mirror of
https://github.com/ZDoom/qzdoom.git
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851 lines
27 KiB
C++
851 lines
27 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Magnus Norddahl
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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_postprocess.cpp
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** Post processing effects in the render pipeline
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gi.h"
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#include "m_png.h"
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#include "m_random.h"
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#include "st_stuff.h"
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#include "dobject.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "r_data/r_interpolate.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "p_effect.h"
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#include "sbar.h"
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#include "po_man.h"
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#include "r_utility.h"
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#include "p_local.h"
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#include "colormatcher.h"
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#include "gl/gl_functions.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/shaders/gl_ambientshader.h"
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#include "gl/shaders/gl_bloomshader.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/shaders/gl_tonemapshader.h"
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#include "gl/shaders/gl_colormapshader.h"
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#include "gl/shaders/gl_lensshader.h"
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#include "gl/shaders/gl_fxaashader.h"
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#include "gl/shaders/gl_presentshader.h"
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#include "gl/renderer/gl_2ddrawer.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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CVAR(Bool, gl_bloom, false, CVAR_ARCHIVE);
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CUSTOM_CVAR(Float, gl_bloom_amount, 1.4f, CVAR_ARCHIVE)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CVAR(Float, gl_exposure_scale, 1.3f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_min, 0.35f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_base, 0.35f, CVAR_ARCHIVE)
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CVAR(Float, gl_exposure_speed, 0.05f, CVAR_ARCHIVE)
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CUSTOM_CVAR(Int, gl_tonemap, 0, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 5)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, CVAR_ARCHIVE)
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{
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if (self < 3 || self > 15 || self % 2 == 0)
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self = 7;
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}
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CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_k, -0.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_kcube, 0.1f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_chromatic, 1.12f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, gl_fxaa, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self >= FFXAAShader::Count)
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{
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self = 0;
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}
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}
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CUSTOM_CVAR(Int, gl_ssao, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 3)
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self = 0;
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}
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CUSTOM_CVAR(Int, gl_ssao_portals, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0)
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self = 0;
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}
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CVAR(Float, gl_ssao_strength, 0.7, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, gl_ssao_debug, 0, 0)
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CVAR(Float, gl_ssao_bias, 0.2f, 0)
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CVAR(Float, gl_ssao_radius, 80.0f, 0)
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CUSTOM_CVAR(Float, gl_ssao_blur, 16.0f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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}
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CUSTOM_CVAR(Float, gl_ssao_exponent, 1.8f, 0)
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{
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if (self < 0.1f) self = 0.1f;
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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 FGLRenderer::RenderScreenQuad()
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{
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mVBO->BindVBO();
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gl_RenderState.ResetVertexBuffer();
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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()
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{
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mBuffers->BlitSceneToTexture();
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UpdateCameraExposure();
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BloomScene();
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TonemapScene();
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ColormapScene();
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LensDistortScene();
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ApplyFXAA();
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}
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//-----------------------------------------------------------------------------
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//
