9602ae7247
don't add 'mapname' (for q3 compat) unless we actually need that in the serverinfo for q3 gamecode. fix bloom only blooming sideways. clean up R2D_RT_Configure's arguments to use TF_ constants properly, without gumming up qc apis. make InitFlyby more readable. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4782 fc73d0e0-1445-4013-8a0c-d673dee63da5
253 lines
7 KiB
C
253 lines
7 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// gl_bloom.c: 2D lighting post process effect
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/*
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info about bloom algo:
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bloom is basically smudging.
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screen is nearest-downsampled to some usable scale and filtered to remove low-value light (this is what stops non-bright stuff from blooming)
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this filtered image is then downsized multiple times
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the downsized image is then blured
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the downsized images are then blured horizontally, and then vertically.
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final pass simply adds each blured level to the original image.
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all samples are then added together for final rendering (with some kind of tone mapping if you want proper hdr).
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note: the horizontal/vertical bluring is a guassian filter
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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.
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http://prideout.net/archive/bloom/ contains some sample code
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*/
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//http://www.quakesrc.org/forums/viewtopic.php?t=4340&start=0
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#include "quakedef.h"
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#ifdef GLQUAKE
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#include "shader.h"
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#include "glquake.h"
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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.");
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cvar_t r_bloom_filter = CVARD("r_bloom_filter", "0.5 0.5 0.5", "Controls how bright the image must get before it will bloom (3 separate values, in RGB order).");
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cvar_t r_bloom_scale = CVARD("r_bloom_scale", "0.5", "Controls the initial downscale size. Smaller values will bloom further but be more random.");
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static shader_t *bloomfilter;
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static shader_t *bloomrescale;
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static shader_t *bloomblur;
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static shader_t *bloomfinal;
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#define MAXLEVELS 3 //presumably this could be up to 16, but that will be too expensive.
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texid_t pingtex[2][MAXLEVELS];
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fbostate_t fbo_bloom;
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static int scrwidth, scrheight;
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static int texwidth[MAXLEVELS], texheight[MAXLEVELS];
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static void R_InitBloomTextures(void)
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{
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int i;
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bloomfilter = NULL;
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bloomblur = NULL;
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bloomfinal = NULL;
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scrwidth = 0, scrheight = 0;
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for (i = 0; i < MAXLEVELS; i++)
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{
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pingtex[0][i] = r_nulltex;
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pingtex[1][i] = r_nulltex;
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}
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}
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void R_BloomRegister(void)
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{
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Cvar_Register (&r_bloom, "bloom");
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Cvar_Register (&r_bloom_filter, "bloom");
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Cvar_Register (&r_bloom_scale, "bloom");
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}
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static void R_SetupBloomTextures(int w, int h)
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{
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int i, j;
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char name[64];
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if (w == scrwidth && h == scrheight && !r_bloom_scale.modified)
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return;
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r_bloom_scale.modified = false;
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scrwidth = w;
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scrheight = h;
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//I'm depending on npot here
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w *= r_bloom_scale.value;
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h *= r_bloom_scale.value;
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for (i = 0; i < MAXLEVELS; i++)
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{
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w /= 2;
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h /= 2;
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/*I'm paranoid*/
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if (w < 4)
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w = 4;
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if (h < 4)
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h = 4;
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texwidth[i] = w;
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texheight[i] = h;
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}
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/*now create textures for each level*/
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for (j = 0; j < MAXLEVELS; j++)
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{
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for (i = 0; i < 2; i++)
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{
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if (!TEXVALID(pingtex[i][j]))
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{
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sprintf(name, "***bloom*%c*%i***", 'a'+i, j);
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TEXASSIGN(pingtex[i][j], Image_CreateTexture(name, NULL, IF_CLAMP|IF_NOMIPMAP|IF_NOPICMIP|IF_LINEAR));
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}
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Image_Upload(pingtex[i][j], TF_RGBA32, NULL, NULL, texwidth[j], texheight[j], IF_CLAMP|IF_NOMIPMAP|IF_NOPICMIP|IF_LINEAR);
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}
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}
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bloomfilter = R_RegisterShader("bloom_filter", SUF_NONE,
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"{\n"
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"cull none\n"
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"program bloom_filter\n"
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"{\n"
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"map $sourcecolour\n"
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"}\n"
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"}\n");
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bloomrescale = R_RegisterShader("bloom_rescale", SUF_NONE,
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"{\n"
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"cull none\n"
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"program default2d\n"
