mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
26d58b1694
Changed stats.log to save to savegamedir instead of the Quake2 root folder. Renamed cvars menu_sensitivity, menu_rotate, and menu_alpha to ui_sensitivity, ui_item_rotate, and ui_background_alpha. Removed some unused cvars. Added CVAR_SAVE_IGNORE flag to "game" and "gamedir" cvars. Added descriptions for most cvars. Added dumpcvars command to output a list of cvars with their descriptions to cvarlist.txt.
666 lines
22 KiB
C
666 lines
22 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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This file is part of Quake 2 source code.
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// r_bloom.c: 2D lighting post process effect
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#include "r_local.h"
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/*
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==============================================================================
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LIGHT BLOOMS
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==============================================================================
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*/
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static float Diamond8x[8][8] = {
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0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f,
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0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f,
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0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f,
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0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f,
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0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f,
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0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f };
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static float Diamond6x[6][6] = {
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0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f,
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0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f,
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0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f,
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0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f,
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0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f,
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0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f };
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static float Diamond4x[4][4] = {
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0.3f, 0.4f, 0.4f, 0.3f,
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0.4f, 0.9f, 0.9f, 0.4f,
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0.4f, 0.9f, 0.9f, 0.4f,
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0.3f, 0.4f, 0.4f, 0.3f };
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static int BLOOM_SIZE;
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cvar_t *r_bloom_alpha;
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cvar_t *r_bloom_diamond_size;
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cvar_t *r_bloom_intensity;
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cvar_t *r_bloom_threshold;
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cvar_t *r_bloom_darken;
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cvar_t *r_bloom_sample_size;
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cvar_t *r_bloom_fast_sample;
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image_t *r_bloomscreentexture;
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image_t *r_bloomeffecttexture;
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image_t *r_bloombackuptexture;
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image_t *r_bloomdownsamplingtexture;
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static int r_screendownsamplingtexture_size;
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static int screen_texture_width, screen_texture_height;
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//static int r_screenbackuptexture_size;
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static int r_screenbackuptexture_width, r_screenbackuptexture_height;
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// current refdef size:
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static int curView_x;
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static int curView_y;
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static int curView_width;
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static int curView_height;
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// texture coordinates of screen data inside screentexture
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static float screenText_tcw;
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static float screenText_tch;
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static int sample_width;
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static int sample_height;
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// texture coordinates of adjusted textures
