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fteqw/engine/gl/gl_bloom.c
Spoike 946b5d6f52 lots of useless stuff.
will attempt to load doom3 maps.
_gl_fog 1 and friends can be used to activate fog, still needs tweeks for use, not a final feature at all.
added gl_screenangle which rotates the screen, including hud.
seems to be some nvidia driver issue. may need end-tasking after video shuts down (including from-fullscreen vid_restarts).
double-frees on glsl shaders is now supposedly fixed.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3735 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-02-25 04:22:14 +00:00

584 lines
16 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.
*/
// gl_bloom.c: 2D lighting post process effect
//http://www.quakesrc.org/forums/viewtopic.php?t=4340&start=0
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
/*
==============================================================================
LIGHT BLOOMS
==============================================================================
*/
cvar_t r_bloom = CVARAFD("r_bloom", "0", "gl_bloom", CVAR_ARCHIVE, "Enables bloom (light bleeding from bright objects)");
cvar_t r_bloom_alpha = CVAR("r_bloom_alpha", "0.5");
cvar_t r_bloom_diamond_size = CVAR("r_bloom_diamond_size", "8");
cvar_t r_bloom_intensity = CVAR("r_bloom_intensity", "1");
cvar_t r_bloom_darken = CVAR("r_bloom_darken", "3");
cvar_t r_bloom_sample_size = CVARF("r_bloom_sample_size", "256", CVAR_RENDERERLATCH);
cvar_t r_bloom_fast_sample = CVARF("r_bloom_fast_sample", "0", CVAR_RENDERERLATCH);
typedef struct {
//texture numbers
texid_t tx_screen; /*a copy of the screen*/
texid_t tx_effect; /*blured copy of bright pixels*/
texid_t tx_backup; /*a copy of the screen to replace the pixels that we'll clobber. FIXME: use a FBO instead*/
texid_t tx_downsample;
//the viewport dimensions
int vp_x;
int vp_y;
int vp_w;
int vp_h;
//texture coordinates of screen data inside screentexture
float scr_s;
float scr_t;
//dimensions of the screen texture (power of two)
int scr_w;
int scr_h;
//downsampled dimensions (will always be smaller than viewport)
int smp_w;
int smp_h;
//tex coords to be used for the sample
float smp_s;
float smp_t;
int size_downsample;
int size_backup;
int size_sample;
} bloomstate_t;
static bloomstate_t bs;
//this macro is in sample size workspace coordinates
#define R_Bloom_SamplePass( xpos, ypos ) \
qglBegin(GL_QUADS); \
qglTexCoord2f( 0, bs.smp_t); \
qglVertex2f( xpos, ypos); \
qglTexCoord2f( 0, 0); \
qglVertex2f( xpos, ypos+bs.smp_h); \
qglTexCoord2f( bs.smp_s, 0); \
qglVertex2f( xpos+bs.smp_w, ypos+bs.smp_h); \
qglTexCoord2f( bs.smp_s, bs.smp_t); \
qglVertex2f( xpos+bs.smp_w, ypos); \
qglEnd();
#define R_Bloom_Quad( x, y, width, height, textwidth, textheight ) \
qglBegin(GL_QUADS); \
qglTexCoord2f( 0, textheight); \
qglVertex2f( x, y); \
qglTexCoord2f( 0, 0); \
qglVertex2f( x, y+height); \
qglTexCoord2f( textwidth, 0); \
qglVertex2f( x+width, y+height); \
qglTexCoord2f( textwidth, textheight); \
qglVertex2f( x+width, y); \
qglEnd();
/*
=================
R_Bloom_InitBackUpTexture
=================
*/
void R_Bloom_InitBackUpTexture(int widthheight)
{
qbyte *data;
data = Z_Malloc(widthheight * widthheight * 4);
bs.size_backup = widthheight;
bs.tx_backup = GL_LoadTexture32("***bs.tx_backup***", bs.size_backup, bs.size_backup, (unsigned int*)data, IF_NOMIPMAP|IF_NOALPHA|IF_NOGAMMA);
Z_Free (data);
}
/*
=================
R_Bloom_InitEffectTexture
=================
*/
void R_Bloom_InitEffectTexture(void)
{
qbyte *data;
float bloomsizecheck;
if (r_bloom_sample_size.value < 32)
Cvar_SetValue (&r_bloom_sample_size, 32);
//make sure bloom size is a power of 2
bs.size_sample = min(r_bloom_sample_size.value, gl_max_size.value);
bloomsizecheck = (float)bs.size_sample;
while (bloomsizecheck > 1.0f) bloomsizecheck /= 2.0f;
if (bloomsizecheck != 1.0f)
{
bs.size_sample = 32;
while (bs.size_sample < r_bloom_sample_size.value)
bs.size_sample *= 2;
}
//make sure bloom size doesn't have stupid values
if (bs.size_sample > bs.scr_w ||
bs.size_sample > bs.scr_h)
bs.size_sample = min(bs.scr_w, bs.scr_h);
if (bs.size_sample != r_bloom_sample_size.value)
Cvar_SetValue (&r_bloom_sample_size, bs.size_sample);
data = Z_Malloc(bs.size_sample * bs.size_sample * 4);
bs.tx_effect = GL_LoadTexture32("***bs.tx_effect***", bs.size_sample, bs.size_sample, (unsigned int*)data, IF_NOMIPMAP|IF_NOALPHA|IF_NOGAMMA);
Z_Free (data);
}
/*
=================
R_Bloom_InitTextures
=================
*/
void R_Bloom_InitTextures(void)
{
qbyte *data;
int size;
int maxtexsize;
//find closer power of 2 to screen size
for (bs.scr_w = 1;bs.scr_w < vid.pixelwidth;bs.scr_w *= 2);
for (bs.scr_h = 1;bs.scr_h < vid.pixelheight;bs.scr_h *= 2);
//disable blooms if we can't handle a texture of that size
qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
if (bs.scr_w > maxtexsize ||
bs.scr_h > maxtexsize)
{
bs.scr_w = bs.scr_h = 0;
Cvar_SetValue (&r_bloom, 0);
Con_Printf("WARNING: 'R_InitBloomScreenTexture' too high resolution for Light Bloom. Effect disabled\n");
return;
}
//init the screen texture
size = bs.scr_w * bs.scr_h * 4;
data = Z_Malloc(size);
memset(data, 255, size);
if (!TEXVALID(bs.tx_screen))
bs.tx_screen = GL_AllocNewTexture(bs.scr_w, bs.scr_h);
GL_MTBind(0, GL_TEXTURE_2D, bs.tx_screen);
qglTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, bs.scr_w, bs.scr_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
Z_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
bs.tx_downsample = r_nulltex;
bs.size_downsample = 0;
if (vid.pixelwidth > (bs.size_sample * 2) && !r_bloom_fast_sample.value)
{
bs.size_downsample = (int)(bs.size_sample * 2);
data = Z_Malloc(bs.size_downsample * bs.size_downsample * 4);
bs.tx_downsample = GL_LoadTexture32("***bs.tx_downsample***", bs.size_downsample, bs.size_downsample, (unsigned int*)data, IF_NOMIPMAP|IF_NOALPHA|IF_NOGAMMA);
Z_Free (data);
}
//Init the screen backup texture
if (bs.size_downsample)
R_Bloom_InitBackUpTexture(bs.size_downsample);
else
R_Bloom_InitBackUpTexture(bs.size_sample);
}
void R_BloomRegister(void)
{
Cvar_Register (&r_bloom, "bloom");
Cvar_Register (&r_bloom_alpha, "bloom");
Cvar_Register (&r_bloom_diamond_size, "bloom");
Cvar_Register (&r_bloom_intensity, "bloom");
Cvar_Register (&r_bloom_darken, "bloom");
Cvar_Register (&r_bloom_sample_size, "bloom");
Cvar_Register (&r_bloom_fast_sample, "bloom");
}
/*
=================
R_InitBloomTextures
=================
*/
void R_InitBloomTextures(void)
{
bs.size_sample = 0;
if (!r_bloom.ival)
return;
bs.tx_screen = r_nulltex; //this came from a vid_restart, where none of the textures are valid any more.
