- add post processing support to the software renderer and softpoly

This commit is contained in:
Magnus Norddahl 2018-08-04 14:58:55 +02:00
parent 1e11ce3bee
commit 48c83d36b5
4 changed files with 17 additions and 2 deletions

View file

@ -479,3 +479,8 @@ void OpenGLFrameBuffer::Draw2D()
{
if (GLRenderer != nullptr) GLRenderer->Draw2D(&m2DDrawer);
}
void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
{
GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
}

View file

@ -44,7 +44,6 @@ public:
IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) override;
IShaderProgram *CreateShaderProgram() override;
// Retrieves a buffer containing image data for a screenshot.
// Hint: Pitch can be negative for upside-down images, in which case buffer
// points to the last row in the buffer, which will be the first row output.
@ -60,6 +59,7 @@ public:
void SetVSync(bool vsync);
void Draw2D() override;
void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
bool HWGammaActive = false; // Are we using hardware or software gamma?
std::shared_ptr<FGLDebug> mDebug; // Debug API

View file

@ -122,6 +122,13 @@ sector_t *SWSceneDrawer::RenderView(player_t *player)
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
screen->DrawTexture(fbtex.get(), 0, 0, DTA_SpecialColormap, map, TAG_DONE);
SWRenderer->DrawRemainingPlayerSprites();
screen->Draw2D();
screen->Clear2D();
screen->PostProcessScene(CM_DEFAULT, [&]() {
SWRenderer->DrawRemainingPlayerSprites();
screen->Draw2D();
screen->Clear2D();
});
return r_viewpoint.sector;
}

View file

@ -43,6 +43,7 @@
#include "c_cvars.h"
#include "v_colortables.h"
#include "v_2ddrawer.h"
#include <functional>
struct sector_t;
class IShaderProgram;
@ -464,6 +465,8 @@ public:
virtual bool WipeDo(int ticks);
virtual void WipeCleanup();
virtual void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
void ScaleCoordsFromWindow(int16_t &x, int16_t &y);
uint64_t GetLastFPS() const { return LastCount; }