* Call gamma post process after `ui.render` #611 * Fixed "washed out" look. * Improve gamma pass and cache viewport size
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@@ -945,9 +945,9 @@ float GameRenderer::ComputeGammaFromSlider(float slider0to100)
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slider = min(slider, 100.0f);
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if (slider > 50.0f)
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return 1.0f + (slider - 50.0f) / 50.0f * 3.0f; // 1.0 -> 4.0
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return 1.0f + (slider - 50.0f) / 50.0f * 0.5f; // 1.0 -> 1.5
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else
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return 1.0f - (50.0f - slider) / 50.0f * 0.85f; // 1.0 -> 0.15
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return 1.0f - (50.0f - slider) / 50.0f * 0.5f; // 1.0 -> 0.5
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}
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void GameRenderer::CachePlayerGammas()
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@@ -1057,20 +1057,36 @@ void GameRenderer::ApplyGammaPostProcess() const
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D3D11_VIEWPORT vps[NUM_LIGHT_TEXTURES];
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float gammas[NUM_LIGHT_TEXTURES];
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const UINT n = BuildPlayerViewports(vps, gammas, NUM_LIGHT_TEXTURES);
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if (n == 0)
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return;
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bool anyEffect = false;
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for (UINT i = 0; i < n; ++i)
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float gamma = 1.0f;
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bool hasPlayers = n > 0;
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if (hasPlayers)
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{
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if (gammas[i] < 0.99f || gammas[i] > 1.01f)
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bool anyEffect = false;
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for (UINT i = 0; i < n; ++i)
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{
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anyEffect = true;
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break;
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if (gammas[i] < 0.99f || gammas[i] > 1.01f)
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{
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anyEffect = true;
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break;
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}
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}
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if (!anyEffect)
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return;
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}
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if (!anyEffect)
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else
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{
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const float slider = app.GetGameSettings(0, eGameSetting_Gamma);
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gamma = ComputeGammaFromSlider(slider);
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if (gamma < 0.99f || gamma > 1.01f)
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{
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PostProcesser::GetInstance().SetGamma(gamma);
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PostProcesser::GetInstance().Apply();
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return;
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}
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return;
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}
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if (n == 1)
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{
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@@ -1175,35 +1191,33 @@ void GameRenderer::render(float a, bool bFirst)
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renderLevel(a, lastNsTime + 1000000000 / maxFps);
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}
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lastNsTime = System::nanoTime();
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lastNsTime = System::nanoTime();
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if (!mc->options->hideGui || mc->screen != NULL)
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{
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mc->gui->render(a, mc->screen != NULL, xMouse, yMouse);
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if (!mc->options->hideGui || mc->screen != NULL)
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{
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mc->gui->render(a, mc->screen != NULL, xMouse, yMouse);
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}
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}
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}
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else
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{
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glViewport(0, 0, mc->width, mc->height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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setupGuiScreen();
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else
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{
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glViewport(0, 0, mc->width, mc->height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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setupGuiScreen();
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lastNsTime = System::nanoTime();
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}
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lastNsTime = System::nanoTime();
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}
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if (mc->screen != NULL)
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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mc->screen->render(xMouse, yMouse, a);
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if (mc->screen != NULL && mc->screen->particles != NULL) mc->screen->particles->render(a);
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}
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ApplyGammaPostProcess();
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}
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if (mc->screen != NULL)
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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mc->screen->render(xMouse, yMouse, a);
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if (mc->screen != NULL && mc->screen->particles != NULL) mc->screen->particles->render(a);
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}
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}
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void GameRenderer::renderLevel(float a)
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{
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