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static float sampleText_tcw;
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static float sampleText_tch;
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// this macro is in sample size workspace coordinates
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#define R_Bloom_DrawStart \
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rb_vertex = rb_index = 0;
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#define R_Bloom_DrawFinish \
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RB_DrawArrays (); \
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rb_vertex = rb_index = 0;
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#define R_Bloom_SamplePass( xpos, ypos, r, g, b, a ) \
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indexArray[rb_index++] = rb_vertex+0; \
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indexArray[rb_index++] = rb_vertex+1; \
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indexArray[rb_index++] = rb_vertex+2; \
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indexArray[rb_index++] = rb_vertex+0; \
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indexArray[rb_index++] = rb_vertex+2; \
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indexArray[rb_index++] = rb_vertex+3; \
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VA_SetElem2(texCoordArray[0][rb_vertex], 0, sampleText_tch); \
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VA_SetElem3(vertexArray[rb_vertex], xpos, ypos, 0); \
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VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
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rb_vertex++; \
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VA_SetElem2(texCoordArray[0][rb_vertex], 0, 0); \
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VA_SetElem3(vertexArray[rb_vertex], xpos, ypos+sample_height, 0); \
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VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
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rb_vertex++; \
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VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, 0); \
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VA_SetElem3(vertexArray[rb_vertex], xpos+sample_width, ypos+sample_height, 0); \
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VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
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rb_vertex++; \
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VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, sampleText_tch); \
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VA_SetElem3(vertexArray[rb_vertex], xpos+sample_width, ypos, 0); \
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VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
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rb_vertex++;
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#define R_Bloom_Quad( x, y, width, height, textwidth, textheight, r, g, b, a ) \
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rb_vertex = rb_index = 0; \
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indexArray[rb_index++] = rb_vertex+0; \
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indexArray[rb_index++] = rb_vertex+1; \
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indexArray[rb_index++] = rb_vertex+2; \
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indexArray[rb_index++] = rb_vertex+0; \
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indexArray[rb_index++] = rb_vertex+2; \
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indexArray[rb_index++] = rb_vertex+3; \
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VA_SetElem2(texCoordArray[0][rb_vertex], 0, textheight); \
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VA_SetElem3(vertexArray[rb_vertex], x, y, 0); \
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VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
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rb_vertex++; \
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VA_SetElem2(texCoordArray[0][rb_vertex], 0, 0); \
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VA_SetElem3(vertexArray[rb_vertex], x, y+height, 0); \
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VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
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rb_vertex++; \
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VA_SetElem2(texCoordArray[0][rb_vertex], textwidth, 0); \
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VA_SetElem3(vertexArray[rb_vertex], x+width, y+height, 0); \
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VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
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rb_vertex++; \
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VA_SetElem2(texCoordArray[0][rb_vertex], textwidth, textheight); \
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VA_SetElem3(vertexArray[rb_vertex], x+width, y, 0); \
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VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
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rb_vertex++; \
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RB_DrawArrays (); \
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rb_vertex = rb_index = 0;
