mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
- do RR's lightning flash as a postprocessing effect.
This commit is contained in:
parent
5330964a7a
commit
a6545788a6
9 changed files with 15 additions and 21 deletions
|
@ -47,7 +47,6 @@ enum {
|
|||
|
||||
extern float curpolygonoffset;
|
||||
|
||||
extern int32_t r_scenebrightness;
|
||||
extern int32_t polymostcenterhoriz;
|
||||
|
||||
extern int16_t globalpicnum;
|
||||
|
|
|
@ -67,7 +67,6 @@ static float dxb1[MAXWALLSB], dxb2[MAXWALLSB];
|
|||
#define SOFTROTMAT 0
|
||||
|
||||
static int32_t r_pogoDebug = 0;
|
||||
int32_t r_scenebrightness = 0;
|
||||
|
||||
static float gviewxrange;
|
||||
static float ghoriz, ghoriz2;
|
||||
|
@ -3066,8 +3065,6 @@ void polymost_drawrooms()
|
|||
GLInterface.EnableDepthTest(true);
|
||||
GLInterface.SetDepthFunc(Depth_LessEqual);
|
||||
|
||||
GLInterface.SetBrightness(r_scenebrightness);
|
||||
|
||||
gvrcorrection = viewingrange*(1.f/65536.f);
|
||||
//if (glprojectionhacks == 2)
|
||||
{
|
||||
|
|
|
@ -137,8 +137,7 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
|
|||
Flags.Init(hShader, "u_flags");
|
||||
NPOTEmulationFactor.Init(hShader, "u_npotEmulationFactor");
|
||||
NPOTEmulationXOffset.Init(hShader, "u_npotEmulationXOffset");
|
||||
Brightness.Init(hShader, "u_brightness");
|
||||
|
||||
|
||||
TextureMode.Init(hShader, "uTextureMode");
|
||||
FogColor.Init(hShader, "uFogColor");
|
||||
muFogEnabled.Init(hShader, "uFogEnabled");
|
||||
|
|
|
@ -29,7 +29,6 @@ public:
|
|||
FBufferedUniform1i Flags;
|
||||
FBufferedUniform1f NPOTEmulationFactor;
|
||||
FBufferedUniform1f NPOTEmulationXOffset;
|
||||
FBufferedUniform1f Brightness;
|
||||
FBufferedUniformPalEntry FogColor;
|
||||
|
||||
FBufferedUniform1i TextureMode;
|
||||
|
|
|
@ -546,7 +546,6 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState& oldState)
|
|||
shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
|
||||
shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
|
||||
shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
|
||||
shader->Brightness.Set(Brightness);
|
||||
shader->FogColor.Set((Flags& RF_MapFog)? PalEntry(0x999999) : FogColor);
|
||||
float lightattr[] = { ShadeDiv / (numshades - 2), VisFactor, (Flags & RF_MapFog) ? -5.f : 0.f , ShadeDiv >= 1 / 1000.f? Shade : 0 };
|
||||
shader->muLightParms.Set(lightattr);
|
||||
|
@ -725,6 +724,8 @@ void DrawRateStuff()
|
|||
}
|
||||
}
|
||||
|
||||
int32_t r_scenebrightness = 0;
|
||||
|
||||
void videoShowFrame(int32_t w)
|
||||
{
|
||||
static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
|
@ -742,8 +743,10 @@ void videoShowFrame(int32_t w)
|
|||
glDrawBuffers(1, buffers);
|
||||
}
|
||||
|
||||
float Brightness = 8.f / (r_scenebrightness + 8.f);
|
||||
|
||||
OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
|
||||
screen->PostProcessScene(false, 0, 1.f, []() {
|
||||
screen->PostProcessScene(false, 0, Brightness, []() {
|
||||
GLInterface.Draw2D(&twodpsp); // draws the weapon sprites
|
||||
});
|
||||
screen->Update();
|
||||
|
|
|
@ -431,11 +431,6 @@ public:
|
|||
renderState.Flags &= ~RF_MapFog;
|
||||
}
|
||||
|
||||
void SetBrightness(int brightness)
|
||||
{
|
||||
renderState.Brightness = 8.f / (brightness + 8.f);
|
||||
}
|
||||
|
||||
void SetTinting(int flags, PalEntry color, PalEntry overlayColor)
|
||||
{
|
||||
renderState.hictint = color;
|
||||
|
|
|
@ -57,8 +57,7 @@ struct PolymostRenderState
|
|||
int LayerFlags = 0;
|
||||
float NPOTEmulationFactor = 1.f;
|
||||
float NPOTEmulationXOffset;
|
||||
float Brightness = 1.f;
|
||||
float AlphaThreshold = 0.5f;
|
||||
float AlphaThreshold = 0.5f;
|
||||
bool AlphaTest = true;
|
||||
float Color[4] = { 1,1,1,1 };
|
||||
short matrixIndex[NUMMATRICES] = { 0 };
|
||||
|
|
|
@ -35,7 +35,6 @@ uniform int u_flags;
|
|||
|
||||
uniform float u_npotEmulationFactor;
|
||||
uniform float u_npotEmulationXOffset;
|
||||
uniform float u_brightness;
|
||||
|
||||
in vec4 v_color;
|
||||
in float v_distance;
|
||||
|
@ -263,7 +262,6 @@ void main()
|
|||
if ((iz & 64) == 1) color.b = 0;
|
||||
*/
|
||||
|
||||
color.rgb = pow(color.rgb, vec3(u_brightness));
|
||||
fragColor = color;
|
||||
fragFog = vec4(0.0, 0.0, 0.0, 1.0); // Does build have colored fog?
|
||||
vec3 normal = normalize(cross(dFdx(v_eyeCoordPosition.xyz), dFdy(v_eyeCoordPosition.xyz)));
|
||||
|
|
|
@ -6,8 +6,13 @@ layout(binding=0) uniform sampler2D SceneTexture;
|
|||
void main()
|
||||
{
|
||||
vec4 frag = texture(SceneTexture, TexCoord);
|
||||
float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
|
||||
vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
|
||||
FragColor = vec4(clamp(cm.rgb, 0.0, 1.0), frag.a);
|
||||
frag.rgb = clamp(pow(frag.rgb, vec3(uFixedColormapStart.a)), 0.0, 1.0);
|
||||
if (uFixedColormapRange.a == 0)
|
||||
{
|
||||
float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
|
||||
vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
|
||||
frag.rgb = clamp(cm.rgb, 0.0, 1.0);
|
||||
}
|
||||
FragColor = frag;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue