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fteqw/engine/gl/gl_bloom.c
Spoike 131a6be4bc Fix ignore command.
Add cl_lerp_driftbias and cl_lerp_driftfrac cvars, to tweak drifting. changed defaults to try to reduce clamping.
Implement ladders with nq player physics.
Fix submodel contents with nq player physics.
Implemented drawrotpic_dp for compat (incompatible with fte's earlier implementation)
Added con_textfont cvar to set fonts without uglifying menuqc/csqc drawstrings that don't specify explicit fonts.
Enemycolor and teamcolor are now true cvars, which means they now work with seta.
Move the homedir from CSIDL_PERSONAL to CSIDL_LOCAL_APPDATA, because microsoft apparently scrape all CSIDL_PERSONAL data for upload to their servers, because they don't understand 'personal'. Will still use the old homedir if it exists.
Pack signon data without wasting so much, primarily to allow abusive mods to spew larger individual signon messages (hurrah for packet fragmentation).


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5546 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-09-17 19:49:39 +00:00

415 lines
12 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
/*
info about bloom algo:
bloom is basically smudging.
screen is nearest-downsampled to some usable scale and filtered to remove low-value light (this is what stops non-bright stuff from blooming)
this filtered image is then downsized multiple times
the downsized image is then blured
the downsized images are then blured horizontally, and then vertically.
final pass simply adds each blured level to the original image.
all samples are then added together for final rendering (with some kind of tone mapping if you want proper hdr).
note: the horizontal/vertical bluring is a guassian filter
note: bloom comes from the fact that the most downsampled image doesn't have too many pixels. the pixels that it does have are spread over a large area.
http://prideout.net/archive/bloom/ contains some sample code
*/
//http://www.quakesrc.org/forums/viewtopic.php?t=4340&start=0
#include "quakedef.h"
#if defined(GLQUAKE) || defined(VKQUAKE)
#include "shader.h"
#include "glquake.h"
#include "gl_draw.h"
cvar_t r_bloom = CVARAFD("r_bloom", "0", "gl_bloom", CVAR_ARCHIVE, "Enables bloom (light bleeding from bright objects). Fractional values reduce the amount shown.");
cvar_t r_bloom_retain = CVARD("r_bloom_retain", "1", "How much of the regular scene to retain when bloom is active.");
cvar_t r_bloom_filter = CVARD("r_bloom_filter", "0.7 0.7 0.7", "Controls how bright the image must get before it will bloom (3 separate values, in RGB order).");
cvar_t r_bloom_size = CVARD("r_bloom_size", "4", "Target bloom kernel size (assuming a video width of 320).");
cvar_t r_bloom_downsize = CVARD("r_bloom_downsize", "0", "Technically more correct with a value of 1, but you probably won't notice.");
cvar_t r_bloom_initialscale = CVARD("r_bloom_initialscale", "1", "Initial scaling factor for bloom. should be either 1 or 0.5");
static shader_t *bloomfilter;
static shader_t *bloomrescale;
static shader_t *bloomblur;
static shader_t *bloomfinal;
#define MAXLEVELS 16
texid_t pingtex[2][MAXLEVELS];
fbostate_t fbo_bloom;
static int scrwidth, scrheight;
static int texwidth[MAXLEVELS], texheight[MAXLEVELS];
static void R_InitBloomTextures(void)
{
int i;
bloomfilter = NULL;
bloomblur = NULL;
bloomfinal = NULL;
scrwidth = 0, scrheight = 0;
for (i = 0; i < MAXLEVELS; i++)
{
pingtex[0][i] = r_nulltex;
pingtex[1][i] = r_nulltex;
}
}
void R_BloomRegister(void)
{
Cvar_Register (&r_bloom, "bloom");
Cvar_Register (&r_bloom_retain, "bloom");
Cvar_Register (&r_bloom_filter, "bloom");
Cvar_Register (&r_bloom_size, "bloom");
Cvar_Register (&r_bloom_downsize, "bloom");
Cvar_Register (&r_bloom_initialscale, "bloom");
}
static void R_SetupBloomTextures(int w, int h)
{
int i, j;
if (w == scrwidth && h == scrheight && !r_bloom_initialscale.modified)
return;
r_bloom_initialscale.modified = false;
scrwidth = w;
scrheight = h;
//I'm depending on npot here
w *= r_bloom_initialscale.value;
h *= r_bloom_initialscale.value;
for (i = 0; i < MAXLEVELS; i++)
{
/*I'm paranoid*/
if (w < 4)
w = 4;
if (h < 4)
h = 4;
texwidth[i] = w;
texheight[i] = h;
w /= 2;
h /= 2;
}
/*destroy textures for each level, to ensure they're created fresh as needed*/
for (j = 0; j < MAXLEVELS; j++)
{
for (i = 0; i < 2; i++)
{
if (TEXVALID(pingtex[i][j]))
Image_UnloadTexture(pingtex[i][j]);
pingtex[i][j] = r_nulltex;
}
}
bloomfilter = R_RegisterShader("bloom_filter", SUF_NONE,
"{\n"
"cull none\n"
"program bloom_filter\n"
"{\n"
"map $sourcecolour\n"
"}\n"
"}\n");
bloomrescale = R_RegisterShader("bloom_rescale", SUF_NONE,
"{\n"
"cull none\n"
"program default2d\n"
"{\n"
"map $sourcecolour\n"
"}\n"
"}\n");
bloomblur = R_RegisterShader("bloom_blur", SUF_NONE,
"{\n"
"cull none\n"
"program bloom_blur\n"
"{\n"
"map $sourcecolour\n"
"}\n"
"}\n");
bloomfinal = R_RegisterShader("bloom_final", SUF_NONE,
"{\n"
"cull none\n"
"program bloom_final\n"
"{\n"
"map $sourcecolour\n"
"}\n"
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"}\n"
"}\n");
}
qboolean R_CanBloom(void)
{
if (!r_bloom.value)
return false;
switch(qrenderer)
{
#ifdef GLQUAKE
case QR_OPENGL:
if (!gl_config.ext_framebuffer_objects)
return false;
if (!gl_config.arb_shader_objects)
return false;
if (!sh_config.texture_non_power_of_two_pic)
return false;
break;
#endif
#ifdef VKQUAKE
case QR_VULKAN:
break;
#endif
default:
return false;
}
return true;
}
#ifdef VKQUAKE
#include "../vk/vkrenderer.h"
struct vk_rendertarg vk_rt_bloom[2][MAXLEVELS], vk_rt_filter;
void VK_R_BloomBlend (texid_t source, int x, int y, int w, int h)
{
int i;
// struct vk_rendertarg *oldfbo = vk.rendertarg;
texid_t intex;
int pixels = 1;
int targetpixels = r_bloom_size.value * vid.pixelwidth / 320;
targetpixels *= r_bloom_initialscale.value;
/*whu?*/
if (!w || !h)
return;
/*update textures if we need to resize them*/
R_SetupBloomTextures(w, h);
