#include "tr_local.h" struct GLSL_Program { GLuint p; // linked program GLuint vs; // vertex shader GLuint fs; // fragment shader }; static GLuint progCurrent; static void GL_Program( const GLSL_Program& prog ) { assert( prog.p ); if ( prog.p != progCurrent ) { qglUseProgram( prog.p ); progCurrent = prog.p; } } void GL_Program() { if ( progCurrent != 0 ) { qglUseProgram(0); progCurrent = 0; } } static GLSL_Program dynLightProg; struct GLSL_DynLightProgramAttribs { // vertex shader: GLint osEyePos; // 4f, object-space GLint osLightPos; // 4f, object-space // pixel shader: GLint texture; // 2D texture GLint lightColorRadius; // 4f, w = 1 / (r^2) }; static GLSL_DynLightProgramAttribs dynLightProgAttribs; /////////////////////////////////////////////////////////////// void GL2_SetupDynLight() { GL_Program( dynLightProg ); const dlight_t* dl = tess.light; vec3_t lightColor; VectorCopy( dl->color, lightColor ); qglUniform4f( dynLightProgAttribs.osLightPos, dl->transformed[0], dl->transformed[1], dl->transformed[2], 0.0f ); qglUniform4f( dynLightProgAttribs.osEyePos, backEnd.orient.viewOrigin[0], backEnd.orient.viewOrigin[1], backEnd.orient.viewOrigin[2], 0.0f ); qglUniform4f( dynLightProgAttribs.lightColorRadius, lightColor[0], lightColor[1], lightColor[2], 1.0f / Square(dl->radius) ); qglUniform1i( dynLightProgAttribs.texture, 0 ); // we use texture unit 0 } /////////////////////////////////////////////////////////////// static void GL2_StageIterator_Lighting() { backEnd.pc[RB_LIT_VERTICES_LATECULLTEST] += tess.numVertexes; int i; byte clipBits[SHADER_MAX_VERTEXES]; const dlight_t* dl = tess.light; for ( i = 0; i < tess.numVertexes; ++i ) { vec3_t dist; VectorSubtract( dl->transformed, tess.xyz[i], dist ); if ( DotProduct( dist, tess.normal[i] ) <= 0.0 ) { clipBits[i] = (byte)-1; continue; } int clip = 0; if ( dist[0] > dl->radius ) { clip |= 1; } else if ( dist[0] < -dl->radius ) { clip |= 2; } if ( dist[1] > dl->radius ) { clip |= 4; } else if ( dist[1] < -dl->radius ) { clip |= 8; } if ( dist[2] > dl->radius ) { clip |= 16; } else if ( dist[2] < -dl->radius ) { clip |= 32; } clipBits[i] = clip; } // build a list of triangles that need light int numIndexes = 0; unsigned hitIndexes[SHADER_MAX_INDEXES]; for ( i = 0; i < tess.numIndexes; i += 3 ) { int a = tess.indexes[i]; int b = tess.indexes[i+1]; int c = tess.indexes[i+2]; if ( !(clipBits[a] & clipBits[b] & clipBits[c]) ) { hitIndexes[numIndexes] = a; hitIndexes[numIndexes+1] = b; hitIndexes[numIndexes+2] = c; numIndexes += 3; } } backEnd.pc[RB_LIT_INDICES_LATECULL_IN] += numIndexes; backEnd.pc[RB_LIT_INDICES_LATECULL_OUT] += tess.numIndexes - numIndexes; if ( !numIndexes ) return; GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); const shaderStage_t* const pStage = tess.xstages[tess.shader->lightingStages[ST_DIFFUSE]]; GL_SelectTexture( 0 ); R_BindAnimatedImage( &pStage->bundle ); qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, hitIndexes ); } static void GL2_StageIterator_LightingPass() { if (tess.shader->lightingStages[ST_DIFFUSE] == -1) return; RB_DeformTessGeometry(); GL_Cull( tess.shader->cullType ); const shaderStage_t* pStage = tess.xstages[ tess.shader->lightingStages[ST_DIFFUSE] ]; R_ComputeTexCoords( pStage, tess.svars ); // since this is guaranteed to be a single pass, fill and lock all the arrays qglDisableClientState( GL_COLOR_ARRAY ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords ); qglEnableClientState( GL_NORMAL_ARRAY ); qglNormalPointer( GL_FLOAT, 16, tess.normal ); qglVertexPointer( 3, GL_FLOAT, 16, tess.xyz ); qglLockArraysEXT( 0, tess.numVertexes ); GL2_StageIterator_Lighting(); qglUnlockArraysEXT(); qglDisableClientState( GL_NORMAL_ARRAY ); } /////////////////////////////////////////////////////////////// // returns qtrue if needs to break early static qbool GL2_StageIterator_MultitextureStage( int stage ) { static stageVars_t svarsMT; // this is a huge struct const shaderStage_t* pPrevStage = tess.xstages[stage++]; const shaderStage_t* pStage = tess.xstages[stage]; const qbool lightmapOnly = r_lightmap->integer && (pStage->type == ST_LIGHTMAP || pPrevStage->type == ST_LIGHTMAP); if ( lightmapOnly ) { if ( pStage->type == ST_LIGHTMAP ) { R_BindAnimatedImage( &pStage->bundle ); R_ComputeTexCoords( pStage, svarsMT ); qglTexCoordPointer( 2, GL_FLOAT, 0, svarsMT.texcoords ); } qglDrawElements( GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, tess.indexes ); return qtrue; } if ( r_fullbright->integer ) { if ( pStage->type == ST_LIGHTMAP ) { Com_Memset( tess.svars.colors, tr.identityLightByte, tess.numVertexes * 4 ); qglDrawElements( GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, tess.indexes ); return qfalse; } else if ( pPrevStage->type == ST_LIGHTMAP ) { Com_Memset( tess.svars.colors, tr.identityLightByte, tess.numVertexes * 4 ); R_BindAnimatedImage( &pStage->bundle ); R_ComputeTexCoords( pStage, svarsMT ); qglTexCoordPointer( 2, GL_FLOAT, 0, svarsMT.texcoords ); qglDrawElements( GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, tess.indexes ); return qfalse; } } GL_SelectTexture( 1 ); qglEnable( GL_TEXTURE_2D ); GL_TexEnv( pStage->mtEnv ); R_BindAnimatedImage( &pStage->bundle ); R_ComputeTexCoords( pStage, svarsMT ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, svarsMT.texcoords ); qglDrawElements( GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, tess.indexes ); qglDisable( GL_TEXTURE_2D ); GL_SelectTexture( 0 ); return qfalse; } void GL2_StageIterator() { if (tess.pass == shaderCommands_t::TP_LIGHT) { GL2_StageIterator_LightingPass(); return; } GL_Program(); RB_DeformTessGeometry(); GL_Cull( tess.shader->cullType ); if ( tess.shader->polygonOffset ) qglEnable( GL_POLYGON_OFFSET_FILL ); // geometry is per-shader and can be compiled // color and tc are per-stage, and can't qglDisableClientState( GL_COLOR_ARRAY ); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); qglVertexPointer( 3, GL_FLOAT, 16, tess.xyz ); // padded for SIMD qglLockArraysEXT( 0, tess.numVertexes ); qglEnableClientState( GL_COLOR_ARRAY ); qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords ); for ( int stage = 0; stage < tess.shader->numStages; ++stage ) { const shaderStage_t* pStage = tess.xstages[stage]; R_ComputeColors( pStage, tess.svars ); R_ComputeTexCoords( pStage, tess.svars ); R_BindAnimatedImage( &pStage->bundle ); GL_State( pStage->stateBits ); // !!! FUCKING ati drivers incorrectly need this // they're locking+pulling the