R_Bloom_InitTextures ();
}
/*
=================
R_Bloom_DrawEffect
=================
*/
void R_Bloom_DrawEffect(void)
{
GL_MTBind(0, GL_TEXTURE_2D, bs.tx_effect);
qglEnable(GL_BLEND);
qglBlendFunc(GL_ONE, GL_ONE);
qglColor4f(r_bloom_alpha.value, r_bloom_alpha.value, r_bloom_alpha.value, 1.0f);
GL_TexEnv(GL_MODULATE);
qglBegin(GL_QUADS);
qglTexCoord2f (0, bs.smp_t);
qglVertex2f (bs.vp_x, bs.vp_y);
qglTexCoord2f (0, 0);
qglVertex2f (bs.vp_x, bs.vp_y + bs.vp_h);
qglTexCoord2f (bs.smp_s, 0);
qglVertex2f (bs.vp_x + bs.vp_w, bs.vp_y + bs.vp_h);
qglTexCoord2f (bs.smp_s, bs.smp_t);
qglVertex2f (bs.vp_x + bs.vp_w, bs.vp_y);
qglEnd();
qglDisable(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, bs.smp_w, bs.smp_h );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, bs.smp_w, bs.smp_h, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
//copy small scene into bs.tx_effect
GL_Bind(0, bs.tx_effect);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
//start modifying the small scene corner
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglEnable(GL_BLEND);
//darkening passes
if( r_bloom_darken.value )
{
qglBlendFunc(GL_DST_COLOR, GL_ZERO);
GL_TexEnv(GL_MODULATE);
for(i=0; i<r_bloom_darken->integer ;i++) {
R_Bloom_SamplePass( 0, 0 );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
}
//bluring passes
if( BLOOM_BLUR_RADIUS ) {
qglBlendFunc(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
qglColor4f( 0.5f, 0.5f, 0.5f, 1.0);
R_Bloom_SamplePass( 1, 1 );
R_Bloom_SamplePass( -1, 1 );
R_Bloom_SamplePass( -1, -1 );
R_Bloom_SamplePass( 1, -1 );
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
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;
qglColor4f( intensity, intensity, intensity, 1.0f);
R_Bloom_SamplePass( i, 0 );
//R_Bloom_SamplePass( -i, 0 );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
//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;
qglColor4f( intensity, intensity, intensity, 1.0f);
R_Bloom_SamplePass( 0, i );
//R_Bloom_SamplePass( 0, -i );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
}
//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;
float intensity;
//set up sample size workspace
qglViewport(0, 0, bs.smp_w, bs.smp_h);
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity();
qglOrtho(0, bs.smp_w, bs.smp_h, 0, -10, 100);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity();
//copy small scene into bs.tx_effect
GL_MTBind(0, GL_TEXTURE_2D, bs.tx_effect);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
//start modifying the small scene corner
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglEnable(GL_BLEND);
//darkening passes
if (r_bloom_darken.value)
{
qglBlendFunc(GL_DST_COLOR, GL_ZERO);
GL_TexEnv(GL_MODULATE);
for (i=0; i<r_bloom_darken.value ;i++)
{
R_Bloom_SamplePass(0, 0);
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
}
//bluring passes
//qglBlendFunc(GL_ONE, GL_ONE);
qglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
{
int size = r_bloom_diamond_size.value;
float rad = r_bloom_diamond_size.value / 2.0f;
float point = (r_bloom_diamond_size.value - 1) / 2.0f;
float mult = min(1.0f, r_bloom_intensity.value * 2.0f / rad);
for (i=0; i<size; i++)
{
for (j=0; j<size; j++)
{
float f = ((point + 1.0f) - (fabs(point - i) + fabs(point - j))) / (point + 1.0f);
//float f = 1.0f - (fabs(point - i) * fabs(point - j) / (point * point)); // circle/cross?
