thirtyflightsofloving/renderer/r_bloom.c

656 lines
21 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_bloom.c: 2D lighting post process effect
#include "r_local.h"
/*
==============================================================================
LIGHT BLOOMS
==============================================================================
*/
static float Diamond8x[8][8] = {
0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f,
0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f,
0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f,
0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f,
0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f,
0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f };
static float Diamond6x[6][6] = {
0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f,
0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f,
0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f,
0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f,
0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f,
0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f };
static float Diamond4x[4][4] = {
0.3f, 0.4f, 0.4f, 0.3f,
0.4f, 0.9f, 0.9f, 0.4f,
0.4f, 0.9f, 0.9f, 0.4f,
0.3f, 0.4f, 0.4f, 0.3f };
static int BLOOM_SIZE;
cvar_t *r_bloom_alpha;
cvar_t *r_bloom_diamond_size;
cvar_t *r_bloom_intensity;
cvar_t *r_bloom_threshold;
cvar_t *r_bloom_darken;
cvar_t *r_bloom_sample_size;
cvar_t *r_bloom_fast_sample;
image_t *r_bloomscreentexture;
image_t *r_bloomeffecttexture;
image_t *r_bloombackuptexture;
image_t *r_bloomdownsamplingtexture;
static int r_screendownsamplingtexture_size;
static int screen_texture_width, screen_texture_height;
//static int r_screenbackuptexture_size;
static int r_screenbackuptexture_width, r_screenbackuptexture_height;
// current refdef size:
static int curView_x;
static int curView_y;
static int curView_width;
static int curView_height;
// texture coordinates of screen data inside screentexture
static float screenText_tcw;
static float screenText_tch;
static int sample_width;
static int sample_height;
// texture coordinates of adjusted textures
static float sampleText_tcw;
static float sampleText_tch;
// this macro is in sample size workspace coordinates
#define R_Bloom_DrawStart \
rb_vertex = rb_index = 0;
#define R_Bloom_DrawFinish \
RB_DrawArrays (); \
rb_vertex = rb_index = 0;
#define R_Bloom_SamplePass( xpos, ypos, r, g, b, a ) \
indexArray[rb_index++] = rb_vertex+0; \
indexArray[rb_index++] = rb_vertex+1; \
indexArray[rb_index++] = rb_vertex+2; \
indexArray[rb_index++] = rb_vertex+0; \
indexArray[rb_index++] = rb_vertex+2; \
indexArray[rb_index++] = rb_vertex+3; \
VA_SetElem2(texCoordArray[0][rb_vertex], 0, sampleText_tch); \
VA_SetElem3(vertexArray[rb_vertex], xpos, ypos, 0); \
VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
rb_vertex++; \
VA_SetElem2(texCoordArray[0][rb_vertex], 0, 0); \
VA_SetElem3(vertexArray[rb_vertex], xpos, ypos+sample_height, 0); \
VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
rb_vertex++; \
VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, 0); \
VA_SetElem3(vertexArray[rb_vertex], xpos+sample_width, ypos+sample_height, 0); \
VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
rb_vertex++; \
VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, sampleText_tch); \
VA_SetElem3(vertexArray[rb_vertex], xpos+sample_width, ypos, 0); \
VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
rb_vertex++;
#define R_Bloom_Quad( x, y, width, height, textwidth, textheight, r, g, b, a ) \
rb_vertex = rb_index = 0; \
indexArray[rb_index++] = rb_vertex+0; \
indexArray[rb_index++] = rb_vertex+1; \
indexArray[rb_index++] = rb_vertex+2; \