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/*
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=================
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R_Bloom_InitBackUpTexture
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=================
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*/
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void R_Bloom_InitBackUpTexture (int width, int height)
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{
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byte *data;
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data = malloc( width * height * 4 );
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memset( data, 0, width * height * 4 );
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// r_screenbackuptexture_size = width;
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r_screenbackuptexture_width = width;
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r_screenbackuptexture_height = height;
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r_bloombackuptexture = R_LoadPic ("***r_bloombackuptexture***", (byte *)data, width, height, it_pic, 3);
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free ( data );
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}
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/*
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=================
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R_Bloom_InitEffectTexture
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=================
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*/
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void R_Bloom_InitEffectTexture (void)
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{
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byte *data;
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float bloomsizecheck;
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if ( r_bloom_sample_size->integer < 32 )
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Cvar_SetValue ("r_bloom_sample_size", 32);
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// make sure bloom size is a power of 2
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BLOOM_SIZE = r_bloom_sample_size->integer;
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bloomsizecheck = (float)BLOOM_SIZE;
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while(bloomsizecheck > 1.0f) bloomsizecheck /= 2.0f;
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if ( bloomsizecheck != 1.0f )
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{
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BLOOM_SIZE = 32;
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while( BLOOM_SIZE < r_bloom_sample_size->integer )
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BLOOM_SIZE *= 2;
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}
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// make sure bloom size doesn't have stupid values
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if ( BLOOM_SIZE > screen_texture_width ||
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BLOOM_SIZE > screen_texture_height )
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BLOOM_SIZE = min( screen_texture_width, screen_texture_height );
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if ( BLOOM_SIZE != r_bloom_sample_size->integer )
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Cvar_SetValue ("r_bloom_sample_size", BLOOM_SIZE);
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// Knightmare- catch too large bloom size
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while ( ((BLOOM_SIZE * 2) > vid.height) || ((BLOOM_SIZE * 2) > vid.width) )
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BLOOM_SIZE /= 2;
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data = malloc( BLOOM_SIZE * BLOOM_SIZE * 4 );
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memset( data, 0, BLOOM_SIZE * BLOOM_SIZE * 4 );
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r_bloomeffecttexture = R_LoadPic ("***r_bloomeffecttexture***", (byte *)data, BLOOM_SIZE, BLOOM_SIZE, it_pic, 3);
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free ( data );
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}
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/*
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=================
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R_Bloom_InitTextures
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=================
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*/
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void R_Bloom_InitTextures (void)
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{
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byte *data;
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int size;
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// find closer power of 2 to screen size
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for (screen_texture_width = 1; screen_texture_width < vid.width; screen_texture_width *= 2);
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for (screen_texture_height = 1; screen_texture_height < vid.height; screen_texture_height *= 2);
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// disable blooms if we can't handle a texture of that size
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/* if ( screen_texture_width > glConfig.maxTextureSize ||
