d27d3c5b6d
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2046 fc73d0e0-1445-4013-8a0c-d673dee63da5
593 lines
18 KiB
C
593 lines
18 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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// r_bloom.c: 2D lighting post process effect
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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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#include "glquake.h"
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extern vrect_t scr_vrect;
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/*
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==============================================================================
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LIGHT BLOOMS
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==============================================================================
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*/
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static float Diamond8x[8][8] = {
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0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f,
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0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f,
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0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f,
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0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f,
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0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f,
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0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f };
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static float Diamond6x[6][6] = {
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0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f,
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0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f,
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0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f,
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0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f,
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0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f,
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0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f };
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static float Diamond4x[4][4] = {
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0.3f, 0.4f, 0.4f, 0.3f,
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0.4f, 0.9f, 0.9f, 0.4f,
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0.4f, 0.9f, 0.9f, 0.4f,
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0.3f, 0.4f, 0.4f, 0.3f };
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static int BLOOM_SIZE;
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cvar_t r_bloom = FCVAR("r_bloom", "gl_bloom", "0", 0);
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cvar_t r_bloom_alpha = SCVAR("r_bloom_alpha", "0.5");
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cvar_t r_bloom_diamond_size = SCVAR("r_bloom_diamond_size", "8");
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cvar_t r_bloom_intensity = SCVAR("r_bloom_intensity", "1");
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cvar_t r_bloom_darken = SCVAR("r_bloom_darken", "3");
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cvar_t r_bloom_sample_size = SCVARF("r_bloom_sample_size", "256", CVAR_RENDERERLATCH);
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cvar_t r_bloom_fast_sample = SCVARF("r_bloom_fast_sample", "0", CVAR_RENDERERLATCH);
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int r_bloomscreentexture;
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int r_bloomeffecttexture;
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int r_bloombackuptexture;
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int r_bloomdownsamplingtexture;
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static int r_screendownsamplingtexture_size;
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static int screen_texture_width, screen_texture_height;
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static int r_screenbackuptexture_size;
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//current refdef size:
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static int curView_x;
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static int curView_y;
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static int curView_width;
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static int curView_height;
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//texture coordinates of screen data inside screentexture
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static float screenText_tcw;
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static float screenText_tch;
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static int sample_width;
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static int sample_height;
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//texture coordinates of adjusted textures
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static float sampleText_tcw;
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static float sampleText_tch;
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//this macro is in sample size workspace coordinates
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#define R_Bloom_SamplePass( xpos, ypos ) \
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qglBegin(GL_QUADS); \
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qglTexCoord2f( 0, sampleText_tch); \
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qglVertex2f( xpos, ypos); \
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qglTexCoord2f( 0, 0); \
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qglVertex2f( xpos, ypos+sample_height); \
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qglTexCoord2f( sampleText_tcw, 0); \
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qglVertex2f( xpos+sample_width, ypos+sample_height); \
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qglTexCoord2f( sampleText_tcw, sampleText_tch); \
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qglVertex2f( xpos+sample_width, ypos); \
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qglEnd();
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#define R_Bloom_Quad( x, y, width, height, textwidth, textheight ) \
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qglBegin(GL_QUADS); \
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qglTexCoord2f( 0, textheight); \
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qglVertex2f( x, y); \
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qglTexCoord2f( 0, 0); \
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qglVertex2f( x, y+height); \
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qglTexCoord2f( textwidth, 0); \
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qglVertex2f( x+width, y+height); \
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qglTexCoord2f( textwidth, textheight); \
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qglVertex2f( x+width, y); \
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qglEnd();
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/*
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=================
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R_Bloom_InitBackUpTexture
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=================
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*/
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void R_Bloom_InitBackUpTexture( int width, int height )
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{
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qbyte *data;
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data = Z_Malloc( width * height * 4 );
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r_screenbackuptexture_size = width;
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r_bloombackuptexture = GL_LoadTexture("***r_bloombackuptexture***", width, height, data, false, false );
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Z_Free ( data );
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}
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/*
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=================
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R_Bloom_InitEffectTexture
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=================
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*/
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void R_Bloom_InitEffectTexture( void )
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{
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qbyte *data;
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float bloomsizecheck;
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if( r_bloom_sample_size.value < 32 )
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Cvar_SetValue (&r_bloom_sample_size, 32);
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//make sure bloom size is a power of 2
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BLOOM_SIZE = r_bloom_sample_size.value;
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bloomsizecheck = (float)BLOOM_SIZE;
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while(bloomsizecheck > 1.0f) bloomsizecheck /= 2.0f;
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if( bloomsizecheck != 1.0f )
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{
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BLOOM_SIZE = 32;
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while( BLOOM_SIZE < r_bloom_sample_size.value )
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BLOOM_SIZE *= 2;
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}
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//make sure bloom size doesn't have stupid values
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if( BLOOM_SIZE > screen_texture_width ||
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BLOOM_SIZE > screen_texture_height )
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BLOOM_SIZE = min( screen_texture_width, screen_texture_height );
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if( BLOOM_SIZE != r_bloom_sample_size.value )
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Cvar_SetValue (&r_bloom_sample_size, BLOOM_SIZE);
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data = Z_Malloc( BLOOM_SIZE * BLOOM_SIZE * 4 );
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r_bloomeffecttexture = GL_LoadTexture("***r_bloomeffecttexture***", BLOOM_SIZE, BLOOM_SIZE, data, false, false );
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Z_Free ( data );
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}
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/*
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=================
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R_Bloom_InitTextures
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=================
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*/
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void R_Bloom_InitTextures( void )
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{
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qbyte *data;
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int size;
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int maxtexsize;
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//find closer power of 2 to screen size
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for (screen_texture_width = 1;screen_texture_width < glwidth;screen_texture_width *= 2);
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for (screen_texture_height = 1;screen_texture_height < glheight;screen_texture_height *= 2);
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//disable blooms if we can't handle a texture of that size
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qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
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if( screen_texture_width > maxtexsize ||
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screen_texture_height > maxtexsize ) {
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screen_texture_width = screen_texture_height = 0;
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Cvar_SetValue (&r_bloom, 0);
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Con_Printf( "WARNING: 'R_InitBloomScreenTexture' too high resolution for Light Bloom. Effect disabled\n" );
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return;
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}
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//init the screen texture
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size = screen_texture_width * screen_texture_height * 4;
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data = Z_Malloc( size );
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memset( data, 255, size );
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r_bloomscreentexture = GL_LoadTexture("***r_bloomscreentexture***", screen_texture_width, screen_texture_height, data, false, false );
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Z_Free ( data );
