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