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screen_texture_height > glConfig.maxTextureSize ) {
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screen_texture_width = screen_texture_height = 0;
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Cvar_SetValue ("r_bloom", 0);
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Com_Printf( "WARNING: 'R_InitBloomScreenTexture' too high resolution for Light Bloom. Effect disabled\n" );
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return;
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}*/
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//init the screen texture
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size = screen_texture_width * screen_texture_height * 4;
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data = malloc( size );
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memset( data, 255, size );
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r_bloomscreentexture = R_LoadPic ("***r_bloomscreentexture***", (byte *)data, screen_texture_width, screen_texture_height, it_pic, 3);
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free ( data );
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// validate bloom size and init the bloom effect texture
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R_Bloom_InitEffectTexture ();
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// if screensize is more than 2x the bloom effect texture, set up for stepped downsampling
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r_bloomdownsamplingtexture = NULL;
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r_screendownsamplingtexture_size = 0;
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if ( vid.width > (BLOOM_SIZE * 2) && !r_bloom_fast_sample->integer )
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{
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r_screendownsamplingtexture_size = (int)(BLOOM_SIZE * 2);
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data = malloc( r_screendownsamplingtexture_size * r_screendownsamplingtexture_size * 4 );
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memset( data, 0, r_screendownsamplingtexture_size * r_screendownsamplingtexture_size * 4 );
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r_bloomdownsamplingtexture = R_LoadPic ("***r_bloomdownsamplingtexture***", (byte *)data, r_screendownsamplingtexture_size, r_screendownsamplingtexture_size, it_pic, 3);
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free ( data );
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}
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// Init the screen backup texture
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if ( r_screendownsamplingtexture_size )
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R_Bloom_InitBackUpTexture( r_screendownsamplingtexture_size, r_screendownsamplingtexture_size );
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else
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R_Bloom_InitBackUpTexture( BLOOM_SIZE, BLOOM_SIZE );
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}
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/*
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=================
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R_InitBloomTextures
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=================
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*/
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void R_InitBloomTextures (void)
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{
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// r_bloom = Cvar_Get( "r_bloom", "0", CVAR_ARCHIVE );
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r_bloom_alpha = Cvar_Get( "r_bloom_alpha", "0.25", CVAR_ARCHIVE ); // was 0.33
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Cvar_SetDescription ("r_bloom_alpha", "Sets opacity of bloom blends.");
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r_bloom_diamond_size = Cvar_Get( "r_bloom_diamond_size", "8", CVAR_ARCHIVE );
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Cvar_SetDescription ("r_bloom_diamond_size", "Sets size of bloom diamonds. Accepted values are 4, 6, or 8.");
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r_bloom_intensity = Cvar_Get( "r_bloom_intensity", "2.5", CVAR_ARCHIVE ); // was 0.6
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Cvar_SetDescription ("r_bloom_intensity", "Sets intensity of bloom effect.");
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r_bloom_threshold = Cvar_Get( "r_bloom_threshold", "0.68", CVAR_ARCHIVE ); // was 0.08
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Cvar_SetDescription ("r_bloom_threshold", "Sets brightness threshold for bloom effect.");
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r_bloom_darken = Cvar_Get( "r_bloom_darken", "5", CVAR_ARCHIVE ); // was 4
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Cvar_SetDescription ("r_bloom_darken", "Sets number of darkening pass for bloom effect.");
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r_bloom_sample_size = Cvar_Get( "r_bloom_sample_size", "256", CVAR_ARCHIVE ); // was 128
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Cvar_SetDescription ("r_bloom_sample_size", "Sets sample size in pixels for bloom effect.");
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r_bloom_fast_sample = Cvar_Get( "r_bloom_fast_sample", "0", CVAR_ARCHIVE );
