From f9547e4533d9195d4f08aebd4691429ea8005f81 Mon Sep 17 00:00:00 2001 From: Zack Middleton Date: Sat, 2 Mar 2024 03:38:36 -0600 Subject: [PATCH] OpenGL2: Don't mix drawing to default framebuffer and FBO Don't draw the world scene to a separate FBO from the rest of the screen. This fixes the world scene having HOM instead of seeing through to the previously drawn content. World of Padman uses this to have a separate 3D scene for the sky and world in wop_padship for dynamic skybox. This also makes r_ext_framebuffer_multisample apply to HUD models instead of depending on r_ext_multisample (which doesn't work on Linux with some Intel graphics). --- code/renderergl2/tr_backend.c | 91 +++++++++++++++---------------- code/renderergl2/tr_image.c | 2 +- code/renderergl2/tr_postprocess.c | 6 +- code/renderergl2/tr_postprocess.h | 2 +- 4 files changed, 50 insertions(+), 51 deletions(-) diff --git a/code/renderergl2/tr_backend.c b/code/renderergl2/tr_backend.c index 5c160ab4..0cffa4ee 100644 --- a/code/renderergl2/tr_backend.c +++ b/code/renderergl2/tr_backend.c @@ -342,7 +342,7 @@ void RB_BeginDrawingView (void) { { FBO_t *fbo = backEnd.viewParms.targetFbo; - if (fbo == NULL && (!r_postProcess->integer || !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL))) + if (fbo == NULL) fbo = tr.renderFbo; if (tr.renderCubeFbo && fbo == tr.renderCubeFbo) @@ -708,7 +708,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte * if (glRefConfig.framebufferObject) { - FBO_Bind(r_postProcess->integer ? NULL : tr.renderFbo); + FBO_Bind(tr.renderFbo); } RB_SetGL2D(); @@ -793,7 +793,7 @@ const void *RB_StretchPic ( const void *data ) { cmd = (const stretchPicCommand_t *)data; if (glRefConfig.framebufferObject) - FBO_Bind(r_postProcess->integer ? NULL : tr.renderFbo); + FBO_Bind(tr.renderFbo); RB_SetGL2D(); @@ -1202,15 +1202,12 @@ const void *RB_DrawBuffer( const void *data ) { // clear screen for debugging if ( r_clear->integer ) { - qglClearColor( 1, 0, 0.5, 1 ); - qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - if (glRefConfig.framebufferObject && tr.renderFbo) { FBO_Bind(tr.renderFbo); - - qglClearColor( 1, 0, 0.5, 1 ); - qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); } + + qglClearColor( 1, 0, 0.5, 1 ); + qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); } return (const void *)(cmd + 1); @@ -1381,18 +1378,15 @@ const void *RB_SwapBuffers( const void *data ) { if (glRefConfig.framebufferObject) { - if (!r_postProcess->integer) + if (tr.msaaResolveFbo && r_hdr->integer) { - if (tr.msaaResolveFbo && r_hdr->integer) - { - // Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first - FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); - FBO_FastBlit(tr.msaaResolveFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); - } - else if (tr.renderFbo) - { - FBO_FastBlit(tr.renderFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); - } + // Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first + FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); + FBO_FastBlit(tr.msaaResolveFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); + } + else if (tr.renderFbo) + { + FBO_FastBlit(tr.renderFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); } } @@ -1454,7 +1448,7 @@ RB_PostProcess const void *RB_PostProcess(const void *data) { const postProcessCommand_t *cmd = data; - FBO_t *srcFbo; + FBO_t *srcFbo, *dstFbo; ivec4_t srcBox, dstBox; qboolean autoExposure; @@ -1475,6 +1469,8 @@ const void *RB_PostProcess(const void *data) } srcFbo = tr.renderFbo; + dstFbo = tr.renderFbo; + if (tr.msaaResolveFbo) { // Resolve the MSAA before anything else @@ -1508,13 +1504,13 @@ const void *RB_PostProcess(const void *data) if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer)) { autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer; - RB_ToneMap(srcFbo, srcBox, NULL, dstBox, autoExposure); + + // Use an intermediate FBO because it can't blit to the same FBO directly + // and can't read from an MSAA dstFbo later. + RB_ToneMap(srcFbo, srcBox, tr.screenScratchFbo, srcBox, autoExposure); + FBO_FastBlit(tr.screenScratchFbo, srcBox, srcFbo, srcBox, GL_COLOR_BUFFER_BIT, GL_NEAREST); } - else if (r_cameraExposure->value == 0.0f) - { - FBO_FastBlit(srcFbo, srcBox, NULL, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST); - } - else + else if (r_cameraExposure->value != 0.0f) { vec4_t color; @@ -1523,17 +1519,20 @@ const void *RB_PostProcess(const void *data) color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value); color[3] = 1.0f; - FBO_Blit(srcFbo, srcBox, NULL, NULL, dstBox, NULL, color, 0); + FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, srcFbo, srcBox, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); } } if (r_drawSunRays->integer) - RB_SunRays(NULL, srcBox, NULL, dstBox); + RB_SunRays(srcFbo, srcBox, srcFbo, srcBox); if (1) - RB_BokehBlur(NULL, srcBox, NULL, dstBox, backEnd.refdef.blurFactor); + RB_BokehBlur(srcFbo, srcBox, srcFbo, srcBox, backEnd.refdef.blurFactor); else - RB_GaussianBlur(backEnd.refdef.blurFactor); + RB_GaussianBlur(srcFbo, srcFbo, backEnd.refdef.blurFactor); + + if (srcFbo != dstFbo) + FBO_FastBlit(srcFbo, srcBox, dstFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST); #if 0 if (0) @@ -1549,7 +1548,7 @@ const void *RB_PostProcess(const void *data) if (scale < 0.01f) scale = 5.0f; - FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); + FBO_FastBlit(dstFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); iQtrBox[0] = backEnd.viewParms.viewportX * tr.quarterImage[0]->width / (float)glConfig.vidWidth; iQtrBox[1] = backEnd.viewParms.viewportY * tr.quarterImage[0]->height / (float)glConfig.vidHeight; @@ -1595,7 +1594,7 @@ const void *RB_PostProcess(const void *data) SetViewportAndScissor(); - FBO_FastBlit(tr.quarterFbo[1], NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); + FBO_FastBlit(tr.quarterFbo[1], NULL, dstFbo, NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); FBO_Bind(NULL); } #endif @@ -1604,42 +1603,42 @@ const void *RB_PostProcess(const void *data) { ivec4_t dstBox; VectorSet4(dstBox, 0, glConfig.vidHeight - 128, 128, 128); - FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); VectorSet4(dstBox, 128, glConfig.vidHeight - 128, 128, 128); - FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); VectorSet4(dstBox, 256, glConfig.vidHeight - 128, 128, 128); - FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); VectorSet4(dstBox, 384, glConfig.vidHeight - 128, 128, 128); - FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); } if (0 && r_shadows->integer == 4) { ivec4_t dstBox; VectorSet4(dstBox, 512 + 0, glConfig.vidHeight - 128, 128, 128); - FBO_BlitFromTexture(tr.pshadowMaps[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.pshadowMaps[0], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); VectorSet4(dstBox, 512 + 128, glConfig.vidHeight - 128, 128, 128); - FBO_BlitFromTexture(tr.pshadowMaps[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.pshadowMaps[1], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); VectorSet4(dstBox, 512 + 256, glConfig.vidHeight - 128, 128, 128); - FBO_BlitFromTexture(tr.pshadowMaps[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.pshadowMaps[2], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); VectorSet4(dstBox, 512 + 384, glConfig.vidHeight - 128, 128, 128); - FBO_BlitFromTexture(tr.pshadowMaps[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.pshadowMaps[3], NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); } if (0) { ivec4_t dstBox; VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256); - FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256); - FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); } if (0) { ivec4_t dstBox; VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256); - FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0); + FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, dstFbo, dstBox, NULL, NULL, 0); } #if 0 @@ -1651,8 +1650,8 @@ const void *RB_PostProcess(const void *data) if (cubemapIndex) { VectorSet4(dstBox, 0, glConfig.vidHeight - 256, 256, 256); - //FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0); - FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1].image, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0); + //FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, dstFbo, dstBox, &tr.testcubeShader, NULL, 0); + FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1].image, NULL, NULL, dstFbo, dstBox, &tr.testcubeShader, NULL, 0); } } #endif diff --git a/code/renderergl2/tr_image.c b/code/renderergl2/tr_image.c index 09ceff08..101513b6 100644 --- a/code/renderergl2/tr_image.c +++ b/code/renderergl2/tr_image.c @@ -2766,7 +2766,7 @@ void R_CreateBuiltinImages( void ) { tr.renderImage = R_CreateImage("_render", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat); - if (r_shadowBlur->integer) + if (r_shadowBlur->integer || r_hdr->integer) tr.screenScratchImage = R_CreateImage("screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat); if (r_shadowBlur->integer || r_ssao->integer) diff --git a/code/renderergl2/tr_postprocess.c b/code/renderergl2/tr_postprocess.c index 9931757b..3d71f304 100644 --- a/code/renderergl2/tr_postprocess.c +++ b/code/renderergl2/tr_postprocess.c @@ -447,7 +447,7 @@ static void RB_VBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength) RB_BlurAxis(srcFbo, dstFbo, strength, qfalse); } -void RB_GaussianBlur(float blur) +void RB_GaussianBlur(FBO_t *srcFbo, FBO_t *dstFbo, float blur) { //float mul = 1.f; float factor = Com_Clamp(0.f, 1.f, blur); @@ -462,7 +462,7 @@ void RB_GaussianBlur(float blur) VectorSet4(color, 1, 1, 1, 1); // first, downsample the framebuffer - FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); + FBO_FastBlit(srcFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR); // set the alpha channel @@ -478,6 +478,6 @@ void RB_GaussianBlur(float blur) VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height); VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight); color[3] = factor; - FBO_Blit(tr.textureScratchFbo[0], srcBox, NULL, NULL, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); + FBO_Blit(tr.textureScratchFbo[0], srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); } } diff --git a/code/renderergl2/tr_postprocess.h b/code/renderergl2/tr_postprocess.h index 09daf134..a2d6d0b3 100644 --- a/code/renderergl2/tr_postprocess.h +++ b/code/renderergl2/tr_postprocess.h @@ -28,6 +28,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA void RB_ToneMap(FBO_t *hdrFbo, ivec4_t hdrBox, FBO_t *ldrFbo, ivec4_t ldrBox, int autoExposure); void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float blur); void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox); -void RB_GaussianBlur(float blur); +void RB_GaussianBlur(FBO_t *srcFbo, FBO_t *dstFbo, float blur); #endif