remove special texture creation for fullscreen colormaps.

On GL 3.x+ this isn't needed at all and on older hardware it causes performance issues, in particular with hires textures due to impossibility of precaching.
In addition it forces some really awkward handling of lighting for things that have their own color, like stenciled sprites or particles.

With this special case gone it will be possible to handle this case in a saner manner than it is right now.

As compensation for older hardware a fullscreen blend will be drawn over the entire screen. This won't be 100% accurate but it's preferable to keeping the current method.
This commit is contained in:
Christoph Oelckers 2014-05-11 14:46:37 +02:00
parent 5947584bff
commit f3a9cb0cfa
3 changed files with 161 additions and 96 deletions

View file

@ -277,20 +277,25 @@ void gl_GetLightColor(int lightlevel, int rellight, const FColormap * cm, float
if (gl_fixedcolormap) if (gl_fixedcolormap)
{ {
if (gl_fixedcolormap==CM_LITE) if (!gl_enhanced_nightvision || !gl.hasGLSL())
{ {
if (gl_enhanced_nightvision) r=0.375f, g=1.0f, b=0.375f; // we cannot multiply the light in here without causing major problems with the ThingColor so for older hardware
else r=g=b=1.0f; // these maps are done as a postprocessing overlay.
r = g = b = 1.0f;
} }
else if (gl_fixedcolormap>=CM_TORCH) else if (gl_fixedcolormap == CM_LITE)
{ {
int flicker=gl_fixedcolormap-CM_TORCH; r = 0.375f, g = 1.0f, b = 0.375f;
r=(0.8f+(7-flicker)/70.0f);
if (r>1.0f) r=1.0f;
b=g=r;
if (gl_enhanced_nightvision) b*=0.75f;
} }
else r=g=b=1.0f; else if (gl_fixedcolormap >= CM_TORCH)
{
int flicker = gl_fixedcolormap - CM_TORCH;
r = (0.8f + (7 - flicker) / 70.0f);
if (r > 1.0f) r = 1.0f;
g = r;
b = g * 0.75f;
}
else r = g = b = 1.0f;
return; return;
} }

View file

@ -92,9 +92,11 @@ void FRenderState::Reset()
int FRenderState::SetupShader(bool cameratexture, int &shaderindex, int &cm, float warptime) int FRenderState::SetupShader(bool cameratexture, int &shaderindex, int &cm, float warptime)
{ {
bool usecmshader;
int softwarewarp = 0; int softwarewarp = 0;
if (gl.hasGLSL())
{
if (shaderindex == 3) if (shaderindex == 3)
{ {
// Brightmap should not be used. // Brightmap should not be used.
@ -104,21 +106,21 @@ int FRenderState::SetupShader(bool cameratexture, int &shaderindex, int &cm, flo
} }
} }
if (gl.hasGLSL()) mColormapState = cm;
if (cm > CM_DEFAULT && cm < CM_MAXCOLORMAP && mTextureMode != TM_MASK)
{ {
usecmshader = cm > CM_DEFAULT && cm < CM_MAXCOLORMAP && mTextureMode != TM_MASK; cm = CM_DEFAULT;
}
mEffectState = shaderindex;
mWarpTime = warptime;
} }
else else
{ {
usecmshader = false; if (cm != CM_SHADE) cm = CM_DEFAULT;
softwarewarp = shaderindex > 0 && shaderindex < 3? shaderindex : 0; softwarewarp = shaderindex > 0 && shaderindex < 3? shaderindex : 0;
shaderindex = 0; shaderindex = 0;
} }
mEffectState = shaderindex;
mColormapState = usecmshader? cm : CM_DEFAULT;
if (usecmshader) cm = CM_DEFAULT;
mWarpTime = warptime;
return softwarewarp; return softwarewarp;
} }
@ -141,17 +143,17 @@ bool FRenderState::ApplyShader()
else if (gl.hasGLSL()) else if (gl.hasGLSL())
{ {
useshaders = (!m2D || mEffectState != 0 || mColormapState); // all 3D rendering and 2D with texture effects. useshaders = (!m2D || mEffectState != 0 || mColormapState); // all 3D rendering and 2D with texture effects.
}
if (useshaders) if (useshaders)
{ {
FShaderContainer *shd = GLRenderer->mShaderManager->Get(mTextureEnabled? mEffectState : 4); FShaderContainer *shd = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4);
if (shd != NULL) if (shd != NULL)
{ {
activeShader = shd->Bind(mColormapState, mGlowEnabled, mWarpTime, mLightEnabled); activeShader = shd->Bind(mColormapState, mGlowEnabled, mWarpTime, mLightEnabled);
} }
} }
}
if (activeShader) if (activeShader)
{ {