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Cvar_SetDescription ("r_bloom_fast_sample", "Disables downsampling of screen buffer for bloom sampling when set to 1.");
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BLOOM_SIZE = 0;
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if (!r_bloom->integer)
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return;
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R_Bloom_InitTextures ();
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}
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/*
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=================
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R_Bloom_DrawEffect
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=================
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*/
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void R_Bloom_DrawEffect (void)
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{
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GL_Bind(r_bloomeffecttexture->texnum);
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GL_Enable(GL_BLEND);
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GL_BlendFunc(GL_ONE, GL_ONE);
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GL_TexEnv(GL_MODULATE);
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rb_vertex = rb_index = 0;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+1;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+3;
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VA_SetElem2(texCoordArray[0][rb_vertex], 0, sampleText_tch);
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VA_SetElem3(vertexArray[rb_vertex], curView_x, curView_y, 0);
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VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
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rb_vertex++;
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VA_SetElem2(texCoordArray[0][rb_vertex], 0, 0);
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VA_SetElem3(vertexArray[rb_vertex], curView_x, curView_y + curView_height, 0);
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VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
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rb_vertex++;
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VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, 0);
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VA_SetElem3(vertexArray[rb_vertex], curView_x + curView_width, curView_y + curView_height, 0);
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VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
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rb_vertex++;
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VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, sampleText_tch);
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VA_SetElem3(vertexArray[rb_vertex], curView_x + curView_width, curView_y, 0);
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VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
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rb_vertex++;
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RB_DrawArrays ();
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rb_vertex = rb_index = 0;
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GL_Disable (GL_BLEND);
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}
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#if 0
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/*
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=================
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R_Bloom_GeneratexCross - alternative bluring method
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=================
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*/
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void R_Bloom_GeneratexCross (void)
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{
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int i;
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static int BLOOM_BLUR_RADIUS = 8;
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// static float BLOOM_BLUR_INTENSITY = 2.5f;
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float BLOOM_BLUR_INTENSITY;
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static float intensity;
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static float range;
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// set up sample size workspace
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qglViewport( 0, 0, sample_width, sample_height );
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qglMatrixMode( GL_PROJECTION );
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qglLoadIdentity ();
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qglOrtho(0, sample_width, sample_height, 0, -10, 100);
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qglMatrixMode( GL_MODELVIEW );
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qglLoadIdentity ();
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// copy small scene into r_bloomeffecttexture
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GL_Bind(0, r_bloomeffecttexture);
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
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// start modifying the small scene corner
