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https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
- convert colormap shader to postprocess steps
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parent
83f50f5808
commit
ebf0cef283
8 changed files with 64 additions and 127 deletions
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@ -1068,7 +1068,6 @@ set (PCH_SOURCES
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hwrenderer/postprocessing/hw_presentshader.cpp
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hwrenderer/postprocessing/hw_present3dRowshader.cpp
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hwrenderer/postprocessing/hw_ambientshader.cpp
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hwrenderer/postprocessing/hw_colormapshader.cpp
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hwrenderer/postprocessing/hw_tonemapshader.cpp
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hwrenderer/textures/hw_material.cpp
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hwrenderer/textures/hw_precache.cpp
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@ -41,7 +41,6 @@
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#include "gl/data/gl_vertexbuffer.h"
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#include "hwrenderer/postprocessing/hw_ambientshader.h"
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#include "hwrenderer/postprocessing/hw_tonemapshader.h"
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#include "hwrenderer/postprocessing/hw_colormapshader.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
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@ -451,45 +450,14 @@ void FGLRenderer::ClearTonemapPalette()
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Colormap scene texture and place the result in the HUD/2D texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::ColormapScene(int fixedcm)
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{
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if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP)
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return;
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FGLDebug::PushGroup("ColormapScene");
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FGLPostProcessState savedState;
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mBuffers->BindNextFB();
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mBuffers->BindCurrentTexture(0);
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mColormapShader->Bind(NOQUEUE);
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FSpecialColormap *scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
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float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
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scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
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mColormapShader->Uniforms->MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
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mColormapShader->Uniforms->MapRange = m;
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mColormapShader->Uniforms.Set();
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RenderScreenQuad();
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mBuffers->NextTexture();
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FGLDebug::PopGroup();
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PPColormap colormap;
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colormap.DeclareShaders();
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colormap.UpdateSteps(fixedcm);
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mBuffers->RenderEffect("ColormapScene");
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}
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//-----------------------------------------------------------------------------
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//
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// Apply lens distortion and place the result in the HUD/2D texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::LensDistortScene()
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{
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PPLensDistort lens;
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@ -498,12 +466,6 @@ void FGLRenderer::LensDistortScene()
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mBuffers->RenderEffect("LensDistortScene");
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}
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//-----------------------------------------------------------------------------
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//
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// Apply FXAA and place the result in the HUD/2D texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::ApplyFXAA()
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{
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PPFXAA fxaa;
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@ -52,7 +52,6 @@
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#include "gl/scene/gl_scenedrawer.h"
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#include "hwrenderer/postprocessing/hw_ambientshader.h"
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#include "hwrenderer/postprocessing/hw_tonemapshader.h"
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#include "hwrenderer/postprocessing/hw_colormapshader.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_present3dRowshader.h"
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#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
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@ -101,7 +100,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mPresent3dRowShader = nullptr;
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mTonemapShader = nullptr;
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mTonemapPalette = nullptr;
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mColormapShader = nullptr;
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mLinearDepthShader = nullptr;
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mDepthBlurShader = nullptr;
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mSSAOShader = nullptr;
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@ -120,7 +118,6 @@ void FGLRenderer::Initialize(int width, int height)
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mSSAOShader = new FSSAOShader();
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mSSAOCombineShader = new FSSAOCombineShader();
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mTonemapShader = new FTonemapShader();
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mColormapShader = new FColormapShader();
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mTonemapPalette = nullptr;
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mPresentShader = new FPresentShader();
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mPresent3dCheckerShader = new FPresent3DCheckerShader();
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@ -178,7 +175,6 @@ FGLRenderer::~FGLRenderer()
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if (mPresent3dRowShader) delete mPresent3dRowShader;
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if (mTonemapShader) delete mTonemapShader;
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if (mTonemapPalette) delete mTonemapPalette;
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if (mColormapShader) delete mColormapShader;
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if (mShadowMapShader) delete mShadowMapShader;
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delete mCustomPostProcessShaders;
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}
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@ -30,7 +30,6 @@ class FDepthBlurShader;
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class FSSAOShader;
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class FSSAOCombineShader;
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class FTonemapShader;
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class FColormapShader;
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class FPresentShader;
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class FPresent3DCheckerShader;