indexArray[rb_index++] = rb_vertex+0; \
indexArray[rb_index++] = rb_vertex+2; \
indexArray[rb_index++] = rb_vertex+3; \
VA_SetElem2(texCoordArray[0][rb_vertex], 0, textheight); \
VA_SetElem3(vertexArray[rb_vertex], x, y, 0); \
VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
rb_vertex++; \
VA_SetElem2(texCoordArray[0][rb_vertex], 0, 0); \
VA_SetElem3(vertexArray[rb_vertex], x, y+height, 0); \
VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
rb_vertex++; \
VA_SetElem2(texCoordArray[0][rb_vertex], textwidth, 0); \
VA_SetElem3(vertexArray[rb_vertex], x+width, y+height, 0); \
VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
rb_vertex++; \
VA_SetElem2(texCoordArray[0][rb_vertex], textwidth, textheight); \
VA_SetElem3(vertexArray[rb_vertex], x+width, y, 0); \
VA_SetElem4(colorArray[rb_vertex], r, g, b, a); \
rb_vertex++; \
RB_DrawArrays (); \
rb_vertex = rb_index = 0;
/*
=================
R_Bloom_InitBackUpTexture
=================
*/
void R_Bloom_InitBackUpTexture (int width, int height)
{
byte *data;
data = malloc( width * height * 4 );
memset( data, 0, width * height * 4 );
// r_screenbackuptexture_size = width;
r_screenbackuptexture_width = width;
r_screenbackuptexture_height = height;
r_bloombackuptexture = R_LoadPic ("***r_bloombackuptexture***", (byte *)data, width, height, it_pic, 3);
free ( data );
}
/*
=================
R_Bloom_InitEffectTexture
=================
*/
void R_Bloom_InitEffectTexture (void)
{
byte *data;
float bloomsizecheck;
if ( r_bloom_sample_size->integer < 32 )
Cvar_SetValue ("r_bloom_sample_size", 32);
// make sure bloom size is a power of 2
BLOOM_SIZE = r_bloom_sample_size->integer;
bloomsizecheck = (float)BLOOM_SIZE;
while(bloomsizecheck > 1.0f) bloomsizecheck /= 2.0f;
if ( bloomsizecheck != 1.0f )
{
BLOOM_SIZE = 32;
while( BLOOM_SIZE < r_bloom_sample_size->integer )
BLOOM_SIZE *= 2;
}
// make sure bloom size doesn't have stupid values
if ( BLOOM_SIZE > screen_texture_width ||
BLOOM_SIZE > screen_texture_height )
BLOOM_SIZE = min( screen_texture_width, screen_texture_height );
if ( BLOOM_SIZE != r_bloom_sample_size->integer )
Cvar_SetValue ("r_bloom_sample_size", BLOOM_SIZE);
// Knightmare- catch too large bloom size
while ( ((BLOOM_SIZE * 2) > vid.height) || ((BLOOM_SIZE * 2) > vid.width) )
BLOOM_SIZE /= 2;
data = malloc( BLOOM_SIZE * BLOOM_SIZE * 4 );
memset( data, 0, BLOOM_SIZE * BLOOM_SIZE * 4 );
r_bloomeffecttexture = R_LoadPic ("***r_bloomeffecttexture***", (byte *)data, BLOOM_SIZE, BLOOM_SIZE, it_pic, 3);
free ( data );
}
/*
=================
R_Bloom_InitTextures
=================
*/
void R_Bloom_InitTextures (void)
{
byte *data;
int size;
// find closer power of 2 to screen size
for (screen_texture_width = 1; screen_texture_width < vid.width; screen_texture_width *= 2);
for (screen_texture_height = 1; screen_texture_height < vid.height; screen_texture_height *= 2);
// disable blooms if we can't handle a texture of that size
/* if ( screen_texture_width > glConfig.maxTextureSize ||
screen_texture_height > glConfig.maxTextureSize ) {
screen_texture_width = screen_texture_height = 0;
Cvar_SetValue ("r_bloom", 0);
Com_Printf( "WARNING: 'R_InitBloomScreenTexture' too high resolution for Light Bloom. Effect disabled\n" );
return;
}*/
//init the screen texture
size = screen_texture_width * screen_texture_height * 4;
data = malloc( size );
memset( data, 255, size );
r_bloomscreentexture = R_LoadPic ("***r_bloomscreentexture***", (byte *)data, screen_texture_width, screen_texture_height, it_pic, 3);
free ( data );
// validate bloom size and init the bloom effect texture
R_Bloom_InitEffectTexture ();
// if screensize is more than 2x the bloom effect texture, set up for stepped downsampling