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// Adds ambient occlusion to the scene
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::AmbientOccludeScene()
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{
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FGLDebug::PushGroup("AmbientOccludeScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(3);
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float bias = gl_ssao_bias;
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float aoRadius = gl_ssao_radius;
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const float blurAmount = gl_ssao_blur;
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float aoStrength = gl_ssao_strength;
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//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
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float tanHalfFovy = 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
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float invFocalLenX = tanHalfFovy * (mBuffers->GetSceneWidth() / (float)mBuffers->GetSceneHeight());
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float invFocalLenY = tanHalfFovy;
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float nDotVBias = clamp(bias, 0.0f, 1.0f);
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float r2 = aoRadius * aoRadius;
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float blurSharpness = 1.0f / blurAmount;
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float sceneScaleX = mSceneViewport.width / (float)mScreenViewport.width;
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float sceneScaleY = mSceneViewport.height / (float)mScreenViewport.height;
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float sceneOffsetX = mSceneViewport.left / (float)mScreenViewport.width;
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float sceneOffsetY = mSceneViewport.top / (float)mScreenViewport.height;
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int randomTexture = clamp(gl_ssao - 1, 0, FGLRenderBuffers::NumAmbientRandomTextures - 1);
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// Calculate linear depth values
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->LinearDepthFB);
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glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
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mBuffers->BindSceneDepthTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mBuffers->BindSceneColorTexture(1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE0);
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mLinearDepthShader->Bind();
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mLinearDepthShader->DepthTexture.Set(0);
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mLinearDepthShader->ColorTexture.Set(1);
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if (gl_multisample > 1) mLinearDepthShader->SampleIndex.Set(0);
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mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
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mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
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mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
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mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
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mLinearDepthShader->Scale.Set(sceneScaleX, sceneScaleY);
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mLinearDepthShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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RenderScreenQuad();
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// Apply ambient occlusion
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->LinearDepthTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientRandomTexture[randomTexture]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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mBuffers->BindSceneNormalTexture(2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE0);
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mSSAOShader->Bind();
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mSSAOShader->DepthTexture.Set(0);
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mSSAOShader->RandomTexture.Set(1);
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mSSAOShader->NormalTexture.Set(2);
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if (gl_multisample > 1) mSSAOShader->SampleIndex.Set(0);
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mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, 2.0f * invFocalLenY);
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mSSAOShader->UVToViewB.Set(-invFocalLenX, -invFocalLenY);
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mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mSSAOShader->NDotVBias.Set(nDotVBias);
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mSSAOShader->NegInvR2.Set(-1.0f / r2);
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mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight);
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mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias));
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mSSAOShader->AOStrength.Set(aoStrength);
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mSSAOShader->Scale.Set(sceneScaleX, sceneScaleY);
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mSSAOShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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RenderScreenQuad();
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// Blur SSAO texture
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if (gl_ssao_debug < 2)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mDepthBlurShader->Bind(false);
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mDepthBlurShader->BlurSharpness[false].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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RenderScreenQuad();
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture0);
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mDepthBlurShader->Bind(true);
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mDepthBlurShader->BlurSharpness[true].Set(blurSharpness);
