).\n"
|
||||
"It is required to run this version of " GAMENAME ".\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
CocoaOpenGLFrameBuffer::CocoaOpenGLFrameBuffer(void* hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen)
|
||||
: OpenGLFrameBuffer(hMonitor, width, height, bits, refreshHz, fullscreen)
|
||||
, m_renderTarget(width, height)
|
||||
{
|
||||
SetSmoothPicture(gl_smooth_rendered);
|
||||
|
||||
/*
|
||||
// Setup uniform samplers for gamma correction shader
|
||||
|
||||
m_gammaProgram.Load("GammaCorrection", "shaders/glsl/main.vp",
|
||||
|
@ -1469,7 +1448,7 @@ CocoaOpenGLFrameBuffer::CocoaOpenGLFrameBuffer(void* hMonitor, int width, int he
|
|||
glUniform1i(glGetUniformLocation(program, "backbuffer"), 0);
|
||||
glUniform1i(glGetUniformLocation(program, "gammaTable"), 1);
|
||||
glUseProgram(0);
|
||||
|
||||
*/
|
||||
// Fill render target with black color
|
||||
|
||||
m_renderTarget.Bind();
|
||||
|
@ -1524,8 +1503,8 @@ void CocoaOpenGLFrameBuffer::DrawRenderTarget()
|
|||
{
|
||||
m_renderTarget.Unbind();
|
||||
|
||||
m_renderTarget.GetColorTexture().Bind(0, 0);
|
||||
m_gammaTexture.Bind(1, 0);
|
||||
m_renderTarget.GetColorTexture().Bind(0, 0, 0);
|
||||
m_gammaTexture.Bind(1, 0, 0);
|
||||
|
||||
if (rbOpts.dirty)
|
||||
{
|
||||
|
@ -1539,7 +1518,7 @@ void CocoaOpenGLFrameBuffer::DrawRenderTarget()
|
|||
|
||||
glViewport(rbOpts.shiftX, rbOpts.shiftY, rbOpts.width, rbOpts.height);
|
||||
|
||||
m_gammaProgram.Bind(0.0f);
|
||||
//m_gammaProgram.Bind();
|
||||
BoundTextureDraw2D(Width, Height);
|
||||
|
||||
glViewport(0, 0, Width, Height);
|
||||
|
@ -1549,7 +1528,7 @@ void CocoaOpenGLFrameBuffer::DrawRenderTarget()
|
|||
void CocoaOpenGLFrameBuffer::SetSmoothPicture(const bool smooth)
|
||||
{
|
||||
FHardwareTexture& texture = m_renderTarget.GetColorTexture();
|
||||
texture.Bind(0, 0);
|
||||
texture.Bind(0, 0, 0);
|
||||
BoundTextureSetFilter(GL_TEXTURE_2D, smooth ? GL_LINEAR : GL_NEAREST);
|
||||
}
|
||||
|
||||
|
|
90
src/posix/cocoa/sdlglvideo.h
Normal file
90
src/posix/cocoa/sdlglvideo.h
Normal file
|
@ -0,0 +1,90 @@
|
|||
/*
|
||||
** sdlglvideo.h
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2012-2014 Alexey Lysiuk
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
|
||||
// IMPORTANT NOTE!
|
||||
// This file was intentially named sdlglvideo.h but it has nothing with SDL
|
||||
// The name was selected to avoid spreding of changes over the project
|
||||
// The same applies to SDLGLFB class
|
||||
// See gl/system/gl_framebuffer.h for details about its usage
|
||||
|
||||
|
||||
#ifndef COCOA_SDLGLVIDEO_H_INCLUDED
|
||||
#define COCOA_SDLGLVIDEO_H_INCLUDED
|
||||
|
||||
#include "v_video.h"
|
||||
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/textures/gl_hwtexture.h"
|
||||
|
||||
|
||||
class SDLGLFB : public DFrameBuffer
|
||||
{
|
||||
public:
|
||||
// This must have the same parameters as the Windows version, even if they are not used!
|
||||
SDLGLFB(void *hMonitor, int width, int height, int, int, bool fullscreen);
|
||||
~SDLGLFB();
|
||||
|
||||
virtual bool Lock(bool buffered = true);
|
||||
virtual void Unlock();
|
||||
virtual bool IsLocked();
|
||||
|
||||
virtual bool IsFullscreen();
|
||||
virtual void SetVSync(bool vsync);
|
||||
|
||||
int GetTrueHeight() { return GetHeight(); }
|
||||
|
||||
protected:
|
||||
int m_lock;
|
||||
bool m_isUpdatePending;
|
||||
|
||||
bool m_supportsGamma;
|
||||
|
||||
FShader m_gammaProgram;
|
||||
FHardwareTexture m_gammaTexture;
|
||||
|
||||
static const size_t GAMMA_TABLE_SIZE = 256;
|
||||
uint32_t m_gammaTable[GAMMA_TABLE_SIZE];
|
||||
|
||||
|
||||
SDLGLFB();
|
||||
|
||||
void InitializeState();
|
||||
|
||||
bool CanUpdate();
|
||||
void SwapBuffers();
|
||||
|
||||
void SetGammaTable(WORD* table);
|
||||
};
|
||||
|
||||
#endif // COCOA_SDLGLVIDEO_H_INCLUDED
|
Loading…
Reference in a new issue