if (R2D_Flush)
R2D_Flush();
#if 1
/*filter the screen into a downscaled image*/
VKBE_RT_Gen(&vk_rt_filter, texwidth[0], texheight[0], false, RT_IMAGEFLAGS);
VKBE_RT_Begin(&vk_rt_filter);
vk.sourcecolour = source;
R2D_ScalePic(0, 0, vid.width, vid.height, bloomfilter);
VKBE_RT_End(&vk_rt_filter);
intex = &vk_rt_filter.q_colour;
#else
intex = source;
#endif
for (pixels = 1, i = 0; pixels < targetpixels && i < MAXLEVELS; i++, pixels <<= 1)
{
//downsize the blur, for added accuracy
/*if (i > 0 && r_bloom_downsize.ival)
{
//simple downscale that multiple times
VKBE_RT_Gen(&vk_rt_bloom[0][i], texwidth[i], texheight[i], false);
VKBE_RT_Begin(&vk_rt_bloom[0][i]);
vk.sourcecolour = source;
R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomrescale);
if (R2D_Flush)
R2D_Flush();
intex = &vk_rt_bloom[0][i];
r_worldentity.glowmod[0] = 1.0 / intex->width;
}
else*/
r_worldentity.glowmod[0] = 2.0 / intex->width;
r_worldentity.glowmod[1] = 0;
VKBE_RT_Gen(&vk_rt_bloom[1][i], texwidth[i], texheight[i], false, RT_IMAGEFLAGS);
VKBE_RT_Begin(&vk_rt_bloom[1][i]);
vk.sourcecolour = intex;
BE_SelectEntity(&r_worldentity);
R2D_ScalePic(0, 0, vid.width, vid.height, bloomblur);
VKBE_RT_End(&vk_rt_bloom[1][i]);
r_worldentity.glowmod[0] = 0;
r_worldentity.glowmod[1] = 1.0 / texheight[i];
VKBE_RT_Gen(&vk_rt_bloom[0][i], texwidth[i], texheight[i], false, RT_IMAGEFLAGS);
VKBE_RT_Begin(&vk_rt_bloom[0][i]);
vk.sourcecolour = &vk_rt_bloom[1][i].q_colour;
BE_SelectEntity(&r_worldentity);
R2D_ScalePic(0, 0, vid.width, vid.height, bloomblur);
VKBE_RT_End(&vk_rt_bloom[0][i]);
intex = &vk_rt_bloom[0][i].q_colour;
}
r_worldentity.glowmod[0] = 0;
r_worldentity.glowmod[1] = 0;
/*combine them onto the screen*/
bloomfinal->defaulttextures->base = intex;
bloomfinal->defaulttextures->loweroverlay = (i >= 2)?&vk_rt_bloom[0][i-2].q_colour:0;
bloomfinal->defaulttextures->upperoverlay = (i >= 3)?&vk_rt_bloom[0][i-3].q_colour:0;
vk.sourcecolour = source;
R2D_ScalePic(x, y, w, h, bloomfinal);
R2D_Flush();
}
void VK_R_BloomShutdown(void)
{
int i;
for (i = 0; i < MAXLEVELS; i++)
{
VKBE_RT_Gen(&vk_rt_bloom[0][i], 0, 0, false, RT_IMAGEFLAGS);
VKBE_RT_Gen(&vk_rt_bloom[1][i], 0, 0, false, RT_IMAGEFLAGS);
}
VKBE_RT_Gen(&vk_rt_filter, 0, 0, false, RT_IMAGEFLAGS);
R_InitBloomTextures();
}
#endif
#ifdef GLQUAKE
void R_BloomBlend (texid_t source, int x, int y, int w, int h)
{
int i;
int oldfbo = 0;
texid_t intex;
int pixels = 1;
int targetpixels = r_bloom_size.value * vid.pixelwidth / 320;
char name[64];
targetpixels *= r_bloom_initialscale.value;
/*whu?*/
if (!w || !h)
return;
/*update textures if we need to resize them*/
R_SetupBloomTextures(r_refdef.pxrect.width, r_refdef.pxrect.height);
/*filter the screen into a downscaled image*/
if (!TEXVALID(pingtex[0][0]))
{
sprintf(name, "***bloom*%c*%i***", 'a'+0, 0);
TEXASSIGN(pingtex[0][0], Image_CreateTexture(name, NULL, IF_CLAMP|IF_NOMIPMAP|IF_NOPICMIP|IF_LINEAR));