intensity = mult * f;
if (intensity < 0.005f)
continue;
qglColor4f(intensity, intensity, intensity, 1.0);
R_Bloom_SamplePass( i-rad, j-rad );
}
}
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
//restore full screen workspace
qglViewport(0, 0, vid.pixelwidth, vid.pixelheight);
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity ();
qglOrtho(0, vid.pixelwidth, vid.pixelheight, 0, -10, 100);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity ();
}
/*
=================
R_Bloom_DownsampleView
=================
*/
void R_Bloom_DownsampleView( void )
{
qglDisable(GL_BLEND);
qglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
//stepped downsample
if (bs.size_downsample)
{
int midsample_width = bs.size_downsample * bs.smp_s;
int midsample_height = bs.size_downsample * bs.smp_t;
//copy the screen and draw resized
GL_MTBind(0, GL_TEXTURE_2D, bs.tx_screen);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bs.vp_x, vid.pixelheight - (bs.vp_y + bs.vp_h), bs.vp_w, bs.vp_h);
R_Bloom_Quad(0, vid.pixelheight-midsample_height, midsample_width, midsample_height, bs.scr_s, bs.scr_t);
//now copy into Downsampling (mid-sized) texture
GL_MTBind(0, GL_TEXTURE_2D, bs.tx_downsample);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, midsample_width, midsample_height);
//now draw again in bloom size
qglColor4f(0.5f, 0.5f, 0.5f, 1.0f);
R_Bloom_Quad(0, vid.pixelheight-bs.smp_h, bs.smp_w, bs.smp_h, bs.smp_s, bs.smp_t);
//now blend the big screen texture into the bloom generation space (hoping it adds some blur)
qglEnable(GL_BLEND);
qglBlendFunc(GL_ONE, GL_ONE);
qglColor4f(0.5f, 0.5f, 0.5f, 1.0f);
GL_MTBind(0, GL_TEXTURE_2D, bs.tx_screen);
R_Bloom_Quad(0, vid.pixelheight-bs.smp_h, bs.smp_w, bs.smp_h, bs.scr_s, bs.scr_t);
qglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
qglDisable(GL_BLEND);
}
else
{ //downsample simple
GL_MTBind(0, GL_TEXTURE_2D, bs.tx_screen);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bs.vp_x, vid.pixelheight - (bs.vp_y + bs.vp_h), bs.vp_w, bs.vp_h);
R_Bloom_Quad(0, vid.pixelheight-bs.smp_h, bs.smp_w, bs.smp_h, bs.scr_s, bs.scr_t);
}
}
/*
=================
R_BloomBlend
=================
*/
void R_BloomBlend (void)
{
int buw, buh;
if (!bs.size_sample || bs.scr_w < vid.pixelwidth || bs.scr_h < vid.pixelheight)
R_Bloom_InitTextures();
if (bs.scr_w < bs.size_sample ||
bs.scr_h < bs.size_sample)
return;
PPL_RevertToKnownState();
#pragma message("Note: Bloom doesn't use the backend.")
//set up full screen workspace
qglViewport(0, 0, vid.pixelwidth, vid.pixelheight);
qglDisable(GL_DEPTH_TEST);
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity();
qglOrtho(0, vid.pixelwidth, vid.pixelheight, 0, -10, 100);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity();
GL_CullFace(0);
qglDisable(GL_BLEND);
qglEnable(GL_TEXTURE_2D);
qglColor4f(1, 1, 1, 1);
//set up current sizes
bs.vp_x = r_refdef.pxrect.x;
bs.vp_y = vid.pixelheight - r_refdef.pxrect.y;
bs.vp_w = r_refdef.pxrect.width;
bs.vp_h = r_refdef.pxrect.height;
bs.scr_s = (float)bs.vp_w / (float)bs.scr_w;
bs.scr_t = (float)bs.vp_h / (float)bs.scr_h;
if (bs.vp_h > bs.vp_w)
{
bs.smp_s = (float)bs.vp_w / (float)bs.vp_h;
bs.smp_t = 1.0f;
}
else
{
bs.smp_s = 1.0f;
bs.smp_t = (float)bs.vp_h / (float)bs.vp_w;
}
bs.smp_w = bs.size_sample * bs.smp_s;
bs.smp_h = bs.size_sample * bs.smp_t;
bs.smp_s = (float)bs.smp_w/bs.size_sample;
bs.smp_t = (float)bs.smp_h/bs.size_sample;
buw = bs.size_backup * bs.smp_s;
buh = bs.size_backup * bs.smp_t;
//copy the screen space we'll use to work into the backup texture
GL_MTBind(0, GL_TEXTURE_2D, bs.tx_backup);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, buw, buh);
//create the bloom image
R_Bloom_DownsampleView();
R_Bloom_GeneratexDiamonds();
//R_Bloom_GeneratexCross();
//restore the screen-backup to the screen
qglDisable(GL_BLEND);
GL_MTBind(0, GL_TEXTURE_2D, bs.tx_backup);
qglColor4f(1, 1, 1, 1);
R_Bloom_Quad(0,
vid.pixelheight - (buh),
buw,
buh,
bs.smp_s,
bs.smp_t);
R_Bloom_DrawEffect();
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (qglGetError())
Con_Printf("GL Error whilst rendering bloom\n");
PPL_RevertToKnownState();
}
#endif