mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-03 09:32:45 +00:00
214 lines
6.1 KiB
C++
214 lines
6.1 KiB
C++
#pragma once
|
|
|
|
#include "gl_sysfb.h"
|
|
#include "r_memory.h"
|
|
#include "r_thread.h"
|
|
#include "poly_triangle.h"
|
|
|
|
struct FRenderViewpoint;
|
|
class PolyDataBuffer;
|
|
class PolyRenderState;
|
|
class SWSceneDrawer;
|
|
|
|
class PolyFrameBuffer : public SystemBaseFrameBuffer
|
|
{
|
|
typedef SystemBaseFrameBuffer Super;
|
|
|
|
public:
|
|
RenderMemory *GetFrameMemory() { return &mFrameMemory; }
|
|
PolyRenderState *GetRenderState() { return mRenderState.get(); }
|
|
DCanvas *GetCanvas() override { return mCanvas.get(); }
|
|
PolyDepthStencil *GetDepthStencil() { return mDepthStencil.get(); }
|
|
PolyCommandBuffer *GetDrawCommands();
|
|
void FlushDrawCommands();
|
|
|
|
unsigned int GetLightBufferBlockSize() const;
|
|
|
|
PolyFrameBuffer(void *hMonitor, bool fullscreen);
|
|
~PolyFrameBuffer();
|
|
|
|
void Update() override;
|
|
|
|
bool IsPoly() override { return true; }
|
|
|
|
void InitializeState() override;
|
|
|
|
FRenderState* RenderState() override;
|
|
void PrecacheMaterial(FMaterial *mat, int translation) override;
|
|
void UpdatePalette() override;
|
|
void SetTextureFilterMode() override;
|
|
void BeginFrame() override;
|
|
void BlurScene(float amount) override;
|
|
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
|
|
void AmbientOccludeScene(float m5) override;
|
|
//void SetSceneRenderTarget(bool useSSAO) override;
|
|
|
|
IHardwareTexture *CreateHardwareTexture(int numchannels) override;
|
|
IVertexBuffer *CreateVertexBuffer() override;
|
|
IIndexBuffer *CreateIndexBuffer() override;
|
|
IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override;
|
|
|
|
FTexture *WipeStartScreen() override;
|
|
FTexture *WipeEndScreen() override;
|
|
|
|
TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
|
|
|
|
void SetVSync(bool vsync) override;
|
|
void Draw2D() override;
|
|
|
|
struct DeleteList
|
|
{
|
|
std::vector<std::vector<uint32_t>> Buffers;
|
|
std::vector<std::unique_ptr<DCanvas>> Images;
|
|
} FrameDeleteList;
|
|
|
|
private:
|
|
void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;
|
|
void UpdateShadowMap() override;
|
|
|
|
void CheckCanvas();
|
|
|
|
IDataBuffer *mLightBuffer = nullptr;
|
|
|
|
std::unique_ptr<PolyRenderState> mRenderState;
|
|
std::unique_ptr<DCanvas> mCanvas;
|
|
std::unique_ptr<PolyDepthStencil> mDepthStencil;
|
|
std::unique_ptr<PolyCommandBuffer> mDrawCommands;
|
|
RenderMemory mFrameMemory;
|
|
|
|
struct ScreenQuadVertex
|
|
{
|
|
float x, y, z;
|
|
float u, v;
|
|
PalEntry color0;
|
|
|
|
ScreenQuadVertex() = default;
|
|
ScreenQuadVertex(float x, float y, float u, float v) : x(x), y(y), z(1.0f), u(u), v(v), color0(0xffffffff) { }
|
|
};
|
|
|
|
struct ScreenQuad
|
|
{
|
|
IVertexBuffer* VertexBuffer = nullptr;
|
|
IIndexBuffer* IndexBuffer = nullptr;
|
|
} mScreenQuad;
|
|
|
|
bool cur_vsync = false;
|
|
};
|
|
|
|
inline PolyFrameBuffer *GetPolyFrameBuffer() { return static_cast<PolyFrameBuffer*>(screen); }
|
|
|
|
// [GEC] Original code of dpJudas, I add the formulas of gamma, brightness, contrast and saturation.
