Added "fake bloom" rendering mode for MP3 maps
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@ -148,8 +148,13 @@ void CRenderer::RenderBloom()
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CColor((u8) 53, 53, 53, 255),
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CColor((u8) 17, 17, 17, 255) };
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float BloomWidth = (mBloomMode == eBloom ? mBloomWidth : mViewportWidth);
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float BloomHeight = (mBloomMode == eBloom ? mBloomHeight : mViewportHeight);
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float BloomHScale = (mBloomMode == eBloom ? mBloomHScale : 0);
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float BloomVScale = (mBloomMode == eBloom ? mBloomVScale : 0);
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glDisable(GL_DEPTH_TEST);
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glViewport(0, 0, mBloomWidth, mBloomHeight);
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glViewport(0, 0, BloomWidth, BloomHeight);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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@ -159,7 +164,7 @@ void CRenderer::RenderBloom()
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CGraphics::UpdateMVPBlock();
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// Pass 1: Alpha-blend the scene texture on a black background
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mBloomFramebuffers[0].Resize(mBloomWidth, mBloomHeight);
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mBloomFramebuffers[0].Resize(BloomWidth, BloomHeight);
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mBloomFramebuffers[0].Bind();
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glClear(GL_COLOR_BUFFER_BIT);
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@ -169,7 +174,7 @@ void CRenderer::RenderBloom()
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CDrawUtil::DrawSquare();
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// Pass 2: Horizontal blur
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mBloomFramebuffers[1].Resize(mBloomWidth, mBloomHeight);
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mBloomFramebuffers[1].Resize(BloomWidth, BloomHeight);
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mBloomFramebuffers[1].Bind();
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CDrawUtil::UseTextureShader(CColor::skGray);
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@ -180,7 +185,7 @@ void CRenderer::RenderBloom()
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for (u32 iPass = 0; iPass < 6; iPass++)
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{
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CDrawUtil::UseTextureShader(skTintColors[iPass]);
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CVector3f Translate(skHOffset[iPass] * mBloomHScale, 0.f, 0.f);
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CVector3f Translate(skHOffset[iPass] * BloomHScale, 0.f, 0.f);
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Translate).ToMatrix4f();
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CGraphics::UpdateMVPBlock();
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glBlendFunc(GL_ONE, GL_ONE);
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@ -188,7 +193,7 @@ void CRenderer::RenderBloom()
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}
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// Pass 3: Vertical blur
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mBloomFramebuffers[2].Resize(mBloomWidth, mBloomHeight);
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mBloomFramebuffers[2].Resize(BloomWidth, BloomHeight);
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mBloomFramebuffers[2].Bind();
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glClear(GL_COLOR_BUFFER_BIT);
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@ -200,7 +205,7 @@ void CRenderer::RenderBloom()
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for (u32 iPass = 0; iPass < 6; iPass++)
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{
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CDrawUtil::UseTextureShader(skTintColors[iPass]);
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CVector3f Translate(0.f, skVOffset[iPass] * mBloomVScale, 0.f);
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CVector3f Translate(0.f, skVOffset[iPass] * BloomVScale, 0.f);
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CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Translate).ToMatrix4f();
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CGraphics::UpdateMVPBlock();
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glBlendFunc(GL_ONE, GL_ONE);
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@ -272,7 +277,7 @@ void CRenderer::BeginFrame()
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void CRenderer::EndFrame()
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{
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// Post-processing
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if (mBloomMode == eBloom)
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if ((mBloomMode == eBloom) || (mBloomMode == eFakeBloom))
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RenderBloom();
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// Render result to screen
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@ -293,7 +298,7 @@ void CRenderer::EndFrame()
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mSceneFramebuffer.Texture()->Bind(0);
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CDrawUtil::DrawSquare();
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if (mBloomMode == eBloom)
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if ((mBloomMode == eBloom) || (mBloomMode == eFakeBloom))
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{
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CDrawUtil::UseTextureShader();
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glBlendFunc(GL_ONE, GL_ONE);
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@ -23,7 +23,7 @@ class CRenderer
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{
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public:
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enum EBloomMode {
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eNoBloom, eBloom, eBloomMaps
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eNoBloom, eBloom, eBloomMaps, eFakeBloom
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};
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private:
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@ -104,11 +104,11 @@ void CWorldEditor::SetArea(CWorld *pWorld, CGameArea *pArea)
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CVector3f AreaPosition(AreaTransform[0][3], AreaTransform[1][3], AreaTransform[2][3]);
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ui->MainViewport->Camera().Snap(AreaPosition);
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// Default bloom to ON for Metroid Prime 3; disable for other games
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// Default bloom to Fake Bloom for Metroid Prime 3; disable for other games
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if (mpWorld->Version() == eCorruption)
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{
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ui->menuBloom->setEnabled(true);
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on_ActionBloom_triggered();
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on_ActionFakeBloom_triggered();
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}
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else
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@ -420,6 +420,7 @@ void CWorldEditor::on_ActionNoBloom_triggered()
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mpRenderer->SetBloom(CRenderer::eNoBloom);
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ui->ActionNoBloom->setChecked(true);
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ui->ActionBloomMaps->setChecked(false);
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ui->ActionFakeBloom->setChecked(false);
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ui->ActionBloom->setChecked(false);
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}
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@ -428,6 +429,16 @@ void CWorldEditor::on_ActionBloomMaps_triggered()
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mpRenderer->SetBloom(CRenderer::eBloomMaps);
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ui->ActionNoBloom->setChecked(false);
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ui->ActionBloomMaps->setChecked(true);
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ui->ActionFakeBloom->setChecked(false);
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ui->ActionBloom->setChecked(false);
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}
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void CWorldEditor::on_ActionFakeBloom_triggered()
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{
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mpRenderer->SetBloom(CRenderer::eFakeBloom);
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ui->ActionNoBloom->setChecked(false);
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ui->ActionBloomMaps->setChecked(false);
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ui->ActionFakeBloom->setChecked(true);
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ui->ActionBloom->setChecked(false);
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}
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@ -436,6 +447,7 @@ void CWorldEditor::on_ActionBloom_triggered()
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mpRenderer->SetBloom(CRenderer::eBloom);
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ui->ActionNoBloom->setChecked(false);
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ui->ActionBloomMaps->setChecked(false);
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ui->ActionFakeBloom->setChecked(false);
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ui->ActionBloom->setChecked(true);
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}
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@ -84,6 +84,7 @@ private slots:
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void on_ActionWorldLighting_triggered();
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void on_ActionNoBloom_triggered();
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void on_ActionBloomMaps_triggered();
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void on_ActionFakeBloom_triggered();
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void on_ActionBloom_triggered();
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void on_ActionZoomOnSelection_triggered();
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void on_ActionDisableBackfaceCull_triggered();
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@ -84,6 +84,7 @@
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</property>
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<addaction name="ActionNoBloom"/>
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<addaction name="ActionBloomMaps"/>
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<addaction name="ActionFakeBloom"/>
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<addaction name="ActionBloom"/>
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</widget>
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<addaction name="ActionZoomOnSelection"/>
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@ -580,6 +581,14 @@
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<string>Edit Layers</string>
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</property>
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</action>
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<action name="ActionFakeBloom">
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<property name="checkable">
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<bool>true</bool>
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</property>
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<property name="text">
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<string>Fake Bloom</string>
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</property>
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</action>
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</widget>
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<customwidgets>
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<customwidget>
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