mirror of
https://github.com/ZDoom/qzdoom.git
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Merge branch 'gzdoom' into materials
# Conflicts: # src/gl/shaders/gl_shader.cpp # src/gl/shaders/gl_shader.h
This commit is contained in:
commit
0855418475
12 changed files with 112 additions and 9 deletions
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@ -161,12 +161,13 @@ void FGLRenderer::RenderScreenQuad()
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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void FGLRenderer::PostProcessScene(int fixedcm)
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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mBuffers->BlitSceneToTexture();
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UpdateCameraExposure();
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mCustomPostProcessShaders->Run("beforebloom");
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BloomScene(fixedcm);
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afterBloomDrawEndScene2D();
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TonemapScene();
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ColormapScene(fixedcm);
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LensDistortScene();
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@ -7,6 +7,7 @@
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#include "r_renderer.h"
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#include "r_data/matrix.h"
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#include "gl/dynlights/gl_shadowmap.h"
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#include <functional>
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struct particle_t;
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class FCanvasTexture;
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@ -43,6 +44,7 @@ class F2DDrawer;
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class FHardwareTexture;
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class FShadowMapShader;
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class FCustomPostProcessShaders;
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class GLSceneDrawer;
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inline float DEG2RAD(float deg)
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{
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@ -174,7 +176,7 @@ public:
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void RenderView(player_t* player);
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void RenderScreenQuad();
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void PostProcessScene(int fixedcm);
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void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
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void AmbientOccludeScene();
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void UpdateCameraExposure();
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void BloomScene(int fixedcm);
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@ -177,6 +177,7 @@ bool FRenderState::ApplyShader()
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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activeShader->muClipSplit.Set(mClipSplit);
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activeShader->muViewHeight.Set(viewheight);
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if (mGlowEnabled)
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{
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@ -681,10 +681,29 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
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Reset3DViewport();
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// [BB] Only draw the sprites if we didn't render a HUD model before.
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if ( renderHUDModel == false )
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// Delay drawing psprites until after bloom has been applied, if enabled.
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if (!FGLRenderBuffers::IsEnabled() || !gl_bloom || FixedColormap != CM_DEFAULT)
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{
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DrawPlayerSprites (viewsector, false);
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DrawEndScene2D(viewsector);
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}
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else
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{
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// Restore standard rendering state
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.ResetColor();
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gl_RenderState.EnableTexture(true);
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glDisable(GL_SCISSOR_TEST);
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}
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}
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void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
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{
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const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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// [BB] Only draw the sprites if we didn't render a HUD model before.
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if (renderHUDModel == false)
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{
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DrawPlayerSprites(viewsector, false);
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}
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if (gl.legacyMode)
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{
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@ -706,7 +725,6 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
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glDisable(GL_SCISSOR_TEST);
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}
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//-----------------------------------------------------------------------------
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//
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// R_RenderView - renders one view - either the screen or a camera texture
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@ -846,7 +864,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
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if (mainview && FGLRenderBuffers::IsEnabled())
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{
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GLRenderer->PostProcessScene(FixedColormap);
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GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(lviewsector); });
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// This should be done after postprocessing, not before.
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GLRenderer->mBuffers->BindCurrentFB();
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@ -55,6 +55,7 @@ public:
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void ProcessScene(bool toscreen = false);
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void DrawBlend(sector_t * viewsector);
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void EndDrawScene(sector_t * viewsector);
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void DrawEndScene2D(sector_t * viewsector);
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void RenderActorsInPortal(FGLLinePortal *glport);
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void CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector);
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@ -73,7 +73,7 @@ CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 7) self = 0;
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if (self < 0 || self > 8) self = 0;
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}
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EXTERN_CVAR (Float, transsouls)
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@ -254,6 +254,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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muClipHeight.Init(hShader, "uClipHeight");
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muClipHeightDirection.Init(hShader, "uClipHeightDirection");
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muAlphaThreshold.Init(hShader, "uAlphaThreshold");
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muViewHeight.Init(hShader, "uViewHeight");
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muTimer.Init(hShader, "timer");
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lights_index = glGetUniformLocation(hShader, "lights");
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@ -397,6 +398,7 @@ static const FDefaultShader defaultshaders[]=
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{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp", ""},
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{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp", ""},
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{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp", ""},
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{"Software Fuzz", "shaders/glsl/fuzz_software.fp", ""},
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{NULL,NULL,NULL}
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};
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@ -284,6 +284,7 @@ class FShader
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FBufferedUniform1f muClipHeight;
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FBufferedUniform1f muClipHeightDirection;
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FBufferedUniform1f muAlphaThreshold;
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FBufferedUniform1i muViewHeight;
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FBufferedUniform1f muTimer;
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int lights_index;
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@ -415,6 +416,7 @@ enum MaterialShaderIndex
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SHADER_JaggedFuzz,
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SHADER_NoiseFuzz,
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SHADER_SmoothNoiseFuzz,
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SHADER_SoftwareFuzz,
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FIRST_USER_SHADER
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};
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22
src/m_swap.h
22
src/m_swap.h
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@ -91,6 +91,16 @@ inline unsigned short LittleShort (unsigned short x)
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return (unsigned short)((x>>8) | (x<<8));
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}
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inline short LittleShort (int x)
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{
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return LittleShort((short)x);
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}
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inline unsigned short LittleShort (unsigned int x)
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{
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return LittleShort((unsigned short)x);
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}
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// Swapping 32bit.