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//validate bloom size and init the bloom effect texture
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R_Bloom_InitEffectTexture ();
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//if screensize is more than 2x the bloom effect texture, set up for stepped downsampling
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r_bloomdownsamplingtexture = 0;
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r_screendownsamplingtexture_size = 0;
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if( glwidth > (BLOOM_SIZE * 2) && !r_bloom_fast_sample.value )
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{
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r_screendownsamplingtexture_size = (int)(BLOOM_SIZE * 2);
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data = Z_Malloc( r_screendownsamplingtexture_size * r_screendownsamplingtexture_size * 4 );
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r_bloomdownsamplingtexture = GL_LoadTexture("***r_bloomdownsamplingtexture***", r_screendownsamplingtexture_size, r_screendownsamplingtexture_size, data, false, false );
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Z_Free ( data );
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}
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//Init the screen backup texture
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if( r_screendownsamplingtexture_size )
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R_Bloom_InitBackUpTexture( r_screendownsamplingtexture_size, r_screendownsamplingtexture_size );
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else
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R_Bloom_InitBackUpTexture( BLOOM_SIZE, BLOOM_SIZE );
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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_alpha, "bloom");
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Cvar_Register (&r_bloom_diamond_size, "bloom");
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Cvar_Register (&r_bloom_intensity, "bloom");
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Cvar_Register (&r_bloom_darken, "bloom");
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Cvar_Register (&r_bloom_sample_size, "bloom");
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Cvar_Register (&r_bloom_fast_sample, "bloom");
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}
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/*
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=================
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R_InitBloomTextures
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=================
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*/
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void R_InitBloomTextures( void )
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{
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BLOOM_SIZE = 0;
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if( !r_bloom.value )
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return;
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R_Bloom_InitTextures ();
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}
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/*
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=================
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R_Bloom_DrawEffect
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=================
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*/
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void R_Bloom_DrawEffect( void )
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{
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GL_Bind(r_bloomeffecttexture);
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qglEnable(GL_BLEND);
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qglBlendFunc(GL_ONE, GL_ONE);
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qglColor4f(r_bloom_alpha.value, r_bloom_alpha.value, r_bloom_alpha.value, 1.0f);
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GL_TexEnv(GL_MODULATE);
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qglBegin(GL_QUADS);
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qglTexCoord2f( 0, sampleText_tch );
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qglVertex2f( curView_x, curView_y );
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qglTexCoord2f( 0, 0 );
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qglVertex2f( curView_x, curView_y + curView_height );
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qglTexCoord2f( sampleText_tcw, 0 );
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qglVertex2f( curView_x + curView_width, curView_y + curView_height );
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qglTexCoord2f( sampleText_tcw, sampleText_tch );
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qglVertex2f( curView_x + curView_width, curView_y );
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qglEnd();
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qglDisable(GL_BLEND);
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}
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#if 0
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/*
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=================
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R_Bloom_GeneratexCross - alternative bluring method
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=================
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*/
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void R_Bloom_GeneratexCross( void )
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{
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int i;
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static int BLOOM_BLUR_RADIUS = 8;
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//static float BLOOM_BLUR_INTENSITY = 2.5f;
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float BLOOM_BLUR_INTENSITY;
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static float intensity;
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static float range;
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//set up sample size workspace
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qglViewport( 0, 0, sample_width, sample_height );
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qglMatrixMode( GL_PROJECTION );
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qglLoadIdentity ();
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qglOrtho(0, sample_width, sample_height, 0, -10, 100);
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qglMatrixMode( GL_MODELVIEW );
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qglLoadIdentity ();
