Fix gamma slider via pixel shader #178 (#481)

* Fix gamma slider via pixel shader #178

* LCE-like gamma using postprocess shader
This commit is contained in:
ModMaker101
2026-03-05 14:41:17 -05:00
committed by GitHub
parent 55231bb8d3
commit cbcf3de358
8 changed files with 800 additions and 109 deletions

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@@ -1,5 +1,4 @@

#include "stdafx.h"
#include "stdafx.h"
#include "..\..\Minecraft.World\net.minecraft.world.entity.item.h"
#include "..\..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\..\Minecraft.World\net.minecraft.world.level.tile.entity.h"

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@@ -0,0 +1,57 @@
#pragma once
#include <d3d11.h>
class PostProcesser
{
public:
static PostProcesser& GetInstance()
{
static PostProcesser instance;
return instance;
}
void Init();
void Apply() const;
void SetViewport(const D3D11_VIEWPORT& viewport);
void ResetViewport();
void CopyBackbuffer(); // Copy backbuffer once before multi-pass gamma
void ApplyFromCopied() const; // Apply gamma using already-copied offscreen texture
void Cleanup();
void SetGamma(float gamma);
float GetGamma() const { return m_gamma; }
PostProcesser(const PostProcesser&) = delete;
PostProcesser& operator=(const PostProcesser&) = delete;
private:
PostProcesser();
~PostProcesser();
static bool IsRunningUnderWine();
ID3D11Texture2D* m_pGammaOffscreenTex = nullptr;
ID3D11ShaderResourceView* m_pGammaOffscreenSRV = nullptr;
ID3D11RenderTargetView* m_pGammaOffscreenRTV = nullptr;
ID3D11VertexShader* m_pGammaVS = nullptr;
ID3D11PixelShader* m_pGammaPS = nullptr;
ID3D11Buffer* m_pGammaCB = nullptr;
ID3D11SamplerState* m_pGammaSampler = nullptr;
ID3D11RasterizerState* m_pGammaRastState = nullptr;
ID3D11DepthStencilState* m_pGammaDepthState = nullptr;
ID3D11BlendState* m_pGammaBlendState = nullptr;
bool m_initialized = false;
float m_gamma = 1.0f;
bool m_wineMode = false;
D3D11_VIEWPORT m_customViewport;
bool m_useCustomViewport = false;
struct GammaCBData
{
float gamma;
float pad[3];
};
static const char* g_gammaVSCode;
static const char* g_gammaPSCode;
};