#5889: Do post-processing only on viewport portion of frame buffer.

This commit is contained in:
SmileTheory 2013-04-26 18:44:22 -07:00
parent b6d64b7dc4
commit aff3f18101
3 changed files with 77 additions and 31 deletions

View file

@ -1477,6 +1477,7 @@ const void *RB_ClearDepth(const void *data)
return (const void *)(cmd + 1); return (const void *)(cmd + 1);
} }
/* /*
============= =============
RB_SwapBuffers RB_SwapBuffers
@ -1599,7 +1600,6 @@ const void *RB_CapShadowMap(const void *data)
} }
/* /*
============= =============
RB_PostProcess RB_PostProcess
@ -1610,6 +1610,7 @@ const void *RB_PostProcess(const void *data)
{ {
const postProcessCommand_t *cmd = data; const postProcessCommand_t *cmd = data;
FBO_t *srcFbo; FBO_t *srcFbo;
vec4i_t srcBox, dstBox;
qboolean autoExposure; qboolean autoExposure;
// finish any 2D drawing if needed // finish any 2D drawing if needed
@ -1622,29 +1623,51 @@ const void *RB_PostProcess(const void *data)
return (const void *)(cmd + 1); return (const void *)(cmd + 1);
} }
if (cmd)
{
backEnd.refdef = cmd->refdef;
backEnd.viewParms = cmd->viewParms;
}
srcFbo = tr.renderFbo; srcFbo = tr.renderFbo;
if (tr.msaaResolveFbo) if (tr.msaaResolveFbo)
{ {
// Resolve the MSAA before anything else // Resolve the MSAA before anything else
// Can't resolve just part of the MSAA FBO, so multiple views will suffer a performance hit here
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
srcFbo = tr.msaaResolveFbo; srcFbo = tr.msaaResolveFbo;
} }
dstBox[0] = backEnd.viewParms.viewportX;
dstBox[1] = backEnd.viewParms.viewportY;
dstBox[2] = backEnd.viewParms.viewportWidth;
dstBox[3] = backEnd.viewParms.viewportHeight;
if (r_ssao->integer) if (r_ssao->integer)
{ {
FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, NULL, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); srcBox[0] = backEnd.viewParms.viewportX * tr.screenSsaoImage->width / (float)glConfig.vidWidth;
srcBox[1] = backEnd.viewParms.viewportY * tr.screenSsaoImage->height / (float)glConfig.vidHeight;
srcBox[2] = backEnd.viewParms.viewportWidth * tr.screenSsaoImage->width / (float)glConfig.vidWidth;
srcBox[3] = backEnd.viewParms.viewportHeight * tr.screenSsaoImage->height / (float)glConfig.vidHeight;
FBO_BlitFromTexture(tr.screenSsaoImage, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
} }
srcBox[0] = backEnd.viewParms.viewportX;
srcBox[1] = backEnd.viewParms.viewportY;
srcBox[2] = backEnd.viewParms.viewportWidth;
srcBox[3] = backEnd.viewParms.viewportHeight;
if (srcFbo) if (srcFbo)
{ {
if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer)) if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer))
{ {
autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer; autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
RB_ToneMap(srcFbo, autoExposure); RB_ToneMap(srcFbo, srcBox, tr.screenScratchFbo, dstBox, autoExposure);
} }
else if (r_cameraExposure->value == 0.0f) else if (r_cameraExposure->value == 0.0f)
{ {
FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); FBO_FastBlit(srcFbo, srcBox, tr.screenScratchFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
} }
else else
{ {
@ -1655,15 +1678,15 @@ const void *RB_PostProcess(const void *data)
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value); color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
color[3] = 1.0f; color[3] = 1.0f;
FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0); FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, color, 0);
} }
} }
if (r_drawSunRays->integer) if (r_drawSunRays->integer)
RB_SunRays(); RB_SunRays(tr.screenScratchFbo, srcBox, tr.screenScratchFbo, dstBox);
if (1) if (1)
RB_BokehBlur(backEnd.refdef.blurFactor); RB_BokehBlur(tr.screenScratchFbo, srcBox, tr.screenScratchFbo, dstBox, backEnd.refdef.blurFactor);
else else
RB_GaussianBlur(backEnd.refdef.blurFactor); RB_GaussianBlur(backEnd.refdef.blurFactor);
@ -1699,6 +1722,7 @@ const void *RB_PostProcess(const void *data)
return (const void *)(cmd + 1); return (const void *)(cmd + 1);
} }
/* /*
==================== ====================
RB_ExecuteRenderCommands RB_ExecuteRenderCommands