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//copy small scene into r_bloomeffecttexture
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GL_Bind(0, r_bloomeffecttexture);
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
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//start modifying the small scene corner
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qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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qglEnable(GL_BLEND);
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//darkening passes
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if( r_bloom_darken.value )
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{
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qglBlendFunc(GL_DST_COLOR, GL_ZERO);
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GL_TexEnv(GL_MODULATE);
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for(i=0; i<r_bloom_darken->integer ;i++) {
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R_Bloom_SamplePass( 0, 0 );
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}
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
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}
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//bluring passes
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if( BLOOM_BLUR_RADIUS ) {
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qglBlendFunc(GL_ONE, GL_ONE);
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range = (float)BLOOM_BLUR_RADIUS;
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BLOOM_BLUR_INTENSITY = r_bloom_intensity.value;
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//diagonal-cross draw 4 passes to add initial smooth
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qglColor4f( 0.5f, 0.5f, 0.5f, 1.0);
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R_Bloom_SamplePass( 1, 1 );
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R_Bloom_SamplePass( -1, 1 );
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R_Bloom_SamplePass( -1, -1 );
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R_Bloom_SamplePass( 1, -1 );
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
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for(i=-(BLOOM_BLUR_RADIUS+1);i<BLOOM_BLUR_RADIUS;i++) {
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intensity = BLOOM_BLUR_INTENSITY/(range*2+1)*(1 - fabs(i*i)/(float)(range*range));
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if( intensity < 0.05f ) continue;
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qglColor4f( intensity, intensity, intensity, 1.0f);
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R_Bloom_SamplePass( i, 0 );
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//R_Bloom_SamplePass( -i, 0 );
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}
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
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//for(i=0;i<BLOOM_BLUR_RADIUS;i++) {
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for(i=-(BLOOM_BLUR_RADIUS+1);i<BLOOM_BLUR_RADIUS;i++) {
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intensity = BLOOM_BLUR_INTENSITY/(range*2+1)*(1 - fabs(i*i)/(float)(range*range));
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if( intensity < 0.05f ) continue;
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qglColor4f( intensity, intensity, intensity, 1.0f);
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R_Bloom_SamplePass( 0, i );
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//R_Bloom_SamplePass( 0, -i );
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}
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
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}
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//restore full screen workspace
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qglViewport( 0, 0, glState.width, glState.height );
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qglMatrixMode( GL_PROJECTION );
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qglLoadIdentity ();
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qglOrtho(0, glState.width, glState.height, 0, -10, 100);
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qglMatrixMode( GL_MODELVIEW );
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qglLoadIdentity ();
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}
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#endif
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/*
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=================
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R_Bloom_GeneratexDiamonds
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=================
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*/
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void R_Bloom_GeneratexDiamonds( void )
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{
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int i, j;
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static float intensity;
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//set up sample size workspace
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qglViewport( 0, 0, sample_width, sample_height );
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qglMatrixMode( GL_PROJECTION );
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qglLoadIdentity ();
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qglOrtho(0, sample_width, sample_height, 0, -10, 100);
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qglMatrixMode( GL_MODELVIEW );
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qglLoadIdentity ();
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//copy small scene into r_bloomeffecttexture
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GL_Bind(r_bloomeffecttexture);
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
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//start modifying the small scene corner
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qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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qglEnable(GL_BLEND);
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//darkening passes
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if( r_bloom_darken.value )
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{
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qglBlendFunc(GL_DST_COLOR, GL_ZERO);
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GL_TexEnv(GL_MODULATE);
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for(i=0; i<r_bloom_darken.value ;i++) {
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R_Bloom_SamplePass( 0, 0 );