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mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight);
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mDepthBlurShader->PowExponent[true].Set(gl_ssao_exponent);
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RenderScreenQuad();
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}
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// Add SSAO back to scene texture:
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mBuffers->BindSceneFB(false);
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glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (gl_ssao_debug != 0)
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{
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->AmbientTexture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mBuffers->BindSceneFogTexture(1);
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mSSAOCombineShader->Bind();
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mSSAOCombineShader->AODepthTexture.Set(0);
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mSSAOCombineShader->SceneFogTexture.Set(1);
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if (gl_multisample > 1) mSSAOCombineShader->SampleCount.Set(gl_multisample);
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mSSAOCombineShader->Scale.Set(sceneScaleX, sceneScaleY);
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mSSAOCombineShader->Offset.Set(sceneOffsetX, sceneOffsetY);
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RenderScreenQuad();
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Extracts light average from the scene and updates the camera exposure texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::UpdateCameraExposure()
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{
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if (!gl_bloom && gl_tonemap == 0)
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return;
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FGLDebug::PushGroup("UpdateCameraExposure");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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// Extract light level from scene texture:
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const auto &level0 = mBuffers->ExposureLevels[0];
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glBindFramebuffer(GL_FRAMEBUFFER, level0.Framebuffer);
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mExposureExtractShader->Bind();
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mExposureExtractShader->SceneTexture.Set(0);
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mExposureExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mExposureExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Find the average value:
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for (int i = 0; i + 1 < mBuffers->ExposureLevels.Size(); i++)
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{
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const auto &level = mBuffers->ExposureLevels[i];
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const auto &next = mBuffers->ExposureLevels[i + 1];
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glBindFramebuffer(GL_FRAMEBUFFER, next.Framebuffer);
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glViewport(0, 0, next.Width, next.Height);
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glBindTexture(GL_TEXTURE_2D, level.Texture);
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mExposureAverageShader->Bind();
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mExposureAverageShader->ExposureTexture.Set(0);
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RenderScreenQuad();
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}
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// Combine average value with current camera exposure:
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glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->ExposureFB);
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glViewport(0, 0, 1, 1);
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if (!mBuffers->FirstExposureFrame)
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{
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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mBuffers->FirstExposureFrame = false;
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureLevels.Last().Texture);
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mExposureCombineShader->Bind();
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mExposureCombineShader->ExposureTexture.Set(0);
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mExposureCombineShader->ExposureBase.Set(gl_exposure_base);
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mExposureCombineShader->ExposureMin.Set(gl_exposure_min);
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mExposureCombineShader->ExposureScale.Set(gl_exposure_scale);
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mExposureCombineShader->ExposureSpeed.Set(gl_exposure_speed);
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RenderScreenQuad();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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FGLDebug::PopGroup();
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}
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//-----------------------------------------------------------------------------
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//
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// Adds bloom contribution to scene texture
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::BloomScene()
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{
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// Only bloom things if enabled and no special fixed light mode is active
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if (!gl_bloom || gl_fixedcolormap != CM_DEFAULT || gl_ssao_debug)
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return;
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FGLDebug::PushGroup("BloomScene");
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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const float blurAmount = gl_bloom_amount;