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"{\n"
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"map $sourcecolour\n"
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"}\n"
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"}\n");
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bloomblur = R_RegisterShader("bloom_blur", SUF_NONE,
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"{\n"
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"cull none\n"
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"program bloom_blur\n"
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"{\n"
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"map $sourcecolour\n"
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"}\n"
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"}\n");
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bloomfinal = R_RegisterShader("bloom_final", SUF_NONE,
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"{\n"
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"cull none\n"
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"program bloom_final\n"
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"{\n"
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"map $sourcecolour\n"
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"}\n"
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"{\n"
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"map $diffuse\n"
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"}\n"
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"{\n"
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"map $loweroverlay\n"
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"}\n"
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"{\n"
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"map $upperoverlay\n"
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"}\n"
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"}\n");
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bloomfinal->defaulttextures.base = pingtex[0][0];
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bloomfinal->defaulttextures.loweroverlay = pingtex[0][1];
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bloomfinal->defaulttextures.upperoverlay = pingtex[0][2];
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}
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qboolean R_CanBloom(void)
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{
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if (!r_bloom.value)
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return false;
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if (!gl_config.ext_framebuffer_objects)
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return false;
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if (!gl_config.arb_shader_objects)
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return false;
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if (!sh_config.texture_non_power_of_two_pic)
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return false;
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return true;
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}
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void R_BloomBlend (texid_t source, int x, int y, int w, int h)
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{
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int i;
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int oldfbo = 0;
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/*whu?*/
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if (!w || !h)
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return;
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/*update textures if we need to resize them*/
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R_SetupBloomTextures(w, h);
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for (i = 0; i < MAXLEVELS; i++)
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{
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if (i == 0)
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{
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/*filter the screen into a downscaled image*/
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oldfbo = GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[0][0], 1, r_nulltex, 0, 0);
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GLBE_FBO_Sources(source, r_nulltex);
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qglViewport (0, 0, texwidth[0], texheight[0]);
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R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomfilter);
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}
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else
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{
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/*simple downscale that multiple times*/
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GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[0][i], 1, r_nulltex, 0, 0);
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GLBE_FBO_Sources(pingtex[0][i-1], r_nulltex);
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qglViewport (0, 0, texwidth[i], texheight[i]);
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R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomrescale);
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}
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// }
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// for (i = 0; i < MAXLEVELS; i++)
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// {
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/*gaussian filter the mips to bloom more smoothly
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the blur is done with two passes. first samples horizontally then vertically.
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the 1.2 pixels thing gives us a 5*5 filter by weighting the edge accordingly
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*/
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r_worldentity.glowmod[0] = 1.2 / texwidth[i];
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r_worldentity.glowmod[1] = 0;
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GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[1][i], 1, r_nulltex, 0, 0);
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GLBE_FBO_Sources(pingtex[0][i], r_nulltex);
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qglViewport (0, 0, texwidth[i], texheight[i]);
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BE_SelectEntity(&r_worldentity);
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R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomblur);
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r_worldentity.glowmod[0] = 0;
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r_worldentity.glowmod[1] = 1.2 / texheight[i];
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GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[0][i], 1, r_nulltex, 0, 0);
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GLBE_FBO_Sources(pingtex[1][i], r_nulltex);
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qglViewport (0, 0, texwidth[i], texheight[i]);
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BE_SelectEntity(&r_worldentity);
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R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomblur);
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}
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r_worldentity.glowmod[0] = 0;
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r_worldentity.glowmod[1] = 0;
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GL_Set2D(false);
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/*combine them onto the screen*/
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GLBE_FBO_Pop(oldfbo);
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GLBE_FBO_Sources(source, r_nulltex);
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R2D_ScalePic(x, y + h, w, -h, bloomfinal);
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}
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void R_BloomShutdown(void)
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{
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GLBE_FBO_Destroy(&fbo_bloom);
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R_InitBloomTextures();
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}
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#endif
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