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GL_Enable(GL_BLEND);
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// darkening passes
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if (r_bloom_darken->integer)
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{
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GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
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GL_TexEnv(GL_MODULATE);
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R_Bloom_DrawStart
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for (i=0; i<r_bloom_darken->integer; i++) {
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R_Bloom_SamplePass( 0, 0, 1.0f, 1.0f, 1.0f, 1.0f );
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}
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R_Bloom_DrawFinish
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
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}
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// bluring passes
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if ( BLOOM_BLUR_RADIUS )
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{
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GL_BlendFunc(GL_ONE, GL_ONE);
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range = (float)BLOOM_BLUR_RADIUS;
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BLOOM_BLUR_INTENSITY = r_bloom_intensity->value;
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// diagonal-cross draw 4 passes to add initial smooth
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R_Bloom_DrawStart
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R_Bloom_SamplePass( 1, 1, 0.5f, 0.5f, 0.5f, 1.0 );
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R_Bloom_SamplePass( -1, 1, 0.5f, 0.5f, 0.5f, 1.0 );
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R_Bloom_SamplePass( -1, -1, 0.5f, 0.5f, 0.5f, 1.0 );
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R_Bloom_SamplePass( 1, -1, 0.5f, 0.5f, 0.5f, 1.0 );
|
|
R_Bloom_DrawFinish
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
|
|
|
|
R_Bloom_DrawStart
|
|
for (i=-(BLOOM_BLUR_RADIUS+1);i<BLOOM_BLUR_RADIUS;i++) {
|
|
intensity = BLOOM_BLUR_INTENSITY/(range*2+1)*(1 - fabs(i*i)/(float)(range*range));
|
|
if ( intensity < 0.05f ) continue;
|
|
R_Bloom_SamplePass( i, 0, intensity, intensity, intensity, 1.0f );
|
|
// R_Bloom_SamplePass( -i, 0 );
|
|
}
|
|
R_Bloom_DrawFinish
|
|
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
|
|
|
|
R_Bloom_DrawStart
|
|
// for (i=0;i<BLOOM_BLUR_RADIUS;i++) {
|
|
for (i=-(BLOOM_BLUR_RADIUS+1);i<BLOOM_BLUR_RADIUS;i++) {
|
|
intensity = BLOOM_BLUR_INTENSITY/(range*2+1)*(1 - fabs(i*i)/(float)(range*range));
|
|
if ( intensity < 0.05f ) continue;
|
|
R_Bloom_SamplePass( 0, i, intensity, intensity, intensity, 1.0f );
|
|
// R_Bloom_SamplePass( 0, -i );
|
|
}
|
|
R_Bloom_DrawFinish
|
|
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
|
|
}
|
|
|
|
// restore full screen workspace
|
|
qglViewport( 0, 0, glState.width, glState.height );
|
|
qglMatrixMode( GL_PROJECTION );
|
|
qglLoadIdentity ();
|
|
qglOrtho(0, glState.width, glState.height, 0, -10, 100);
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
qglLoadIdentity ();
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
=================
|
|
R_Bloom_GeneratexDiamonds
|
|
=================
|
|
*/
|
|
void R_Bloom_GeneratexDiamonds (void)
|
|
{
|
|
int i, j;
|
|
static float intensity;
|
|
|
|
// set up sample size workspace
|
|
qglViewport( 0, 0, sample_width, sample_height );
|
|
qglMatrixMode( GL_PROJECTION );
|
|
qglLoadIdentity ();
|
|
qglOrtho(0, sample_width, sample_height, 0, -10, 100);
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
qglLoadIdentity ();
|
|
|
|
// copy small scene into r_bloomeffecttexture
|
|
GL_Bind(r_bloomeffecttexture->texnum);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
|
|
|
|
// start modifying the small scene corner
|
|
GL_Enable(GL_BLEND);
|
|
|
|
// darkening passes
|
|
if ( r_bloom_darken->integer )
|
|
{
|
|
GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
R_Bloom_DrawStart
|
|
for (i=0; i<r_bloom_darken->integer; i++) {
|
|
R_Bloom_SamplePass( 0, 0, 1.0f, 1.0f, 1.0f, 1.0f );
|
|
}
|
|
R_Bloom_DrawFinish
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
|
|
}
|
|
|
|
// bluring passes
|
|
// GL_BlendFunc(GL_ONE, GL_ONE);
|
|
GL_BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
|
|
|
|
if ( r_bloom_diamond_size->integer > 7 || r_bloom_diamond_size->integer <= 3)
|
|
{
|
|
if ( r_bloom_diamond_size->integer != 8 ) Cvar_SetValue( "r_bloom_diamond_size", 8 );
|
|
|
|
R_Bloom_DrawStart
|
|
for (i=0; i<r_bloom_diamond_size->integer; i++) {
|
|
for (j=0; j<r_bloom_diamond_size->integer; j++) {
|
|
intensity = r_bloom_intensity->value * 0.3 * Diamond8x[i][j];
|
|
if ( intensity < r_bloom_threshold->value ) continue;
|
|
R_Bloom_SamplePass( i-4, j-4, intensity, intensity, intensity, 1.0 );
|
|
}
|
|
}
|
|
R_Bloom_DrawFinish
|
|
}
|
|
else if ( r_bloom_diamond_size->integer > 5 )
|
|
{
|
|
if ( r_bloom_diamond_size->integer != 6 ) Cvar_SetValue( "r_bloom_diamond_size", 6 );
|
|
|
|
R_Bloom_DrawStart
|
|
for (i=0; i<r_bloom_diamond_size->integer; i++) {
|
|
for (j=0; j<r_bloom_diamond_size->integer; j++) {
|
|
intensity = r_bloom_intensity->value * 0.5 * Diamond6x[i][j];
|
|
if ( intensity < r_bloom_threshold->value ) continue;
|
|
R_Bloom_SamplePass( i-3, j-3, intensity, intensity, intensity, 1.0 );