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int sampleCount = gl_bloom_kernel_size;
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const auto &level0 = mBuffers->BloomLevels[0];
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// Extract blooming pixels from scene texture:
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glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
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glViewport(0, 0, level0.Width, level0.Height);
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mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
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glActiveTexture(GL_TEXTURE0);
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mBloomExtractShader->Bind();
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mBloomExtractShader->SceneTexture.Set(0);
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mBloomExtractShader->ExposureTexture.Set(1);
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mBloomExtractShader->Scale.Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
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mBloomExtractShader->Offset.Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
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RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Blur and downscale:
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for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
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{
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const auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i + 1];
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
|
|
}
|
|
|
|
// Blur and upscale:
|
|
for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
|
|
{
|
|
const auto &level = mBuffers->BloomLevels[i];
|
|
const auto &next = mBuffers->BloomLevels[i - 1];
|
|
|
|
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
|
|
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
|
|
|
|
// Linear upscale:
|
|
glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
|
|
glViewport(0, 0, next.Width, next.Height);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, level.VTexture);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
mBloomCombineShader->Bind();
|
|
mBloomCombineShader->BloomTexture.Set(0);
|
|
RenderScreenQuad();
|
|
}
|
|
|
|
mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
|
|
mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
|
|
|
|
// Add bloom back to scene texture:
|
|
mBuffers->BindCurrentFB();
|
|
glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
|
|
glEnable(GL_BLEND);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, level0.VTexture);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
mBloomCombineShader->Bind();
|
|
mBloomCombineShader->BloomTexture.Set(0);
|
|
RenderScreenQuad();
|
|
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
|
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Tonemap scene texture and place the result in the HUD/2D texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::TonemapScene()
|
|
{
|
|
if (gl_tonemap == 0)
|
|
return;
|
|
|
|
FGLDebug::PushGroup("TonemapScene");
|
|
|
|
CreateTonemapPalette();
|
|
|
|
FGLPostProcessState savedState;
|
|
savedState.SaveTextureBindings(2);
|
|
|
|
mBuffers->BindNextFB();
|
|
mBuffers->BindCurrentTexture(0);
|
|
mTonemapShader->Bind();
|
|
mTonemapShader->SceneTexture.Set(0);
|
|
|
|
if (mTonemapShader->IsPaletteMode())
|
|
{
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, mTonemapPalette->GetTextureHandle(0));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
mTonemapShader->PaletteLUT.Set(1);
|
|
}
|
|
else
|
|
{
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, mBuffers->ExposureTexture);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
mTonemapShader->ExposureTexture.Set(1);
|
|
}
|
|
|
|
RenderScreenQuad();
|
|
mBuffers->NextTexture();
|
|
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
void FGLRenderer::CreateTonemapPalette()
|
|
{
|
|
if (!mTonemapPalette)
|
|
{
|
|
TArray<unsigned char> lut;
|
|
lut.Resize(512 * 512 * 4);
|
|
for (int r = 0; r < 64; r++)
|
|
{
|
|
for (int g = 0; g < 64; g++)
|
|
{
|
|
for (int b = 0; b < 64; b++)
|
|
{
|
|
PalEntry color = GPalette.BaseColors[(BYTE)PTM_BestColor((uint32 *)GPalette.BaseColors, (r << 2) | (r >> 4), (g << 2) | (g >> 4), (b << 2) | (b >> 4), 0, 256)];
|
|
int index = ((r * 64 + g) * 64 + b) * 4;
|
|
lut[index] = color.r;
|
|
lut[index + 1] = color.g;
|
|
lut[index + 2] = color.b;
|
|
lut[index + 3] = 255;
|
|
}
|
|
}
|
|
}
|
|
|
|
mTonemapPalette = new FHardwareTexture(512, 512, true);
|
|
mTonemapPalette->CreateTexture(&lut[0], 512, 512, 0, false, 0, "mTonemapPalette");
|
|
}
|
|
}
|
|
|
|
void FGLRenderer::ClearTonemapPalette()
|
|
{
|
|
delete mTonemapPalette;
|
|
mTonemapPalette = nullptr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Colormap scene texture and place the result in the HUD/2D texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::ColormapScene()
|
|
{
|
|
if (gl_fixedcolormap < CM_FIRSTSPECIALCOLORMAP || gl_fixedcolormap >= CM_MAXCOLORMAP)
|
|
return;
|
|
|
|
FGLDebug::PushGroup("ColormapScene");
|
|
|
|
FGLPostProcessState savedState;
|
|
|
|
mBuffers->BindNextFB();
|
|
mBuffers->BindCurrentTexture(0);
|
|
mColormapShader->Bind();
|
|
|
|
FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
|
|
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
|
|
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
|
|
|
|
mColormapShader->MapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
|
|
mColormapShader->MapRange.Set(m);
|
|
|
|
RenderScreenQuad();
|
|
mBuffers->NextTexture();
|
|
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Apply lens distortion and place the result in the HUD/2D texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::LensDistortScene()
|
|
{
|
|
if (gl_lens == 0)
|
|
return;
|
|
|
|
FGLDebug::PushGroup("LensDistortScene");
|
|
|
|
float k[4] =
|
|
{
|
|
gl_lens_k,
|
|
gl_lens_k * gl_lens_chromatic,
|
|
gl_lens_k * gl_lens_chromatic * gl_lens_chromatic,
|
|
0.0f
|
|
};
|
|
float kcube[4] =
|
|
{
|
|
gl_lens_kcube,
|
|
gl_lens_kcube * gl_lens_chromatic,
|
|
gl_lens_kcube * gl_lens_chromatic * gl_lens_chromatic,
|
|
0.0f
|
|
};
|
|
|
|