color array even tho it was explicitly NOT locked // so color changes are ignored unless we "update" the color pointer again qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors ); qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords ); if ( pStage->mtStages ) { // we can't really cope with massive collapses, so assert( pStage->mtStages == 1 ); if ( GL2_StageIterator_MultitextureStage( stage ) ) break; stage += pStage->mtStages; continue; } qglDrawElements( GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, tess.indexes ); } if ( tess.fogNum && tess.shader->fogPass ) RB_FogPass(); qglUnlockArraysEXT(); if ( tess.shader->polygonOffset ) qglDisable( GL_POLYGON_OFFSET_FILL ); } /////////////////////////////////////////////////////////////// static qbool GL2_CreateShader( GLuint* shaderPtr, GLenum shaderType, const char* shaderSource ) { GLuint shader = qglCreateShader( shaderType ); qglShaderSource( shader, 1, &shaderSource, NULL ); qglCompileShader( shader ); GLint result = GL_FALSE; qglGetShaderiv( shader, GL_COMPILE_STATUS, &result ); if ( result == GL_TRUE ) { *shaderPtr = shader; return qtrue; } GLint logLength = 0; qglGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logLength ); static char log[4096]; // I've seen logs over 3 KB in size. qglGetShaderInfoLog( shader, sizeof(log), NULL, log ); ri.Printf( PRINT_ERROR, "%s shader: %s\n", shaderType == GL_VERTEX_SHADER ? "Vertex" : "Fragment", log ); return qfalse; } static qbool GL2_CreateProgram( GLSL_Program& prog, const char* vs, const char* fs ) { if ( !GL2_CreateShader( &prog.vs, GL_VERTEX_SHADER, vs ) ) return qfalse; if ( !GL2_CreateShader( &prog.fs, GL_FRAGMENT_SHADER, fs ) ) return qfalse; prog.p = qglCreateProgram(); qglAttachShader( prog.p, prog.vs ); qglAttachShader( prog.p, prog.fs ); qglLinkProgram( prog.p ); return qtrue; } // We don't use "gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;" // because most everything is rendered using the fixed function pipeline and // ftransform makes sure we get matching results (and thus avoid Z-fighting). static const char* dynLightVS = "uniform vec4 osLightPos;\n" "uniform vec4 osEyePos;\n" "varying vec4 L;\n" // object-space light vector "varying vec4 V;\n" // object-space view vector "varying vec3 nN;\n" // normalized object-space normal vector "\n" "void main()\n" "{\n" " gl_Position = ftransform();\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" " L = osLightPos - gl_Vertex;\n" " V = osEyePos - gl_Vertex;\n" " nN = gl_Normal;\n" "}\n" ""; static const char* dynLightFS = "uniform sampler2D texture;\n" "uniform vec4 lightColorRadius;" // w = 1 / (r^2) "varying vec4 L;\n" // object-space light vector "varying vec4 V;\n" // object-space view vector "varying vec3 nN;\n" // normalized object-space normal vector "\n" "void main()\n" "{\n" " vec4 base = texture2D(texture, gl_TexCoord[0].xy);\n" " vec3 nL = normalize(L.xyz);\n" // normalized light vector " vec3 nV = normalize(V.xyz);\n" // normalized view vector // light intensity " float intensFactor = dot(L.xyz, L.xyz) * lightColorRadius.w;" " vec3 intens = lightColorRadius.rgb * (1.0 - intensFactor);\n" // specular reflection term (N.H) " float specFactor = clamp(dot(nN, normalize(nL + nV)), 