View file

@ -616,6 +616,19 @@ void FGLRenderer::DrawScene(bool toscreen)
} }
static void FillScreen()
{
gl_RenderState.EnableAlphaTest(false);
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply(true);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(0.0f, 0.0f);
glVertex2f(0.0f, (float)SCREENHEIGHT);
glVertex2f((float)SCREENWIDTH, 0.0f);
glVertex2f((float)SCREENWIDTH, (float)SCREENHEIGHT);
glEnd();
}
//========================================================================== //==========================================================================
// //
// Draws a blend over the entire view // Draws a blend over the entire view
@ -642,12 +655,12 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
{ {
if (viewsector->heightsec && !(viewsector->MoreFlags&SECF_IGNOREHEIGHTSEC)) if (viewsector->heightsec && !(viewsector->MoreFlags&SECF_IGNOREHEIGHTSEC))
{ {
switch(in_area) switch (in_area)
{ {
default: default:
case area_normal: blendv=viewsector->heightsec->midmap; break; case area_normal: blendv = viewsector->heightsec->midmap; break;
case area_above: blendv=viewsector->heightsec->topmap; break; case area_above: blendv = viewsector->heightsec->topmap; break;
case area_below: blendv=viewsector->heightsec->bottommap; break; case area_below: blendv = viewsector->heightsec->bottommap; break;
} }
} }
} }
@ -655,32 +668,31 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
{ {
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist; TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for(unsigned int i=0;i<lightlist.Size();i++) for (unsigned int i = 0; i < lightlist.Size(); i++)
{ {
fixed_t lightbottom; fixed_t lightbottom;
if (i<lightlist.Size()-1) if (i < lightlist.Size() - 1)
lightbottom=lightlist[i+1].plane.ZatPoint(viewx,viewy); lightbottom = lightlist[i + 1].plane.ZatPoint(viewx, viewy);
else else
lightbottom=viewsector->floorplane.ZatPoint(viewx,viewy); lightbottom = viewsector->floorplane.ZatPoint(viewx, viewy);
if (lightbottom<viewz && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS))) if (lightbottom < viewz && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
{ {
// 3d floor 'fog' is rendered as a blending value // 3d floor 'fog' is rendered as a blending value
blendv=lightlist[i].blend; blendv = lightlist[i].blend;
// If this is the same as the sector's it doesn't apply! // If this is the same as the sector's it doesn't apply!
if (blendv == viewsector->ColorMap->Fade) blendv=0; if (blendv == viewsector->ColorMap->Fade) blendv = 0;
// a little hack to make this work for Legacy maps. // a little hack to make this work for Legacy maps.
if (blendv.a==0 && blendv!=0) blendv.a=128; if (blendv.a == 0 && blendv != 0) blendv.a = 128;
break; break;
} }
} }
} }
}
if (blendv.a==0) if (blendv.a == 0)
{ {
blendv = R_BlendForColormap(blendv); blendv = R_BlendForColormap(blendv);
if (blendv.a==255) if (blendv.a == 255)
{ {
// The calculated average is too dark so brighten it according to the palettes's overall brightness // The calculated average is too dark so brighten it according to the palettes's overall brightness
int maxcol = MAX<int>(MAX<int>(framebuffer->palette_brightness, blendv.r), MAX<int>(blendv.g, blendv.b)); int maxcol = MAX<int>(MAX<int>(framebuffer->palette_brightness, blendv.r), MAX<int>(blendv.g, blendv.b));
@ -690,36 +702,90 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
} }
} }
if (blendv.a==255) if (blendv.a == 255)
{ {
extra_red = blendv.r / 255.0f; extra_red = blendv.r / 255.0f;