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}
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
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}
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//bluring passes
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//qglBlendFunc(GL_ONE, GL_ONE);
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qglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
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if( r_bloom_diamond_size.value > 7 || r_bloom_diamond_size.value <= 3)
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{
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if( r_bloom_diamond_size.value != 8 ) Cvar_SetValue( &r_bloom_diamond_size, 8 );
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for(i=0; i<r_bloom_diamond_size.value; i++) {
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for(j=0; j<r_bloom_diamond_size.value; j++) {
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intensity = r_bloom_intensity.value * 0.3 * Diamond8x[i][j];
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if( intensity < 0.01f ) continue;
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qglColor4f( intensity, intensity, intensity, 1.0);
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R_Bloom_SamplePass( i-4, j-4 );
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}
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}
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} else if( r_bloom_diamond_size.value > 5 ) {
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if( r_bloom_diamond_size.value != 6 ) Cvar_SetValue(&r_bloom_diamond_size, 6 );
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for(i=0; i<r_bloom_diamond_size.value; i++) {
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for(j=0; j<r_bloom_diamond_size.value; j++) {
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intensity = r_bloom_intensity.value * 0.5 * Diamond6x[i][j];
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if( intensity < 0.01f ) continue;
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qglColor4f( intensity, intensity, intensity, 1.0);
|
|
R_Bloom_SamplePass( i-3, j-3 );
|
|
}
|
|
}
|
|
} else if( r_bloom_diamond_size.value > 3 ) {
|
|
|
|
if( r_bloom_diamond_size.value != 4 ) Cvar_SetValue(&r_bloom_diamond_size, 4 );
|
|
|
|
for(i=0; i<r_bloom_diamond_size.value; i++) {
|
|
for(j=0; j<r_bloom_diamond_size.value; j++) {
|
|
intensity = r_bloom_intensity.value * 0.8f * Diamond4x[i][j];
|
|
if( intensity < 0.01f ) continue;
|
|
qglColor4f( intensity, intensity, intensity, 1.0);
|
|
R_Bloom_SamplePass( i-2, j-2 );
|
|
}
|
|
}
|
|
}
|
|
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
|
|
|
|
//restore full screen workspace
|
|
qglViewport( 0, 0, glwidth, glheight );
|
|
qglMatrixMode( GL_PROJECTION );
|
|
qglLoadIdentity ();
|
|
qglOrtho(0, glwidth, glheight, 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( r_screendownsamplingtexture_size )
|
|
{
|
|
int midsample_width = r_screendownsamplingtexture_size * sampleText_tcw;
|
|
int midsample_height = r_screendownsamplingtexture_size * sampleText_tch;
|
|
|
|
//copy the screen and draw resized
|
|
GL_Bind(r_bloomscreentexture);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, curView_x, glheight - (curView_y + curView_height), curView_width, curView_height);
|
|
R_Bloom_Quad( 0, glheight-midsample_height, midsample_width, midsample_height, screenText_tcw, screenText_tch );
|
|
|
|
//now copy into Downsampling (mid-sized) texture
|
|
GL_Bind(r_bloomdownsamplingtexture);
|
|
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, glheight-sample_height, sample_width, sample_height, sampleText_tcw, sampleText_tch );
|
|
|
|
//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_Bind(r_bloomscreentexture);
|
|
R_Bloom_Quad( 0, glheight-sample_height, sample_width, sample_height, screenText_tcw, screenText_tch );
|
|
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
qglDisable( GL_BLEND );
|
|
|
|
} else { //downsample simple
|
|
|
|
GL_Bind(r_bloomscreentexture);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, curView_x, glheight - (curView_y + curView_height), curView_width, curView_height);
|
|
R_Bloom_Quad( 0, glheight-sample_height, sample_width, sample_height, screenText_tcw, screenText_tch );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_BloomBlend
|
|
=================
|
|
*/
|
|
void R_BloomBlend (void)//refdef_t *fd, meshlist_t *meshlist )
|
|
{
|
|
if(!r_bloom.value)
|
|
return;
|
|
|
|
if( !BLOOM_SIZE || screen_texture_width < glwidth || screen_texture_height < glheight)
|
|
R_Bloom_InitTextures();
|
|
|
|
if( screen_texture_width < BLOOM_SIZE ||
|
|
screen_texture_height < BLOOM_SIZE )
|
|
return;
|
|
|
|
//set up full screen workspace
|
|
qglViewport( 0, 0, glwidth, glheight );
|
|
qglDisable( GL_DEPTH_TEST );
|
|
qglMatrixMode( GL_PROJECTION );
|
|
qglLoadIdentity ();
|
|
qglOrtho(0, glwidth, glheight, 0, -10, 100);
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
qglLoadIdentity ();
|
|
qglDisable(GL_CULL_FACE);
|
|
|
|
qglDisable( GL_BLEND );
|
|
qglEnable( GL_TEXTURE_2D );
|
|
|
|
qglColor4f( 1, 1, 1, 1 );
|
|
|
|
//set up current sizes
|
|
curView_x = scr_vrect.x*((float)glwidth/vid.width);
|
|
curView_y = scr_vrect.y*((float)glheight/vid.height);
|
|
curView_width = scr_vrect.width*((float)glwidth/vid.width);
|
|
curView_height = scr_vrect.height*((float)glheight/vid.height);
|
|
screenText_tcw = ((float)curView_width / (float)screen_texture_width);
|
|
screenText_tch = ((float)curView_height / (float)screen_texture_height);
|
|
if( scr_vrect.height > scr_vrect.width ) {
|
|
sampleText_tcw = ((float)scr_vrect.width / (float)scr_vrect.height);
|
|
sampleText_tch = 1.0f;
|
|
} else {
|
|
sampleText_tcw = 1.0f;
|
|
sampleText_tch = ((float)scr_vrect.height / (float)scr_vrect.width);
|
|
}
|
|
sample_width = BLOOM_SIZE * sampleText_tcw;
|
|
sample_height = BLOOM_SIZE * sampleText_tch;
|
|
|
|
//copy the screen space we'll use to work into the backup texture
|
|
GL_Bind(r_bloombackuptexture);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, r_screenbackuptexture_size * sampleText_tcw, r_screenbackuptexture_size * sampleText_tch);
|
|
|
|
//create the bloom image
|
|
R_Bloom_DownsampleView();
|
|
R_Bloom_GeneratexDiamonds();
|
|
//R_Bloom_GeneratexCross();
|
|
|
|
//restore the screen-backup to the screen
|
|
qglDisable(GL_BLEND);
|
|
GL_Bind(r_bloombackuptexture);
|
|
qglColor4f( 1, 1, 1, 1 );
|
|
R_Bloom_Quad( 0,
|
|
glheight - (r_screenbackuptexture_size * sampleText_tch),
|
|
r_screenbackuptexture_size * sampleText_tcw,
|
|
r_screenbackuptexture_size * sampleText_tch,
|
|
sampleText_tcw,
|
|
sampleText_tch );
|
|
|
|
R_Bloom_DrawEffect();
|
|
|
|
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|