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https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
Calculate color values for gamma correction directly in shader
Gamma table texture is no longer needed
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44b019413c
commit
333560086d
3 changed files with 21 additions and 47 deletions
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@ -1150,19 +1150,14 @@ void CocoaFrameBuffer::Flip()
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// ---------------------------------------------------------------------------
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static const uint32_t GAMMA_TABLE_ALPHA = 0xFF000000;
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SDLGLFB::SDLGLFB(void*, const int width, const int height, int, int, const bool fullscreen)
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: DFrameBuffer(width, height)
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, m_lock(-1)
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, m_isUpdatePending(false)
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, m_gammaTexture(GAMMA_TABLE_SIZE, 1, true)
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{
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}
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SDLGLFB::SDLGLFB()
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: m_gammaTexture(0, 0, false)
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{
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}
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@ -1243,26 +1238,6 @@ void SDLGLFB::SwapBuffers()
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void SDLGLFB::SetGammaTable(WORD* table)
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{
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const WORD* const red = &table[ 0];
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const WORD* const green = &table[256];
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const WORD* const blue = &table[512];
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for (size_t i = 0; i < GAMMA_TABLE_SIZE; ++i)
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{
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// Convert 16 bits colors to 8 bits by dividing on 256
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const uint32_t r = red[i] >> 8;
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const uint32_t g = green[i] >> 8;
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const uint32_t b = blue[i] >> 8;
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m_gammaTable[i] = GAMMA_TABLE_ALPHA + (b << 16) + (g << 8) + r;
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}
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m_gammaTexture.CreateTexture(
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reinterpret_cast<unsigned char*>(m_gammaTable),
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GAMMA_TABLE_SIZE, 1, 1, false, 0);
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GLRenderer->mSamplerManager->Bind(1, CLAMP_NOFILTER, -1);
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}
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@ -1278,12 +1253,15 @@ void BoundTextureSetFilter(const GLenum target, const GLint filter)
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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void BoundTextureDraw2D(const GLsizei width, const GLsizei height)
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{
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gl_RenderState.SetEffect(EFF_GAMMACORRECTION);
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gl_RenderState.SetTextureMode(TM_OPAQUE);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.ResetColor();
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gl_RenderState.SetColor(Gamma, vid_contrast, vid_brightness);
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gl_RenderState.Apply();
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static const float x = 0.f;
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@ -1490,9 +1468,7 @@ void CocoaOpenGLFrameBuffer::GetScreenshotBuffer(const BYTE*& buffer, int& pitch
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void CocoaOpenGLFrameBuffer::DrawRenderTarget()
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{
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m_renderTarget.Unbind();
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m_renderTarget.GetColorTexture().Bind(0, 0, false);
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m_gammaTexture.Bind(1, 0, false);
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if (rbOpts.dirty)
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{
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@ -70,12 +70,6 @@ protected:
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static const bool m_supportsGamma = true;
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FHardwareTexture m_gammaTexture;
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static const size_t GAMMA_TABLE_SIZE = 256;
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uint32_t m_gammaTable[GAMMA_TABLE_SIZE];
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SDLGLFB();
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void InitializeState();
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@ -1,24 +1,28 @@
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uniform sampler2D tex;
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uniform sampler2D texture2;
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in vec4 vTexCoord;
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void applyGamma(int channel)
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{
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vec4 color = texture(texture2, vec2(FragColor[channel], 0.0));
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FragColor[channel] = color[channel];
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}
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in vec4 vColor;
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void main()
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{
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FragColor = texture(tex, vTexCoord.st);
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vec3 color = texture(tex, vTexCoord.st).rgb;
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// /* DEBUG */ if (vTexCoord.x > 0.5)
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{
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applyGamma(0);
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applyGamma(1);
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applyGamma(2);
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// Apply contrast
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float contrast = clamp(vColor.y, 0.1, 3.0);
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color = color.rgb * contrast - (contrast - 1.0) * 0.5;
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// Apply gamma
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float gamma = clamp(vColor.x, 0.1, 4.0);
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color = sign(color) * pow(abs(color), vec3(1.0 / gamma));
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// Apply brightness
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float brightness = clamp(vColor.z, -0.8, 0.8);
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color += brightness * 0.5;
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color = clamp(color, 0.0, 1.0);
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}
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FragColor.a = 1.0;
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FragColor = vec4(color, 1.0);
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}
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