View file

@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "tr_local.h" #include "tr_local.h"
void RB_ToneMap(FBO_t *hdrFbo, int autoExposure) void RB_ToneMap(FBO_t *hdrFbo, vec4i_t hdrBox, FBO_t *ldrFbo, vec4i_t ldrBox, int autoExposure)
{ {
vec4i_t srcBox, dstBox; vec4i_t srcBox, dstBox;
vec4_t color; vec4_t color;
@ -40,9 +40,7 @@ void RB_ToneMap(FBO_t *hdrFbo, int autoExposure)
VectorSet4(dstBox, 0, 0, size, size); VectorSet4(dstBox, 0, 0, size, size);
srcFbo = hdrFbo; FBO_Blit(hdrFbo, hdrBox, NULL, tr.textureScratchFbo[0], dstBox, &tr.calclevels4xShader[0], NULL, 0);
dstFbo = tr.textureScratchFbo[0];
FBO_Blit(srcFbo, NULL, NULL, dstFbo, dstBox, &tr.calclevels4xShader[0], NULL, 0);
srcFbo = tr.textureScratchFbo[0]; srcFbo = tr.textureScratchFbo[0];
dstFbo = tr.textureScratchFbo[1]; dstFbo = tr.textureScratchFbo[1];
@ -92,11 +90,20 @@ void RB_ToneMap(FBO_t *hdrFbo, int autoExposure)
else else
GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP); GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP);
FBO_Blit(hdrFbo, NULL, NULL, tr.screenScratchFbo, NULL, &tr.tonemapShader, color, 0); FBO_Blit(hdrFbo, hdrBox, NULL, ldrFbo, ldrBox, &tr.tonemapShader, color, 0);
} }
/*
=============
RB_BokehBlur
void RB_BokehBlur(float blur)
Blurs a part of one framebuffer to another.
Framebuffers can be identical.
=============
*/
void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float blur)
{ {
// vec4i_t srcBox, dstBox; // vec4i_t srcBox, dstBox;
vec4_t color; vec4_t color;
@ -111,9 +118,16 @@ void RB_BokehBlur(float blur)
// bokeh blur // bokeh blur
if (blur > 0.0f) if (blur > 0.0f)
{ {
vec4i_t quarterBox;
quarterBox[0] = 0;
quarterBox[1] = tr.quarterFbo[0]->height;
quarterBox[2] = tr.quarterFbo[0]->width;
quarterBox[3] = -tr.quarterFbo[0]->height;
// create a quarter texture // create a quarter texture
//FBO_Blit(NULL, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0); //FBO_Blit(NULL, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0);
FBO_FastBlit(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); FBO_FastBlit(src, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
} }
#ifndef HQ_BLUR #ifndef HQ_BLUR
@ -130,18 +144,18 @@ void RB_BokehBlur(float blur)
// Crossfade original with quarter texture // Crossfade original with quarter texture
VectorSet4(color, 1, 1, 1, blur); VectorSet4(color, 1, 1, 1, blur);
FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); FBO_Blit(tr.quarterFbo[0], NULL, NULL, dst, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
} }
#ifndef HQ_BLUR #ifndef HQ_BLUR
// ok blur, but can see some pixelization // ok blur, but can see some pixelization
else if (blur > 1.0f && blur <= 2.0f) else if (blur > 1.0f && blur <= 2.0f)
{ {
// crossfade quarter texture with 1/16th texture // crossfade quarter texture with 1/16th texture
FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, NULL, 0); FBO_Blit(tr.quarterFbo[0], NULL, NULL, dst, dstBox, NULL, NULL, 0);
VectorSet4(color, 1, 1, 1, blur - 1.0f); VectorSet4(color, 1, 1, 1, blur - 1.0f);
FBO_Blit(tr.textureScratchFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); FBO_Blit(tr.textureScratchFbo[0], NULL, NULL, dst, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
} }
else if (blur > 2.0f) else if (blur > 2.0f)
{ {
@ -169,7 +183,7 @@ void RB_BokehBlur(float blur)
FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0); FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0);
} }
FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, tr.screenScratchFbo, NULL, &tr.textureColorShader, NULL, 0); FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, dst, dstBox, &tr.textureColorShader, NULL, 0);
} }
#else // higher quality blur, but slower #else // higher quality blur, but slower
else if (blur > 1.0f) else if (blur > 1.0f)
@ -203,7 +217,7 @@ void RB_BokehBlur(float blur)
FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
} }
FBO_Blit(tr.quarterFbo[1], NULL, NULL, tr.screenScratchFbo, NULL, &tr.textureColorShader, NULL, 0); FBO_Blit(tr.quarterFbo[1], NULL, NULL, dst, dstBox, &tr.textureColorShader, NULL, 0);
} }
#endif #endif
} }
@ -284,9 +298,8 @@ static qboolean RB_UpdateSunFlareVis(void)
return sampleCount > 0; return sampleCount > 0;
} }
void RB_SunRays(void) void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
{ {
vec4i_t srcBox, dstBox;
vec4_t color; vec4_t color;
float dot; float dot;
const float cutoff = 0.25f; const float cutoff = 0.25f;
@ -325,27 +338,38 @@ void RB_SunRays(void)
hpos[3] = 0.5f / hpos[3]; hpos[3] = 0.5f / hpos[3];
pos[0] = 0.5f + hpos[0] * hpos[3]; pos[0] = 0.5f + hpos[0] * hpos[3];
pos[1] = 0.5f - hpos[1] * hpos[3]; pos[1] = 0.5f + hpos[1] * hpos[3];
// initialize quarter buffers // initialize quarter buffers
{ {
float mul = 1.f; float mul = 1.f;
vec2_t texScale; vec2_t texScale;
vec4i_t rayBox, quarterBox;
texScale[0] = texScale[0] =
texScale[1] = 1.0f; texScale[1] = 1.0f;
VectorSet4(color, mul, mul, mul, 1); VectorSet4(color, mul, mul, mul, 1);
rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcFbo->width;
rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcFbo->height;
rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcFbo->width;
rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcFbo->height;
quarterBox[0] = 0;
quarterBox[1] = tr.quarterFbo[0]->height;
quarterBox[2] = tr.quarterFbo[0]->width;
quarterBox[3] = -tr.quarterFbo[0]->height;
// first, downsample the framebuffer // first, downsample the framebuffer
if (colorize) if (colorize)
{ {
FBO_FastBlit(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); FBO_FastBlit(srcFbo, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
FBO_Blit(tr.sunRaysFbo, NULL, NULL, tr.quarterFbo[0], NULL, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); FBO_Blit(tr.sunRaysFbo, rayBox, NULL, tr.quarterFbo[0], quarterBox, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
} }
else else
{ {
FBO_FastBlit(tr.sunRaysFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); FBO_FastBlit(tr.sunRaysFbo, rayBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
} }
} }
@ -371,9 +395,7 @@ void RB_SunRays(void)
VectorSet4(color, mul, mul, mul, 1); VectorSet4(color, mul, mul, mul, 1);
VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height); FBO_Blit(tr.quarterFbo[0], NULL, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
FBO_Blit(tr.quarterFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
} }
} }

View file

@ -25,9 +25,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "tr_fbo.h" #include "tr_fbo.h"
void RB_ToneMap(FBO_t *hdrFbo, int autoExposure); void RB_ToneMap(FBO_t *hdrFbo, vec4i_t hdrBox, FBO_t *ldrFbo, vec4i_t ldrBox, int autoExposure);
void RB_BokehBlur(float blur); void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float blur);
void RB_SunRays(void); void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox);
void RB_GaussianBlur(float blur); void RB_GaussianBlur(float blur);
#endif #endif