Image_Upload(pingtex[0][0], PTI_RGBA8, NULL, NULL, texwidth[0], texheight[0], IF_CLAMP|IF_NOMIPMAP|IF_NOPICMIP|IF_LINEAR|IF_NOSRGB);
}
if (R2D_Flush)
R2D_Flush();
oldfbo = GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[0][0], 1, r_nulltex, 0, 0, 0);
GLBE_FBO_Sources(source, r_nulltex);
qglViewport (0, 0, texwidth[0], texheight[0]);
R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomfilter);
if (R2D_Flush)
R2D_Flush();
intex = pingtex[0][0];
for (pixels = 1, i = 0; pixels < targetpixels && i < MAXLEVELS; i++, pixels <<= 1)
{
/*create any textures if they're not valid yet*/
if (!TEXVALID(pingtex[0][i]))
{
sprintf(name, "***bloom*%c*%i***", 'a'+0, i);
TEXASSIGN(pingtex[0][i], Image_CreateTexture(name, NULL, IF_CLAMP|IF_NOMIPMAP|IF_NOPICMIP|IF_LINEAR));
Image_Upload(pingtex[0][i], PTI_RGBA8, NULL, NULL, texwidth[i], texheight[i], IF_CLAMP|IF_NOMIPMAP|IF_NOPICMIP|IF_LINEAR|IF_NOSRGB);
}
if (!TEXVALID(pingtex[1][i]))
{
sprintf(name, "***bloom*%c*%i***", 'a'+1, i);
TEXASSIGN(pingtex[1][i], Image_CreateTexture(name, NULL, IF_CLAMP|IF_NOMIPMAP|IF_NOPICMIP|IF_LINEAR));
Image_Upload(pingtex[1][i], PTI_RGBA8, NULL, NULL, texwidth[i], texheight[i], IF_CLAMP|IF_NOMIPMAP|IF_NOPICMIP|IF_LINEAR|IF_NOSRGB);
}
if (R2D_Flush)
R2D_Flush();
//downsize the blur, for added accuracy
if (i > 0 && r_bloom_downsize.ival)
{
/*simple downscale that multiple times*/
GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[0][i], 1, r_nulltex, 0, 0, 0);
GLBE_FBO_Sources(pingtex[0][i-1], r_nulltex);
qglViewport (0, 0, texwidth[i], texheight[i]);
R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomrescale);
if (R2D_Flush)
R2D_Flush();
intex = pingtex[0][i];
r_worldentity.glowmod[0] = 1.0 / intex->width;
}
else
r_worldentity.glowmod[0] = 2.0 / intex->width;
r_worldentity.glowmod[1] = 0;
GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[1][i], 1, r_nulltex, 0, 0, 0);
GLBE_FBO_Sources(intex, r_nulltex);
qglViewport (0, 0, pingtex[1][i]->width, pingtex[1][i]->height);
BE_SelectEntity(&r_worldentity);
R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomblur);
if (R2D_Flush)
R2D_Flush();
r_worldentity.glowmod[0] = 0;
r_worldentity.glowmod[1] = 1.0 / pingtex[1][i]->height;
GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[0][i], 1, r_nulltex, 0, 0, 0);
GLBE_FBO_Sources(pingtex[1][i], r_nulltex);
qglViewport (0, 0, pingtex[0][i]->width, pingtex[0][i]->height);
BE_SelectEntity(&r_worldentity);
R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomblur);
intex = pingtex[0][i];
}
r_worldentity.glowmod[0] = 0;
r_worldentity.glowmod[1] = 0;
if (R2D_Flush)
R2D_Flush();
GL_Set2D(false);
bloomfinal->defaulttextures->base = intex;
bloomfinal->defaulttextures->loweroverlay = (i >= 2)?pingtex[0][i-2]:0;
bloomfinal->defaulttextures->upperoverlay = (i >= 3)?pingtex[0][i-3]:0;
/*combine them onto the screen*/
GLBE_FBO_Pop(oldfbo);
GLBE_FBO_Sources(source, r_nulltex);
R2D_ScalePic(x, y + h, w, -h, bloomfinal);
}
void R_BloomShutdown(void)
{
GLBE_FBO_Destroy(&fbo_bloom);
R_InitBloomTextures();
}
#endif
#endif