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inline unsigned int LittleLong (unsigned int x)
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{
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@ -110,6 +120,16 @@ inline int LittleLong (int x)
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| (((unsigned int)x)<<24));
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}
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inline unsigned int LittleLong(unsigned long x)
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{
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return LittleLong((unsigned int)x);
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}
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inline int LittleLong(long x)
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{
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return LittleLong((int)x);
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}
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#define BigShort(x) (x)
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#define BigLong(x) (x)
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@ -177,7 +197,7 @@ inline int BigLong (int x)
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// Data accessors, since some data is highly likely to be unaligned.
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#if defined(_M_IX86) || defined(_M_X64) || defined(__i386__)
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#if defined(_M_IX86) || defined(_M_X64) || defined(__i386__) || defined(__x86_64__)
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inline int GetShort(const unsigned char *foo)
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{
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return *(const short *)foo;
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@ -2120,6 +2120,7 @@ OptionValue "FuzzStyle"
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4, "$OPTVAL_TRANSLUCENTFUZZ"
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6, "$OPTVAL_NOISE"
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7, "$OPTVAL_SMOOTHNOISE"
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8, "$OPTVAL_SOFTWARE"
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//5, "$OPTVAL_JAGGEDFUZZ" I can't see any difference between this and 4 so it's disabled for now.
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}
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52
wadsrc/static/shaders/glsl/fuzz_software.fp
Normal file
52
wadsrc/static/shaders/glsl/fuzz_software.fp
Normal file
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@ -0,0 +1,52 @@
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// Fuzz effect as rendered by the software renderer
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uniform float timer;
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#define FUZZTABLE 50
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#define FUZZ_RANDOM_X_SIZE 100
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#define FRACBITS 16
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#define fixed_t int
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int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] =
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{
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75, 76, 21, 91, 56, 33, 62, 99, 61, 79,
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95, 54, 41, 18, 69, 43, 49, 59, 10, 84,
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94, 17, 57, 46, 9, 39, 55, 34,100, 81,
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73, 88, 92, 3, 63, 36, 7, 28, 13, 80,
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16, 96, 78, 29, 71, 58, 89, 24, 1, 35,
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52, 82, 4, 14, 22, 53, 38, 66, 12, 72,
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90, 44, 77, 83, 6, 27, 48, 30, 42, 32,
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65, 15, 97, 20, 67, 74, 98, 85, 60, 68,
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19, 26, 8, 87, 86, 64, 11, 37, 31, 47,
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25, 5, 50, 51, 23, 2, 93, 70, 40, 45
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};
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int fuzzoffset[FUZZTABLE] =
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{
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6, 11, 6, 11, 6, 6, 11, 6, 6, 11,
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6, 6, 6, 11, 6, 6, 6, 11, 15, 18,
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21, 6, 11, 15, 6, 6, 6, 6, 11, 6,
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11, 6, 6, 11, 15, 6, 6, 11, 15, 18,
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21, 6, 6, 6, 6, 11, 6, 6, 11, 6
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};
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vec4 ProcessTexel()
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{
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vec2 texCoord = vTexCoord.st;
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vec4 basicColor = getTexel(texCoord);
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// Ideally fuzzpos would be an uniform and differ from each sprite so that overlapping demons won't get the same shade for the same pixel
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int next_random = int(abs(mod(timer * 35.0, float(FUZZ_RANDOM_X_SIZE))));
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int fuzzpos = (/*fuzzpos +*/ fuzz_random_x_offset[next_random] * FUZZTABLE / 100) % FUZZTABLE;
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int x = int(gl_FragCoord.x);
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int y = int(gl_FragCoord.y);
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fixed_t fuzzscale = (200 << FRACBITS) / uViewHeight;
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int scaled_x = (x * fuzzscale) >> FRACBITS;
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int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
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fixed_t fuzzcount = FUZZTABLE << FRACBITS;
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fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
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float alpha = float(fuzzoffset[fuzz >> FRACBITS]) / 32.0;
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return vec4(0.0, 0.0, 0.0, basicColor.a * alpha);
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}
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@ -48,6 +48,9 @@ uniform float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
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// dynamic lights
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uniform int uLightIndex;
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// Software fuzz scaling
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uniform int uViewHeight;
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// quad drawer stuff
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#ifdef USE_QUAD_DRAWER
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uniform mat4 uQuadVertices;
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