Improve gamma shader parity - fixes #611 (#790)

* Call gamma post process after `ui.render` #611

* Fixed "washed out" look.

* Improve gamma pass and cache viewport size
This commit is contained in:
ModMaker101
2026-03-07 04:00:38 -05:00
committed by GitHub
parent cc85ecf05a
commit e754bad17e
9 changed files with 90 additions and 49 deletions

View File

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