258a4163ae
gles renderer can use fbos now. webgl now saves configs+savedgames persistently using localstorage. misc startup/manifest refinements. make nacl compile again. webgl port can now use #stuff to select different manifest files. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4733 fc73d0e0-1445-4013-8a0c-d673dee63da5
257 lines
7.2 KiB
C
257 lines
7.2 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"
|
|
|
|
#ifdef GLQUAKE
|
|
#include "shader.h"
|
|
#include "glquake.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_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).");
|
|
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.");
|
|
static shader_t *bloomfilter;
|
|
static shader_t *bloomrescale;
|
|
static shader_t *bloomblur;
|
|
static shader_t *bloomfinal;
|
|
|
|
#define MAXLEVELS 3
|
|
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_filter, "bloom");
|
|
Cvar_Register (&r_bloom_scale, "bloom");
|
|
}
|
|
static void R_SetupBloomTextures(int w, int h)
|
|
{
|
|
int i, j;
|
|
char name[64];
|
|
if (w == scrwidth && h == scrheight && !r_bloom_scale.modified)
|
|
return;
|
|
r_bloom_scale.modified = false;
|
|
scrwidth = w;
|
|
scrheight = h;
|
|
//I'm depending on npot here
|
|
w *= r_bloom_scale.value;
|
|
h *= r_bloom_scale.value;
|
|
for (i = 0; i < MAXLEVELS; i++)
|
|
{
|
|
w /= 2;
|
|
h /= 2;
|
|
/*I'm paranoid*/
|
|
if (w < 4)
|
|
w = 4;
|
|
if (h < 4)
|
|
h = 4;
|
|
|
|
texwidth[i] = w;
|
|
texheight[i] = h;
|
|
}
|
|
|
|
/*now create textures for each level*/
|
|
for (j = 0; j < MAXLEVELS; j++)
|
|
{
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
if (!TEXVALID(pingtex[i][j]))
|
|
{
|
|
sprintf(name, "***bloom*%c*%i***", 'a'+i, j);
|
|
TEXASSIGN(pingtex[i][j], GL_AllocNewTexture(name, texwidth[j], texheight[j], IF_CLAMP|IF_NOMIPMAP|IF_NOPICMIP|IF_LINEAR));
|
|
}
|
|
GL_MTBind(0, GL_TEXTURE_2D, pingtex[i][j]);
|
|
qglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, texwidth[j], texheight[j], 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
}
|
|
|
|
|
|
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");
|
|
bloomfinal->defaulttextures.base = pingtex[0][0];
|
|
bloomfinal->defaulttextures.loweroverlay = pingtex[0][1];
|
|
bloomfinal->defaulttextures.upperoverlay = pingtex[0][2];
|
|
}
|
|
qboolean R_CanBloom(void)
|
|
{
|
|
if (!r_bloom.value)
|
|
return false;
|
|
if (!gl_config.ext_framebuffer_objects)
|
|
return false;
|
|
if (!gl_config.arb_shader_objects)
|
|
return false;
|
|
if (!gl_config.texture_non_power_of_two_limited)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void R_BloomBlend (texid_t source, int x, int y, int w, int h)
|
|
{
|
|
int i;
|
|
int oldfbo = 0;
|
|
|
|
/*whu?*/
|
|
if (!w || !h)
|
|
return;
|
|
|
|
/*update textures if we need to resize them*/
|
|
R_SetupBloomTextures(w, h);
|
|
|
|
for (i = 0; i < MAXLEVELS; i++)
|
|
{
|
|
if (i == 0)
|
|
{
|
|
/*filter the screen into a downscaled image*/
|
|
oldfbo = GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[0][0], 1, r_nulltex, 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);
|
|
}
|
|
else
|
|
{
|
|
/*simple downscale that multiple times*/
|
|
GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[0][i], 1, r_nulltex, 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);
|
|
}
|
|
// }
|
|
// for (i = 0; i < MAXLEVELS; i++)
|
|
// {
|
|
/*gaussian filter the mips to bloom more smoothly
|
|
the blur is done with two passes. first samples horizontally then vertically.
|
|
the 1.2 pixels thing gives us a 5*5 filter by weighting the edge accordingly
|
|
*/
|
|
r_worldentity.glowmod[0] = 1.2 / texwidth[i];
|
|
r_worldentity.glowmod[1] = 0;
|
|
GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[1][i], 1, r_nulltex, 0, 0);
|
|
GLBE_FBO_Sources(pingtex[0][i], r_nulltex);
|
|
qglViewport (0, 0, texwidth[i], texheight[i]);
|
|
R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomblur);
|
|
|
|
r_worldentity.glowmod[0] = 0;
|
|
r_worldentity.glowmod[1] = 1.2 / texheight[i];
|
|
GLBE_FBO_Update(&fbo_bloom, 0, &pingtex[0][i], 1, r_nulltex, 0, 0);
|
|
GLBE_FBO_Sources(pingtex[1][i], r_nulltex);
|
|
qglViewport (0, 0, texwidth[i], texheight[i]);
|
|
R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, bloomblur);
|
|
}
|
|
r_worldentity.glowmod[0] = 0;
|
|
r_worldentity.glowmod[1] = 0;
|
|
|
|
GL_Set2D(false);
|
|
|
|
/*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
|