extra_green = blendv.g / 255.0f; extra_green = blendv.g / 255.0f;
extra_blue = blendv.b / 255.0f; extra_blue = blendv.b / 255.0f;
// If this is a multiplicative blend do it separately and add the additive ones on top of it! // If this is a multiplicative blend do it separately and add the additive ones on top of it.
blendv=0; blendv = 0;
// black multiplicative blends are ignored // black multiplicative blends are ignored
if (extra_red || extra_green || extra_blue) if (extra_red || extra_green || extra_blue)
{ {
gl_RenderState.EnableAlphaTest(false); gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
gl_RenderState.EnableTexture(false);
gl_RenderState.BlendFunc(GL_DST_COLOR,GL_ZERO);
glColor4f(extra_red, extra_green, extra_blue, 1.0f); glColor4f(extra_red, extra_green, extra_blue, 1.0f);
gl_RenderState.Apply(true); FillScreen();
glBegin(GL_TRIANGLE_STRIP);
glVertex2f( 0.0f, 0.0f);
glVertex2f( 0.0f, (float)SCREENHEIGHT);
glVertex2f( (float)SCREENWIDTH, 0.0f);
glVertex2f( (float)SCREENWIDTH, (float)SCREENHEIGHT);
glEnd();
} }
} }
else if (blendv.a) else if (blendv.a)
{ {
V_AddBlend (blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, blendv.a/255.0f,blend); V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, blendv.a / 255.0f, blend);
} }
}
else if (!gl.hasGLSL())
{
float r, g, b;
bool inverse = false;
const float BLACK_THRESH = 0.05f;
const float WHITE_THRESH = 0.95f;
// for various reasons (performance and keeping the lighting code clean)
// we no longer do colormapped textures on pre GL 3.0 hardware and instead do
// just a fullscreen overlay to emulate the inverse invulnerability effect or similar fullscreen blends.
if (gl_fixedcolormap >= CM_FIRSTSPECIALCOLORMAP && gl_fixedcolormap < CM_MAXCOLORMAP)
{
FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
if (scm->ColorizeEnd[0] < BLACK_THRESH && scm->ColorizeEnd[1] < BLACK_THRESH && scm->ColorizeEnd[2] < BLACK_THRESH)
{
r = scm->ColorizeStart[0];
g = scm->ColorizeStart[1];
b = scm->ColorizeStart[2];
inverse = true;
}
else
{
r = scm->ColorizeEnd[0];
g = scm->ColorizeEnd[1];
b = scm->ColorizeEnd[2];
}
}
else if (gl_enhanced_nightvision)
{
if (gl_fixedcolormap == CM_LITE)
{
r = 0.375f, g = 1.0f, b = 0.375f;
}
else if (gl_fixedcolormap >= CM_TORCH)
{
int flicker = gl_fixedcolormap - CM_TORCH;
r = (0.8f + (7 - flicker) / 70.0f);
if (r > 1.0f) r = 1.0f;
g = r;
b = g * 0.75f;
}
else r = g = b = 1.f;
}
if (inverse)
{
gl_RenderState.BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
glColor4f(1.f, 1.f, 1.f, 1.f);
FillScreen();
}
if (r < WHITE_THRESH || g < WHITE_THRESH || b < WHITE_THRESH)
{
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
glColor4f(r, g, b, 1.0f);
FillScreen();
}
}
// This mostly duplicates the code in shared_sbar.cpp // This mostly duplicates the code in shared_sbar.cpp
// When I was writing this the original was called too late so that I // When I was writing this the original was called too late so that I
@ -741,16 +807,8 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
if (blend[3]>0.0f) if (blend[3]>0.0f)
{ {
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.EnableAlphaTest(false);
gl_RenderState.EnableTexture(false);
glColor4fv(blend); glColor4fv(blend);
gl_RenderState.Apply(true); FillScreen();
glBegin(GL_TRIANGLE_STRIP);
glVertex2f( 0.0f, 0.0f);
glVertex2f( 0.0f, (float)SCREENHEIGHT);
glVertex2f( (float)SCREENWIDTH, 0.0f);
glVertex2f( (float)SCREENWIDTH, (float)SCREENHEIGHT);
glEnd();
} }
} }