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class FPresent3DColumnShader;
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@ -76,7 +75,6 @@ public:
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FDepthBlurShader *mDepthBlurShader;
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FSSAOCombineShader *mSSAOCombineShader;
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FTonemapShader *mTonemapShader;
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FColormapShader *mColormapShader;
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FHardwareTexture *mTonemapPalette;
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FPresentShader *mPresentShader;
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FPresent3DCheckerShader *mPresent3dCheckerShader;
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@ -1,45 +0,0 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_colormapshader.cpp
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** Applies a fullscreen colormap to the scene
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**
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*/
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#include "v_video.h"
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#include "hw_colormapshader.h"
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void FColormapShader::Bind(IRenderQueue *q)
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{
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if (!mShader)
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{
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FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
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mShader.reset(screen->CreateShaderProgram());
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mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/colormap.fp", prolog, 330);
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mShader->Link("shaders/glsl/colormap");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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}
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mShader->Bind(q);
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}
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@ -1,33 +0,0 @@
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#ifndef __GL_COLORMAPSHADER_H
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#define __GL_COLORMAPSHADER_H
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#include "hwrenderer/postprocessing/hw_shaderprogram.h"
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class FColormapShader
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{
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public:
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void Bind(IRenderQueue *q);
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struct UniformBlock
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{
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FVector4 MapStart;
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FVector4 MapRange;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "uFixedColormapStart", UniformType::Vec4, offsetof(UniformBlock, MapStart) },
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{ "uFixedColormapRange", UniformType::Vec4, offsetof(UniformBlock, MapRange) },
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};
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}
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};
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ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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std::unique_ptr<IShaderProgram> mShader;
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};
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#endif
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@ -478,3 +478,39 @@ void PPCameraExposure::UpdateSteps()
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hw_postprocess.Effects["UpdateCameraExposure"] = steps;
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}
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/////////////////////////////////////////////////////////////////////////////
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void PPColormap::DeclareShaders()
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{
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hw_postprocess.Shaders["Colormap"] = { "shaders/glsl/colormap.fp", "", ColormapUniforms::Desc() };
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}
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void PPColormap::UpdateSteps(int fixedcm)
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{
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if (fixedcm < CM_FIRSTSPECIALCOLORMAP || fixedcm >= CM_MAXCOLORMAP)
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{
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hw_postprocess.Effects["ColormapScene"] = {};
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return;
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}
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FSpecialColormap *scm = &SpecialColormaps[fixedcm - CM_FIRSTSPECIALCOLORMAP];
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float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
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scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
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ColormapUniforms uniforms;
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uniforms.MapStart = { scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f };
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uniforms.MapRange = m;
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PPStep step;
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step.ShaderName = "Colormap";
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step.Uniforms.Set(uniforms);
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step.Viewport = screen->mScreenViewport;
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step.SetInputCurrent(0);
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step.SetOutputNext();
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step.SetNoBlend();
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TArray<PPStep> steps;
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steps.Push(step);
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hw_postprocess.Effects["ColormapScene"] = steps;
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}
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@ -387,3 +387,27 @@ private:
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TArray<PPExposureLevel> ExposureLevels;
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bool FirstExposureFrame = true;
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};
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/////////////////////////////////////////////////////////////////////////////
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struct ColormapUniforms
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{
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FVector4 MapStart;
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FVector4 MapRange;
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static std::vector<UniformFieldDesc> Desc()
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{
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return
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{
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{ "uFixedColormapStart", UniformType::Vec4, offsetof(ColormapUniforms, MapStart) },
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{ "uFixedColormapRange", UniformType::Vec4, offsetof(ColormapUniforms, MapRange) },
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};
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}
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};
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class PPColormap
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{
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public:
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void DeclareShaders();
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void UpdateSteps(int fixedcm);
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};
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