r_bloomdownsamplingtexture = NULL;
r_screendownsamplingtexture_size = 0;
if ( vid.width > (BLOOM_SIZE * 2) && !r_bloom_fast_sample->integer )
{
r_screendownsamplingtexture_size = (int)(BLOOM_SIZE * 2);
data = malloc( r_screendownsamplingtexture_size * r_screendownsamplingtexture_size * 4 );
memset( data, 0, r_screendownsamplingtexture_size * r_screendownsamplingtexture_size * 4 );
r_bloomdownsamplingtexture = R_LoadPic ("***r_bloomdownsamplingtexture***", (byte *)data, r_screendownsamplingtexture_size, r_screendownsamplingtexture_size, it_pic, 3);
free ( data );
}
// Init the screen backup texture
if ( r_screendownsamplingtexture_size )
R_Bloom_InitBackUpTexture( r_screendownsamplingtexture_size, r_screendownsamplingtexture_size );
else
R_Bloom_InitBackUpTexture( BLOOM_SIZE, BLOOM_SIZE );
}
/*
=================
R_InitBloomTextures
=================
*/
void R_InitBloomTextures (void)
{
// r_bloom = Cvar_Get( "r_bloom", "0", CVAR_ARCHIVE );
r_bloom_alpha = Cvar_Get( "r_bloom_alpha", "0.25", CVAR_ARCHIVE ); // was 0.33
r_bloom_diamond_size = Cvar_Get( "r_bloom_diamond_size", "8", CVAR_ARCHIVE );
r_bloom_intensity = Cvar_Get( "r_bloom_intensity", "2.5", CVAR_ARCHIVE ); // was 0.6
r_bloom_threshold = Cvar_Get( "r_bloom_threshold", "0.68", CVAR_ARCHIVE ); // was 0.08
r_bloom_darken = Cvar_Get( "r_bloom_darken", "5", CVAR_ARCHIVE ); // was 4
r_bloom_sample_size = Cvar_Get( "r_bloom_sample_size", "256", CVAR_ARCHIVE ); // was 128
r_bloom_fast_sample = Cvar_Get( "r_bloom_fast_sample", "0", CVAR_ARCHIVE );
BLOOM_SIZE = 0;
if (!r_bloom->integer)
return;
R_Bloom_InitTextures ();
}
/*
=================
R_Bloom_DrawEffect
=================
*/
void R_Bloom_DrawEffect (void)
{
GL_Bind(r_bloomeffecttexture->texnum);
GL_Enable(GL_BLEND);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_TexEnv(GL_MODULATE);
rb_vertex = rb_index = 0;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
VA_SetElem2(texCoordArray[0][rb_vertex], 0, sampleText_tch);
VA_SetElem3(vertexArray[rb_vertex], curView_x, curView_y, 0);
VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
rb_vertex++;
VA_SetElem2(texCoordArray[0][rb_vertex], 0, 0);
VA_SetElem3(vertexArray[rb_vertex], curView_x, curView_y + curView_height, 0);
VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
rb_vertex++;
VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, 0);
VA_SetElem3(vertexArray[rb_vertex], curView_x + curView_width, curView_y + curView_height, 0);
VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
rb_vertex++;
VA_SetElem2(texCoordArray[0][rb_vertex], sampleText_tcw, sampleText_tch);
VA_SetElem3(vertexArray[rb_vertex], curView_x + curView_width, curView_y, 0);
VA_SetElem4(colorArray[rb_vertex], r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
rb_vertex++;
RB_DrawArrays ();
rb_vertex = rb_index = 0;
GL_Disable (GL_BLEND);
}
#if 0
/*
=================
R_Bloom_GeneratexCross - alternative bluring method
=================
*/
void R_Bloom_GeneratexCross (void)
{
int i;
static int BLOOM_BLUR_RADIUS = 8;
// static float BLOOM_BLUR_INTENSITY = 2.5f;
float BLOOM_BLUR_INTENSITY;
static float intensity;
static float range;
// 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(0, r_bloomeffecttexture);
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
if ( BLOOM_BLUR_RADIUS )
{
GL_BlendFunc(GL_ONE, GL_ONE);
range = (float)BLOOM_BLUR_RADIUS;
BLOOM_BLUR_INTENSITY = r_bloom_intensity->value;
// diagonal-cross draw 4 passes to add initial smooth
R_Bloom_DrawStart
R_Bloom_SamplePass( 1, 1, 0.5f, 0.5f, 0.5f, 1.0 );
R_Bloom_SamplePass( -1, 1, 0.5f, 0.5f, 0.5f, 1.0 );
R_Bloom_SamplePass( -1, -1, 0.5f, 0.5f, 0.5f, 1.0 );
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);
}