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Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
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x2048 2022-09-29 20:34:05 +02:00 committed by GitHub
parent 3978b9b8ed
commit 9df79a4b2d
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 422 additions and 118 deletions

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@ -27,9 +27,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
TextureBuffer::~TextureBuffer()
{
if (m_render_target)
m_driver->removeRenderTarget(m_render_target);
m_render_target = nullptr;
for (u32 index = 0; index < m_textures.size(); index++)
m_driver->removeTexture(m_textures[index]);
m_textures.clear();
@ -37,8 +34,6 @@ TextureBuffer::~TextureBuffer()
video::ITexture *TextureBuffer::getTexture(u8 index)
{
if (index == m_depth_texture_index)
return m_depth_texture;
if (index >= m_textures.size())
return nullptr;
return m_textures[index];
@ -52,9 +47,6 @@ void TextureBuffer::setTexture(u8 index, core::dimension2du size, const std::str
if (m_definitions.size() <= index)
m_definitions.resize(index + 1);
if (m_depth_texture_index == index)
m_depth_texture_index = NO_DEPTH_TEXTURE;
auto &definition = m_definitions[index];
definition.valid = true;
definition.dirty = true;
@ -71,9 +63,6 @@ void TextureBuffer::setTexture(u8 index, v2f scale_factor, const std::string &na
if (m_definitions.size() <= index)
m_definitions.resize(index + 1);
if (m_depth_texture_index == index)
m_depth_texture_index = NO_DEPTH_TEXTURE;
auto &definition = m_definitions[index];
definition.valid = true;
definition.dirty = true;
@ -83,20 +72,6 @@ void TextureBuffer::setTexture(u8 index, v2f scale_factor, const std::string &na
definition.format = format;
}
void TextureBuffer::setDepthTexture(u8 index, core::dimension2du size, const std::string &name, video::ECOLOR_FORMAT format)
{
assert(index != NO_DEPTH_TEXTURE);
setTexture(index, size, name, format);
m_depth_texture_index = index;
}
void TextureBuffer::setDepthTexture(u8 index, v2f scale_factor, const std::string &name, video::ECOLOR_FORMAT format)
{
assert(index != NO_DEPTH_TEXTURE);
setTexture(index, scale_factor, name, format);
m_depth_texture_index = index;
}
void TextureBuffer::reset(PipelineContext &context)
{
if (!m_driver)
@ -116,41 +91,14 @@ void TextureBuffer::reset(PipelineContext &context)
m_textures.push_back(nullptr);
// change textures to match definitions
bool modified = false;
for (u32 i = 0; i < m_definitions.size(); i++) {
video::ITexture **ptr = &m_textures[i];
if (i == m_depth_texture_index) {
if (*ptr) {
m_driver->removeTexture(*ptr);
*ptr = nullptr;
}
ptr = &m_depth_texture;
}
if (ensureTexture(ptr, m_definitions[i], context))
modified = true;
ensureTexture(ptr, m_definitions[i], context);
m_definitions[i].dirty = false;
}
// make sude depth texture is removed and reset
if (m_depth_texture_index == NO_DEPTH_TEXTURE && m_depth_texture) {
m_driver->removeTexture(m_depth_texture);
m_depth_texture = nullptr;
}
if (!m_render_target)
m_render_target = m_driver->addRenderTarget();
if (modified)
m_render_target->setTexture(m_textures, m_depth_texture);
RenderTarget::reset(context);
}
void TextureBuffer::activate(PipelineContext &context)
{
m_driver->setRenderTargetEx(m_render_target, m_clear ? video::ECBF_DEPTH | video::ECBF_COLOR : 0, context.clear_color);
RenderTarget::activate(context);
RenderSource::reset(context);
}
bool TextureBuffer::ensureTexture(video::ITexture **texture, const TextureDefinition& definition, PipelineContext &context)
@ -186,15 +134,48 @@ bool TextureBuffer::ensureTexture(video::ITexture **texture, const TextureDefini
}
TextureBufferOutput::TextureBufferOutput(TextureBuffer *_buffer, u8 _texture_index)
: buffer(_buffer), texture_index(_texture_index)
: buffer(_buffer), texture_map({_texture_index})
{}
TextureBufferOutput::TextureBufferOutput(TextureBuffer *_buffer, const std::vector<u8> &_texture_map)
: buffer(_buffer), texture_map(_texture_map)
{}
TextureBufferOutput::TextureBufferOutput(TextureBuffer *_buffer, const std::vector<u8> &_texture_map, u8 _depth_stencil)
: buffer(_buffer), texture_map(_texture_map), depth_stencil(_depth_stencil)
{}
TextureBufferOutput::~TextureBufferOutput()
{
if (render_target && driver)
driver->removeRenderTarget(render_target);
}
void TextureBufferOutput::activate(PipelineContext &context)
{
auto texture = buffer->getTexture(texture_index);
auto driver = context.device->getVideoDriver();
driver->setRenderTarget(texture, m_clear, m_clear, context.clear_color);
driver->OnResize(texture->getSize());
if (!driver)
driver = context.device->getVideoDriver();
if (!render_target)
render_target = driver->addRenderTarget();
core::array<video::ITexture *> textures;
core::dimension2du size(0, 0);
for (size_t i = 0; i < texture_map.size(); i++) {
video::ITexture *texture = buffer->getTexture(texture_map[i]);
textures.push_back(texture);
if (texture && size.Width == 0)
size = texture->getSize();
}
video::ITexture *depth_texture = nullptr;
if (depth_stencil != NO_DEPTH_TEXTURE)
depth_texture = buffer->getTexture(depth_stencil);
render_target->setTexture(textures, depth_texture);
driver->setRenderTargetEx(render_target, m_clear ? video::ECBF_ALL : video::ECBF_NONE, context.clear_color);
driver->OnResize(size);
RenderTarget::activate(context);
}