0.0, 1.0);\n" " float spec = pow(specFactor, 16.0) * 0.25;\n" // Lambertian diffuse reflection term (N.L) " float diffuse = clamp(dot(nN, nL), 0.0, 1.0);\n" " gl_FragColor = (base * vec4(diffuse) + vec4(spec)) * vec4(intens, 1.0);\n" "}\n" ""; struct FrameBuffer { GLuint fbo; GLuint color; // texture if MS, buffer if SS GLuint depthStencil; // texture if MS, buffer if SS qbool multiSampled; qbool hasDepthStencil; }; static FrameBuffer frameBufferMain; static FrameBuffer frameBuffersPostProcess[2]; static unsigned int frameBufferReadIndex = 0; // read this for the latest color/depth data static qbool frameBufferMultiSampling = qfalse; #define CASE( x ) case x: return #x #define GL( call ) call; GL2_CheckError( #call, __FUNCTION__, __FILE__, __LINE__ ) static const char* GL2_GetErrorString( GLenum ec ) { switch ( ec ) { CASE( GL_NO_ERROR ); CASE( GL_INVALID_ENUM ); CASE( GL_INVALID_VALUE ); CASE( GL_INVALID_OPERATION ); CASE( GL_INVALID_FRAMEBUFFER_OPERATION ); CASE( GL_OUT_OF_MEMORY ); CASE( GL_STACK_UNDERFLOW ); CASE( GL_STACK_OVERFLOW ); default: return "?"; } } static void GL2_CheckError( const char* call, const char* function, const char* file, int line ) { const GLenum ec = qglGetError(); if ( ec == GL_NO_ERROR ) return; const char* fileName = file; while ( *file ) { if ( *file == '/' || *file == '\\' ) fileName = file + 1; ++file; } ri.Printf( PRINT_ERROR, "%s failed\n", call ); ri.Printf( PRINT_ERROR, "%s:%d in %s\n", fileName, line, function ); ri.Printf( PRINT_ERROR, "GL error code: 0x%X (%d)\n", (unsigned int)ec, (int)ec ); ri.Printf( PRINT_ERROR, "GL error message: %s\n", GL2_GetErrorString(ec) ); } static const char* GL2_GetFBOStatusString( GLenum status ) { switch ( status ) { CASE( GL_FRAMEBUFFER_COMPLETE ); CASE( GL_FRAMEBUFFER_UNDEFINED ); CASE( GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ); CASE( GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT ); CASE( GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER ); CASE( GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER ); CASE( GL_FRAMEBUFFER_UNSUPPORTED ); CASE( GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE ); CASE( GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS ); default: return "?"; } } #undef CASE static qbool GL2_FBO_CreateSS( FrameBuffer& fb, qbool depthStencil ) { while ( qglGetError() != GL_NO_ERROR ) {} // clear the error queue if ( depthStencil ) { GL(qglGenTextures( 1, &fb.depthStencil )); GL(qglBindTexture( GL_TEXTURE_2D, fb.depthStencil )); GL(qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )); GL(qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )); GL(qglTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, glConfig.vidWidth, glConfig.vidHeight, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL )); } GL(qglGenTextures( 1, &fb.color )); GL(qglBindTexture( GL_TEXTURE_2D, fb.color )); GL(qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR )); GL(qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR )); GL(qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, glConfig.vidWidth, glConfig.vidHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL )); GL(qglGenFramebuffers( 1, &fb.fbo )); GL(qglBindFramebuffer( GL_FRAMEBUFFER, fb.fbo )); GL(qglFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb.color, 0 )); if ( depthStencil ) GL(qglFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb.depthStencil, 0 )); const GLenum fboStatus = qglCheckFramebufferStatus( GL_FRAMEBUFFER ); if ( fboStatus != GL_FRAMEBUFFER_COMPLETE ) { ri.Printf( PRINT_ERROR, "Failed to create FBO (status 0x%X, error 0x%X)\n", (unsigned int)fboStatus, (unsigned int)qglGetError() ); ri.Printf( PRINT_ERROR, "FBO status string: %s\n", GL2_GetFBOStatusString(fboStatus) ); return qfalse; } qglBindFramebuffer( GL_FRAMEBUFFER, 0 ); fb.multiSampled = qfalse; fb.hasDepthStencil = depthStencil; return qtrue; } static qbool GL2_FBO_CreateMS( FrameBuffer& fb ) { while ( qglGetError() != GL_NO_ERROR ) {} // clear the error queue GL(qglGenFramebuffers( 1, &fb.fbo )); GL(qglBindFramebuffer( GL_FRAMEBUFFER, fb.fbo )); GL(qglGenRenderbuffers( 1, &fb.color )); GL(qglBindRenderbuffer( GL_RENDERBUFFER, fb.color )); GL(qglRenderbufferStorageMultisample( GL_RENDERBUFFER, 4, GL_RGBA8, glConfig.vidWidth, glConfig.vidHeight )); GL(qglFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, fb.color )); GL(qglGenRenderbuffers( 1, &fb.depthStencil )); GL(qglBindRenderbuffer( GL_RENDERBUFFER, fb.depthStencil )); GL(qglRenderbufferStorageMultisample( GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, glConfig.vidWidth, glConfig.vidHeight )); GL(qglFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb.color )); GL(qglFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb.depthStencil )); const GLenum fboStatus = qglCheckFramebufferStatus( GL_FRAMEBUFFER ); if ( fboStatus != GL_FRAMEBUFFER_COMPLETE ) { ri.Printf( PRINT_ERROR, "Failed to create FBO (status 0x%X, error 0x%X)\n", (unsigned int)fboStatus, (unsigned int)qglGetError() ); ri.Printf( PRINT_ERROR, "FBO status string: %s\n", GL2_GetFBOStatusString(fboStatus) ); return qfalse; } qglBindFramebuffer( GL_FRAMEBUFFER, 0 ); fb.multiSampled = qtrue; fb.hasDepthStencil = qtrue; return qtrue; } static qbool GL2_FBO_Init() { const int msaa = r_msaa->integer; const qbool validOption = msaa >= 2 && msaa <= 16; const qbool enable = validOption && qglRenderbufferStorageMultisample != NULL; frameBufferMultiSampling = enable; if ( validOption && !enable ) ri.Printf( PRINT_WARNING, "MSAA requested but disabled because glRenderbufferStorageMultisample wasn't found\n" ); if ( !enable ) return GL2_FBO_CreateSS( frameBuffersPostProcess[0], qtrue ) && GL2_FBO_CreateSS( frameBuffersPostProcess[1], qtrue ); return GL2_FBO_CreateMS( frameBufferMain ) && GL2_FBO_CreateSS( frameBuffersPostProcess[0], qfalse ) && GL2_FBO_CreateSS( frameBuffersPostProcess[1], qfalse ); } static void GL2_FBO_Bind( const FrameBuffer& fb ) { qglBindFramebuffer( GL_FRAMEBUFFER, fb.fbo ); qglReadBuffer( GL_COLOR_ATTACHMENT0 ); qglDrawBuffer( GL_COLOR_ATTACHMENT0 ); } static void GL2_FBO_Bind() { GL2_FBO_Bind( frameBuffersPostProcess[frameBufferReadIndex] ); } static void GL2_FBO_Swap() { frameBufferReadIndex ^= 1; } static void GL2_FBO_BlitSSToBackBuffer() { // fixing up the blit mode here to avoid unnecessary qglClear calls int blitMode = r_blitMode->integer; if ( r_mode->integer != VIDEOMODE_UPSCALE ) blitMode = BLITMODE_STRETCHED; if ( blitMode != BLITMODE_STRETCHED ) { qglBindFramebuffer( GL_FRAMEBUFFER, 0 ); qglClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); qglClear( GL_COLOR_BUFFER_BIT ); } const FrameBuffer& fbo = frameBuffersPostProcess[frameBufferReadIndex]; qglBindFramebuffer( GL_READ_FRAMEBUFFER, fbo.fbo ); qglBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 ); qglReadBuffer( GL_COLOR_ATTACHMENT0 ); qglDrawBuffer( GL_BACK ); const int sw = glConfig.vidWidth; const int sh = glConfig.vidHeight; const int dw = glInfo.winWidth; const int dh = glInfo.winHeight; if ( blitMode == BLITMODE_STRETCHED ) { qglBlitFramebuffer( 0, 0, sw, sh, 0, 0, dw, dh, GL_COLOR_BUFFER_BIT, GL_LINEAR ); } else if ( blitMode == BLITMODE_CENTERED ) { const int dx = ( dw - sw ) / 2; const int dy = ( dh - sh ) / 2; qglBlitFramebuffer( 0, 0, sw, sh, dx, dy, dx + sw, dy + sh, GL_COLOR_BUFFER_BIT, GL_LINEAR ); } else { // blitMode == BLITMODE_ASPECT const float rx = (float)dw / (float)sw; const float ry = (float)dh / (float)sh; const float ar = min( rx, ry ); const int w = (int)( sw * ar ); const int h = (int)( sh * ar ); const int x = ( dw - w ) / 2; const int y = ( dh - h ) / 2; qglBlitFramebuffer( 0, 0, sw, sh, x, y, x + w, y + h, GL_COLOR_BUFFER_BIT, GL_LINEAR ); } } static void GL2_FBO_BlitMSToSS() { const FrameBuffer& r = frameBufferMain; const FrameBuffer& d = frameBuffersPostProcess[frameBufferReadIndex]; qglBindFramebuffer( GL_READ_FRAMEBUFFER, r.fbo ); qglBindFramebuffer( GL_DRAW_FRAMEBUFFER, d.fbo ); qglReadBuffer( GL_COLOR_ATTACHMENT0 ); qglDrawBuffer( GL_COLOR_ATTACHMENT0 ); const int w = glConfig.vidWidth; const int h = glConfig.vidHeight; qglBlitFramebuffer( 0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_LINEAR ); } static void GL2_FullScreenQuad() { const float w = glConfig.vidWidth; const float h = glConfig.vidHeight; qglBegin( GL_QUADS ); qglTexCoord2f( 0.0f, 0.0f ); qglVertex2f( 0.0f, h ); qglTexCoord2f( 0.0f, 1.0f ); qglVertex2f( 0.0f, 0.0f ); qglTexCoord2f( 1.0f, 1.0f ); qglVertex2f( w, 0.0f ); qglTexCoord2f( 1.0f, 0.0f ); qglVertex2f( w, h ); qglEnd(); } static GLSL_Program gammaProg; struct GLSL_GammaProgramAttribs { int texture; int gammaOverbright; }; static GLSL_GammaProgramAttribs gammaProgAttribs; static void GL2_PostProcessGamma() { const float brightness = r_brightness->value; const float gamma = 1.0f / r_gamma->value; if ( gamma == 1.0f && brightness == 1.0f ) return; GL2_FBO_Swap(); GL2_FBO_Bind(); GL_Program( gammaProg ); qglUniform1i( gammaProgAttribs.texture, 0 ); // we use texture unit 0 qglUniform4f( gammaProgAttribs.gammaOverbright, gamma, gamma, gamma, brightness ); GL_SelectTexture( 0 ); qglBindTexture( GL_TEXTURE_2D, frameBuffersPostProcess[frameBufferReadIndex ^ 1].color ); GL2_FullScreenQuad(); } static const char* gammaVS = "void main()\n" "{\n" " gl_Position = ftransform();\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" "}\n" ""; static const char* gammaFS = "uniform sampler2D texture;\n" "uniform vec4 gammaOverbright;\n" "\n" "void main()\n" "{\n" " vec3 base = texture2D(texture, gl_TexCoord[0].xy).rgb;\n" " gl_FragColor = vec4(pow(base, gammaOverbright.xyz) * gammaOverbright.w, 1.0);\n" "}\n" ""; static GLSL_Program greyscaleProg; struct GLSL_GreyscaleProgramAttribs { int texture; int greyscale; }; static GLSL_GreyscaleProgramAttribs greyscaleProgAttribs; static qbool greyscaleProgramValid = qfalse; static void GL2_PostProcessGreyscale() { if ( !greyscaleProgramValid ) return; const float greyscale = Com_Clamp( 0.0f, 1.0f, r_greyscale->value ); if ( greyscale == 0.0f ) return; GL2_FBO_Swap(); GL2_FBO_Bind(); GL_Program( greyscaleProg ); qglUniform1i( greyscaleProgAttribs.texture, 0 ); // we use texture unit 0 qglUniform1f( greyscaleProgAttribs.greyscale, greyscale ); GL_SelectTexture( 0 ); qglBindTexture( GL_TEXTURE_2D, frameBuffersPostProcess[frameBufferReadIndex ^ 1].color ); GL2_FullScreenQuad(); } static const char* greyscaleVS = "void main()\n" "{\n" " gl_Position = ftransform();\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" "}\n" ""; static const char* greyscaleFS = "uniform sampler2D texture;\n" "uniform float greyscale;\n" "\n" "void main()\n" "{\n" " vec3 base = texture2D(texture, gl_TexCoord[0].xy).rgb;\n" " vec3 grey = vec3(0.299 * base.r + 0.587 * base.g + 0.114 * base.b);\n" " gl_FragColor = vec4(mix(base, grey, greyscale), 1.0);\n" "}\n" ""; qbool GL2_Init() { if ( !GL2_FBO_Init() ) { ri.Printf( PRINT_ERROR, "Failed to create FBOs\n" ); return qfalse; } if ( !GL2_CreateProgram( dynLightProg, dynLightVS, dynLightFS ) ) { ri.Printf( PRINT_ERROR, "Failed to compile dynamic light shaders\n" ); return qfalse; } dynLightProgAttribs.osEyePos = qglGetUniformLocation( dynLightProg.p, "osEyePos" ); dynLightProgAttribs.osLightPos = qglGetUniformLocation( dynLightProg.p, "osLightPos" ); dynLightProgAttribs.texture = qglGetUniformLocation( dynLightProg.p, "texture" ); dynLightProgAttribs.lightColorRadius = qglGetUniformLocation( dynLightProg.p, "lightColorRadius" ); if ( !GL2_CreateProgram( gammaProg, gammaVS, gammaFS ) ) { ri.Printf( PRINT_ERROR, "Failed to compile gamma correction shaders\n" ); return qfalse; } gammaProgAttribs.texture = qglGetUniformLocation( gammaProg.p, "texture" ); gammaProgAttribs.gammaOverbright = qglGetUniformLocation( gammaProg.p, "gammaOverbright" ); greyscaleProgramValid = GL2_CreateProgram( greyscaleProg, greyscaleVS, greyscaleFS ); if ( greyscaleProgramValid ) { greyscaleProgAttribs.texture = qglGetUniformLocation( greyscaleProg.p, "texture" ); greyscaleProgAttribs.greyscale = qglGetUniformLocation( greyscaleProg.p, "greyscale" ); } else { ri.Printf( PRINT_ERROR, "Failed to compile greyscale shaders\n" ); } return qtrue; } void GL2_BeginFrame() { if ( frameBufferMultiSampling ) GL2_FBO_Bind( frameBufferMain ); else GL2_FBO_Bind(); GL_Program(); } void GL2_EndFrame() { if ( frameBufferMultiSampling ) GL2_FBO_BlitMSToSS(); // this call is needed because there is no insurance for // what the state might be right now // we disable depth test, depth write and blending GL_State( GLS_DEPTHTEST_DISABLE ); qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight ); GL2_PostProcessGamma(); GL2_PostProcessGreyscale(); // needed for later calls to GL_Bind because // the above functions use qglBindTexture directly glState.texID[glState.currenttmu] = 0; qglViewport (0, 0, glInfo.winWidth, glInfo.winHeight ); qglScissor( 0, 0, glInfo.winWidth, glInfo.winHeight ); GL2_FBO_BlitSSToBackBuffer(); }