|
|
class CopyAndApplyGammaCommand : public DrawerCommand
|
|
{
|
|
public:
|
|
CopyAndApplyGammaCommand(void* dest, int destpitch, const void* src, int width, int height, int srcpitch,
|
|
float gamma, float contrast, float brightness, float saturation) : dest(dest), src(src), destpitch(destpitch), width(width), height(height), srcpitch(srcpitch),
|
|
gamma(gamma), contrast(contrast), brightness(brightness), saturation(saturation)
|
|
{
|
|
}
|
|
|
|
void Execute(DrawerThread* thread)
|
|
{
|
|
float Saturation = clamp<float>(saturation, -15.0f, 15.f);
|
|
|
|
std::vector<uint8_t> gammatablebuf(256);
|
|
uint8_t* gammatable = gammatablebuf.data();
|
|
InitGammaTable(gammatable);
|
|
|
|
int w = width;
|
|
int start = thread->skipped_by_thread(0);
|
|
int count = thread->count_for_thread(0, height);
|
|
int sstep = thread->num_cores * srcpitch;
|
|
int dstep = thread->num_cores * destpitch;
|
|
uint32_t* d = (uint32_t*)dest + start * destpitch;
|
|
const uint32_t* s = (const uint32_t*)src + start * srcpitch;
|
|
for (int y = 0; y < count; y++)
|
|
{
|
|
for (int x = 0; x < w; x++)
|
|
{
|
|
uint32_t red = RPART(s[x]);
|
|
uint32_t green = GPART(s[x]);
|
|
uint32_t blue = BPART(s[x]);
|
|
uint32_t alpha = APART(s[x]);
|
|
|
|
if (saturation != 1.0f)
|
|
{
|
|
float NewR = (float)(red / 255.f);
|
|
float NewG = (float)(green / 255.f);
|
|
float NewB = (float)(blue / 255.f);
|
|
|
|
// Apply Saturation
|
|
// float luma = dot(In, float3(0.2126729, 0.7151522, 0.0721750));
|
|
// Out = luma.xxx + Saturation.xxx * (In - luma.xxx);
|
|
//float luma = (NewR * 0.2126729f) + (NewG * 0.7151522f) + (NewB * 0.0721750f); // Rec. 709
|
|
float luma = (NewR * 0.299f) + (NewG * 0.587f) + (NewB * 0.114f); //Rec. 601
|
|
NewR = luma + (Saturation * (NewR - luma));
|
|
NewG = luma + (Saturation * (NewG - luma));
|
|
NewB = luma + (Saturation * (NewB - luma));
|
|
|
|
// Clamp All
|
|
NewR = clamp<float>(NewR, 0.0f, 1.f);
|
|
NewG = clamp<float>(NewG, 0.0f, 1.f);
|
|
NewB = clamp<float>(NewB, 0.0f, 1.f);
|
|
|
|
red = (uint32_t)(NewR * 255.f);
|
|
green = (uint32_t)(NewG * 255.f);
|
|
blue = (uint32_t)(NewB * 255.f);
|
|
}
|
|
|
|
// Apply Contrast / Brightness / Gamma
|
|
red = gammatable[red];
|
|
green = gammatable[green];
|
|
blue = gammatable[blue];
|
|
|
|
d[x] = MAKEARGB(alpha, (uint8_t)red, (uint8_t)green, (uint8_t)blue);
|
|
}
|
|
d += dstep;
|
|
s += sstep;
|
|
}
|
|
}
|
|
|
|
private:
|
|
void InitGammaTable(uint8_t *gammatable)
|
|
{
|
|
float InvGamma = 1.0f / clamp<float>(gamma, 0.1f, 4.f);
|
|
float Brightness = clamp<float>(brightness, -0.8f, 0.8f);
|
|
float Contrast = clamp<float>(contrast, 0.1f, 3.f);
|
|
|
|
for (int x = 0; x < 256; x++)
|
|
{
|
|
float ramp = (float)(x / 255.f);
|
|
|
|
// Apply Contrast
|
|
// vec4 finalColor = vec4((((originalColor.rgb - vec3(0.5)) * Contrast) + vec3(0.5)), 1.0);
|
|
if (contrast != 1.0f)
|
|
ramp = (((ramp - 0.5f) * Contrast) + 0.5f);
|
|
|
|
// Apply Brightness
|
|
// vec4 finalColor = vec4(originalColor.rgb + Brightness, 1.0);
|
|
if (brightness != 0.0f)
|
|
ramp += (Brightness / 2.0f);
|
|
|
|
// Apply Gamma
|
|
// FragColor.rgb = pow(fragColor.rgb, vec3(1.0/gamma));
|
|
if (gamma != 1.0f)
|
|
ramp = pow(ramp, InvGamma);
|
|
|
|
// Clamp ramp
|
|
ramp = clamp<float>(ramp, 0.0f, 1.f);
|
|
|
|
gammatable[x] = (uint8_t)(ramp * 255);
|
|
}
|
|
}
|
|
|
|
void* dest;
|
|
const void* src;
|
|
int destpitch;
|
|
int width;
|
|
int height;
|
|
int srcpitch;
|
|
float gamma;
|
|
float contrast;
|
|
float brightness;
|
|
float saturation;
|
|
};
|