float aspect = mSceneViewport.width / (float)mSceneViewport.height;
|
|
|
|
// Scale factor to keep sampling within the input texture
|
|
float r2 = aspect * aspect * 0.25 + 0.25f;
|
|
float sqrt_r2 = sqrt(r2);
|
|
float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f);
|
|
float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f);
|
|
float f = MAX(f0, f2);
|
|
float scale = 1.0f / f;
|
|
|
|
FGLPostProcessState savedState;
|
|
|
|
mBuffers->BindNextFB();
|
|
mBuffers->BindCurrentTexture(0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
mLensShader->Bind();
|
|
mLensShader->InputTexture.Set(0);
|
|
mLensShader->AspectRatio.Set(aspect);
|
|
mLensShader->Scale.Set(scale);
|
|
mLensShader->LensDistortionCoefficient.Set(k);
|
|
mLensShader->CubicDistortionValue.Set(kcube);
|
|
RenderScreenQuad();
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
mBuffers->NextTexture();
|
|
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Apply FXAA and place the result in the HUD/2D texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::ApplyFXAA()
|
|
{
|
|
if (0 == gl_fxaa)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FGLDebug::PushGroup("ApplyFXAA");
|
|
|
|
const GLfloat rpcRes[2] =
|
|
{
|
|
1.0f / mBuffers->GetWidth(),
|
|
1.0f / mBuffers->GetHeight()
|
|
};
|
|
|
|
FGLPostProcessState savedState;
|
|
|
|
mBuffers->BindNextFB();
|
|
mBuffers->BindCurrentTexture(0);
|
|
mFXAALumaShader->Bind();
|
|
mFXAALumaShader->InputTexture.Set(0);
|
|
RenderScreenQuad();
|
|
mBuffers->NextTexture();
|
|
|
|
mBuffers->BindNextFB();
|
|
mBuffers->BindCurrentTexture(0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
mFXAAShader->Bind();
|
|
mFXAAShader->InputTexture.Set(0);
|
|
mFXAAShader->ReciprocalResolution.Set(rpcRes);
|
|
RenderScreenQuad();
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
mBuffers->NextTexture();
|
|
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Copies the rendered screen to its final destination
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::Flush()
|
|
{
|
|
const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
|
|
|
|
if (stereo3dMode.IsMono() || !FGLRenderBuffers::IsEnabled())
|
|
{
|
|
CopyToBackbuffer(nullptr, true);
|
|
}
|
|
else
|
|
{
|
|
// Render 2D to eye textures
|
|
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
|
|
{
|
|
FGLDebug::PushGroup("Eye2D");
|
|
mBuffers->BindEyeFB(eye_ix);
|
|
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
|
glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
|
m2DDrawer->Draw();
|
|
FGLDebug::PopGroup();
|
|
}
|
|
m2DDrawer->Clear();
|
|
|
|
FGLPostProcessState savedState;
|
|
FGLDebug::PushGroup("PresentEyes");
|
|
stereo3dMode.Present();
|
|
FGLDebug::PopGroup();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Gamma correct while copying to frame buffer
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
|
|
{
|
|
m2DDrawer->Draw(); // draw all pending 2D stuff before copying the buffer
|
|
m2DDrawer->Clear();
|
|
|
|
FGLDebug::PushGroup("CopyToBackbuffer");
|
|
if (FGLRenderBuffers::IsEnabled())
|
|
{
|
|
FGLPostProcessState savedState;
|
|
mBuffers->BindOutputFB();
|
|
|
|
GL_IRECT box;
|
|
if (bounds)
|
|
{
|
|
box = *bounds;
|
|
}
|
|
else
|
|
{
|
|
ClearBorders();
|
|
box = mOutputLetterbox;
|
|
}
|
|
|
|
mBuffers->BindCurrentTexture(0);
|
|
DrawPresentTexture(box, applyGamma);
|
|
}
|
|
else if (!bounds)
|
|
{
|
|
FGLPostProcessState savedState;
|
|
ClearBorders();
|
|
}
|
|
FGLDebug::PopGroup();
|
|
}
|
|
|
|
void FGLRenderer::DrawPresentTexture(const GL_IRECT &box, bool applyGamma)
|
|
{
|
|
glViewport(box.left, box.top, box.width, box.height);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
mPresentShader->Bind();
|
|
mPresentShader->InputTexture.Set(0);
|
|
if (!applyGamma || framebuffer->IsHWGammaActive())
|
|
{
|
|
mPresentShader->InvGamma.Set(1.0f);
|
|
mPresentShader->Contrast.Set(1.0f);
|
|
mPresentShader->Brightness.Set(0.0f);
|
|
}
|
|
else
|
|
{
|
|
mPresentShader->InvGamma.Set(1.0f / clamp<float>(Gamma, 0.1f, 4.f));
|
|
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
|
|
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
|
|
}
|
|
mPresentShader->Scale.Set(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
|
|
RenderScreenQuad();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Fills the black bars around the screen letterbox
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void FGLRenderer::ClearBorders()
|
|
{
|
|
const auto &box = mOutputLetterbox;
|
|
|
|
int clientWidth = framebuffer->GetClientWidth();
|
|
int clientHeight = framebuffer->GetClientHeight();
|
|
if (clientWidth == 0 || clientHeight == 0)
|
|
return;
|
|
|
|
glViewport(0, 0, clientWidth, clientHeight);
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
if (box.top > 0)
|
|
{
|
|
glScissor(0, 0, clientWidth, box.top);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
if (clientHeight - box.top - box.height > 0)
|
|
{
|
|
glScissor(0, box.top + box.height, clientWidth, clientHeight - box.top - box.height);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
if (box.left > 0)
|
|
{
|
|
glScissor(0, box.top, box.left, box.height);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
if (clientWidth - box.left - box.width > 0)
|
|
{
|
|
glScissor(box.left + box.width, box.top, clientWidth - box.left - box.width, box.height);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
|
|
// [SP] Re-implemented BestColor for more precision rather than speed. This function is only ever called once until the game palette is changed.
|
|
|
|
int FGLRenderer::PTM_BestColor (const uint32 *pal_in, int r, int g, int b, int first, int num)
|
|
{
|
|
const PalEntry *pal = (const PalEntry *)pal_in;
|
|
static double powtable[256];
|
|
static bool firstTime = true;
|
|
|
|
double fbestdist, fdist;
|
|
int bestcolor;
|
|
|
|
if (firstTime)
|
|
{
|
|
firstTime = false;
|
|
for (int x = 0; x < 256; x++) powtable[x] = pow((double)x/255,1.2);
|
|
}
|
|
|
|
for (int color = first; color < num; color++)
|
|
{
|
|
double x = powtable[abs(r-pal[color].r)];
|
|
double y = powtable[abs(g-pal[color].g)];
|
|
double z = powtable[abs(b-pal[color].b)];
|
|
fdist = x + y + z;
|
|
if (color == first || fdist < fbestdist)
|
|
{
|
|
if (fdist == 0)
|
|
return color;
|
|
|
|
fbestdist = fdist;
|
|
bestcolor = color;
|
|
}
|
|
}
|
|
return bestcolor;
|
|
}
|
|
|