|
|
}
|
|
}
|
|
R_Bloom_DrawFinish
|
|
}
|
|
else if ( r_bloom_diamond_size->integer > 3 )
|
|
{
|
|
if ( r_bloom_diamond_size->integer != 4 ) Cvar_SetValue( "r_bloom_diamond_size", 4 );
|
|
|
|
R_Bloom_DrawStart
|
|
for (i=0; i<r_bloom_diamond_size->integer; i++) {
|
|
for (j=0; j<r_bloom_diamond_size->integer; j++) {
|
|
intensity = r_bloom_intensity->value * 0.8f * Diamond4x[i][j];
|
|
if ( intensity < r_bloom_threshold->value ) continue;
|
|
R_Bloom_SamplePass( i-2, j-2, intensity, intensity, intensity, 1.0 );
|
|
}
|
|
}
|
|
R_Bloom_DrawFinish
|
|
}
|
|
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
|
|
|
|
// restore full screen workspace
|
|
qglViewport( 0, 0, vid.width, vid.height );
|
|
qglMatrixMode( GL_PROJECTION );
|
|
qglLoadIdentity ();
|
|
qglOrtho(0, vid.width, vid.height, 0, -10, 100);
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
qglLoadIdentity ();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_Bloom_DownsampleView
|
|
=================
|
|
*/
|
|
void R_Bloom_DownsampleView (void)
|
|
{
|
|
GL_Disable( GL_BLEND );
|
|
|
|
// stepped downsample
|
|
if ( r_screendownsamplingtexture_size )
|
|
{
|
|
int midsample_width = r_screendownsamplingtexture_size * sampleText_tcw;
|
|
int midsample_height = r_screendownsamplingtexture_size * sampleText_tch;
|
|
|
|
// copy the screen and draw resized
|
|
GL_Bind(r_bloomscreentexture->texnum);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, curView_x, vid.height - (curView_y + curView_height), curView_width, curView_height);
|
|
R_Bloom_Quad( 0, vid.height-midsample_height, midsample_width, midsample_height, screenText_tcw, screenText_tch, 1.0f, 1.0f, 1.0f, 1.0f );
|
|
|
|
// now copy into Downsampling (mid-sized) texture
|
|
GL_Bind(r_bloomdownsamplingtexture->texnum);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, midsample_width, midsample_height);
|
|
|
|
// now draw again in bloom size
|
|
R_Bloom_Quad( 0, vid.height-sample_height, sample_width, sample_height, sampleText_tcw, sampleText_tch, 0.5f, 0.5f, 0.5f, 1.0f );
|
|
|
|
// now blend the big screen texture into the bloom generation space (hoping it adds some blur)
|
|
GL_Enable( GL_BLEND );
|
|
GL_BlendFunc(GL_ONE, GL_ONE);
|
|
GL_Bind(r_bloomscreentexture->texnum);
|
|
R_Bloom_Quad( 0, vid.height-sample_height, sample_width, sample_height, screenText_tcw, screenText_tch, 0.5f, 0.5f, 0.5f, 1.0f );
|
|
GL_Disable( GL_BLEND );
|
|
|
|
}
|
|
else // downsample simple
|
|
{
|
|
GL_Bind(r_bloomscreentexture->texnum);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, curView_x, vid.height - (curView_y + curView_height), curView_width, curView_height);
|
|
R_Bloom_Quad( 0, vid.height-sample_height, sample_width, sample_height, screenText_tcw, screenText_tch, 1.0f, 1.0f, 1.0f, 1.0f );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_BloomBlend
|
|
=================
|
|
*/
|
|
void R_SetupGL (void);
|
|
void R_BloomBlend ( refdef_t *fd )
|
|
{
|
|
if ( (fd->rdflags & RDF_NOWORLDMODEL) || !r_bloom->integer || r_showtris->integer )
|
|
return;
|
|
|
|
if ( !BLOOM_SIZE )
|
|
R_Bloom_InitTextures();
|
|
|
|
if ( screen_texture_width < BLOOM_SIZE ||
|
|
screen_texture_height < BLOOM_SIZE )
|
|
return;
|
|
|
|
// set up full screen workspace
|
|
qglViewport ( 0, 0, vid.width, vid.height );
|
|
GL_TexEnv (GL_REPLACE); // Knightmare added
|
|
GL_Disable (GL_DEPTH_TEST);
|
|
qglMatrixMode (GL_PROJECTION);
|
|
qglLoadIdentity ();
|
|
qglOrtho(0, vid.width, vid.height, 0, -10, 100);
|
|
qglMatrixMode (GL_MODELVIEW);
|
|
qglLoadIdentity ();
|
|
GL_Disable (GL_CULL_FACE);
|
|
|
|
GL_Disable (GL_BLEND);
|
|
GL_EnableTexture (0);
|
|
|
|
// set up current sizes
|
|
curView_x = fd->x;
|
|
curView_y = fd->y;
|
|
curView_width = fd->width;
|
|
curView_height = fd->height;
|
|
screenText_tcw = ((float)fd->width / (float)screen_texture_width);
|
|
screenText_tch = ((float)fd->height / (float)screen_texture_height);
|
|
if ( fd->height > fd->width ) {
|
|
sampleText_tcw = ((float)fd->width / (float)fd->height);
|
|
sampleText_tch = 1.0f;
|
|
} else {
|
|
sampleText_tcw = 1.0f;
|
|
sampleText_tch = ((float)fd->height / (float)fd->width);
|
|
}
|
|
sample_width = BLOOM_SIZE * sampleText_tcw;
|
|
sample_height = BLOOM_SIZE * sampleText_tch;
|
|
|
|
// copy the screen space we'll use to work into the backup texture
|
|
GL_Bind(r_bloombackuptexture->texnum);
|
|
// qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, r_screenbackuptexture_size * sampleText_tcw, r_screenbackuptexture_size * sampleText_tch);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, r_screenbackuptexture_width, r_screenbackuptexture_height);
|
|
|
|
// create the bloom image
|
|
R_Bloom_DownsampleView();
|
|
R_Bloom_GeneratexDiamonds();
|
|
// R_Bloom_GeneratexCross();
|
|
|
|
// restore the screen-backup to the screen
|
|
GL_Disable(GL_BLEND);
|
|
GL_Bind(r_bloombackuptexture->texnum);
|
|
/* R_Bloom_Quad( 0,
|
|
vid.height - (r_screenbackuptexture_size * sampleText_tch),
|
|
r_screenbackuptexture_size * sampleText_tcw,
|
|
r_screenbackuptexture_size * sampleText_tch,
|
|
sampleText_tcw,
|
|
sampleText_tch, 1, 1, 1, 1 ); */
|
|
R_Bloom_Quad( 0, vid.height - r_screenbackuptexture_height,
|
|
r_screenbackuptexture_width,
|
|
r_screenbackuptexture_height, 1.0, 1.0, 1, 1, 1, 1 );
|
|
|
|
R_Bloom_DrawEffect();
|
|
|
|
// Knightmare added
|
|
R_SetupGL ();
|
|
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
GL_EnableTexture (0);
|
|
// qglColor4f(1,1,1,1);
|
|
}
|