/* =========================================================================== Copyright (C) 2006 Kirk Barnes Copyright (C) 2006-2008 Robert Beckebans This file is part of XreaL source code. XreaL source code 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. XreaL source code 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 XreaL source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_fbo.c #include "tr_local.h" /* ============= R_CheckFBO ============= */ qboolean R_CheckFBO(const FBO_t * fbo) { int code; int id; qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &id); qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer); code = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if(code == GL_FRAMEBUFFER_COMPLETE_EXT) { qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id); return qtrue; } // an error occured switch (code) { case GL_FRAMEBUFFER_COMPLETE_EXT: break; case GL_FRAMEBUFFER_UNSUPPORTED_EXT: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name); break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name); break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name); break; //case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT: // ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, duplicate attachment\n", fbo->name); // break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same dimensions\n", fbo->name); break; case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same format\n", fbo->name); break; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name); break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name); break; default: ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code); //ri.Error(ERR_FATAL, "R_CheckFBO: (%s) unknown error 0x%X", fbo->name, code); //assert(0); break; } qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id); return qfalse; } /* ============ FBO_Create ============ */ FBO_t *FBO_Create(const char *name, int width, int height) { FBO_t *fbo; if(strlen(name) >= MAX_QPATH) { ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long\n", name); } if(width <= 0 || width > glRefConfig.maxRenderbufferSize) { ri.Error(ERR_DROP, "FBO_Create: bad width %i", width); } if(height <= 0 || height > glRefConfig.maxRenderbufferSize) { ri.Error(ERR_DROP, "FBO_Create: bad height %i", height); } if(tr.numFBOs == MAX_FBOS) { ri.Error(ERR_DROP, "FBO_Create: MAX_FBOS hit"); } fbo = tr.fbos[tr.numFBOs] = ri.Hunk_Alloc(sizeof(*fbo), h_low); Q_strncpyz(fbo->name, name, sizeof(fbo->name)); fbo->index = tr.numFBOs++; fbo->width = width; fbo->height = height; qglGenFramebuffersEXT(1, &fbo->frameBuffer); return fbo; } void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample) { uint32_t *pRenderBuffer; GLenum attachment; qboolean absent; switch(format) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: case GL_RGB16F_ARB: case GL_RGBA16F_ARB: case GL_RGB32F_ARB: case GL_RGBA32F_ARB: fbo->colorFormat = format; pRenderBuffer = &fbo->colorBuffers[index]; attachment = GL_COLOR_ATTACHMENT0_EXT + index; break; case GL_DEPTH_COMPONENT: case GL_DEPTH_COMPONENT16_ARB: case GL_DEPTH_COMPONENT24_ARB: case GL_DEPTH_COMPONENT32_ARB: fbo->depthFormat = format; pRenderBuffer = &fbo->depthBuffer; attachment = GL_DEPTH_ATTACHMENT_EXT; break; case GL_STENCIL_INDEX: case GL_STENCIL_INDEX1_EXT: case GL_STENCIL_INDEX4_EXT: case GL_STENCIL_INDEX8_EXT: case GL_STENCIL_INDEX16_EXT: fbo->stencilFormat = format; pRenderBuffer = &fbo->stencilBuffer; attachment = GL_STENCIL_ATTACHMENT_EXT; break; case GL_DEPTH_STENCIL_EXT: case GL_DEPTH24_STENCIL8_EXT: fbo->packedDepthStencilFormat = format; pRenderBuffer = &fbo->packedDepthStencilBuffer; attachment = 0; // special for stencil and depth break; default: ri.Printf(PRINT_WARNING, "FBO_CreateBuffer: invalid format %d\n", format); return; } absent = *pRenderBuffer == 0; if (absent) qglGenRenderbuffersEXT(1, pRenderBuffer); qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, *pRenderBuffer); if (multisample && glRefConfig.framebufferMultisample) { qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, multisample, format, fbo->width, fbo->height); } else { qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, fbo->width, fbo->height); } if(absent) { if (attachment == 0) { qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer); qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer); } else qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer); } } /* ================= R_AttachFBOTexture1D ================= */ void R_AttachFBOTexture1D(int texId, int index) { if(index < 0 || index >= glRefConfig.maxColorAttachments) { ri.Printf(PRINT_WARNING, "R_AttachFBOTexture1D: invalid attachment index %i\n", index); return; } qglFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_1D, texId, 0); } /* ================= R_AttachFBOTexture2D ================= */ void R_AttachFBOTexture2D(int target, int texId, int index) { if(target != GL_TEXTURE_2D && (target < GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB)) { ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid target %i\n", target); return; } if(index < 0 || index >= glRefConfig.maxColorAttachments) { ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid attachment index %i\n", index); return; } qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, texId, 0); } /* ================= R_AttachFBOTexture3D ================= */ void R_AttachFBOTexture3D(int texId, int index, int zOffset) { if(index < 0 || index >= glRefConfig.maxColorAttachments) { ri.Printf(PRINT_WARNING, "R_AttachFBOTexture3D: invalid attachment index %i\n", index); return; } qglFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_3D_EXT, texId, 0, zOffset); } /* ================= R_AttachFBOTextureDepth ================= */ void R_AttachFBOTextureDepth(int texId) { qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0); } /* ================= R_AttachFBOTexturePackedDepthStencil ================= */ void R_AttachFBOTexturePackedDepthStencil(int texId) { qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0); qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0); } void FBO_AttachTextureImage(image_t *img, int index) { if (!glState.currentFBO) { ri.Printf(PRINT_WARNING, "FBO: attempted to attach a texture image with no FBO bound!\n"); return; } R_AttachFBOTexture2D(GL_TEXTURE_2D, img->texnum, index); glState.currentFBO->colorImage[index] = img; } /* ============ FBO_Bind ============ */ void FBO_Bind(FBO_t * fbo) { if (fbo && glState.currentFBO == fbo) return; if (r_logFile->integer) { // don't just call LogComment, or we will get a call to va() every frame! if (fbo) GLimp_LogComment(va("--- FBO_Bind( %s ) ---\n", fbo->name)); else GLimp_LogComment("--- FBO_Bind ( NULL ) ---\n"); } if (!fbo) { qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); //qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); glState.currentFBO = NULL; return; } qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer); /* if(fbo->colorBuffers[0]) { qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->colorBuffers[0]); } */ /* if(fbo->depthBuffer) { qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->depthBuffer); qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthBuffer); } */ glState.currentFBO = fbo; } /* ============ FBO_Init ============ */ void FBO_Init(void) { int i; // int width, height, hdrFormat, multisample; int hdrFormat, multisample; ri.Printf(PRINT_ALL, "------- FBO_Init -------\n"); if(!glRefConfig.framebufferObject) return; tr.numFBOs = 0; GL_CheckErrors(); // make sure the render thread is stopped R_SyncRenderThread(); /* if(glRefConfig.textureNonPowerOfTwo) { width = glConfig.vidWidth; height = glConfig.vidHeight; } else { width = NextPowerOfTwo(glConfig.vidWidth); height = NextPowerOfTwo(glConfig.vidHeight); } */ hdrFormat = GL_RGBA8; if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat) { hdrFormat = GL_RGB16F_ARB; } qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample); if (r_ext_framebuffer_multisample->integer < multisample) { multisample = r_ext_framebuffer_multisample->integer; } if (multisample < 2 || !glRefConfig.framebufferBlit) multisample = 0; if (multisample != r_ext_framebuffer_multisample->integer) { ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample); } if (multisample && glRefConfig.framebufferMultisample) { tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_Bind(tr.renderFbo); FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample); FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample); R_CheckFBO(tr.renderFbo); tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_Bind(tr.msaaResolveFbo); //FBO_CreateBuffer(tr.msaaResolveFbo, hdrFormat, 0, 0); FBO_AttachTextureImage(tr.renderImage, 0); //FBO_CreateBuffer(tr.msaaResolveFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); R_AttachFBOTextureDepth(tr.renderDepthImage->texnum); R_CheckFBO(tr.msaaResolveFbo); } else { tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_Bind(tr.renderFbo); //FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, 0); FBO_AttachTextureImage(tr.renderImage, 0); //FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); R_AttachFBOTextureDepth(tr.renderDepthImage->texnum); R_CheckFBO(tr.renderFbo); } // clear render buffer // this fixes the corrupt screen bug with r_hdr 1 on older hardware FBO_Bind(tr.renderFbo); qglClearColor( 1, 0, 0.5, 1 ); qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); FBO_Bind(NULL); #ifdef REACTION { tr.godRaysFbo = FBO_Create("_godRays", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_Bind(tr.godRaysFbo); //FBO_CreateBuffer(tr.godRaysFbo, GL_RGBA8, 0, multisample); FBO_AttachTextureImage(tr.godRaysImage, 0); //FBO_CreateBuffer(tr.godRaysFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample); R_AttachFBOTextureDepth(tr.renderDepthImage->texnum); R_CheckFBO(tr.godRaysFbo); } #endif // FIXME: Don't use separate color/depth buffers for a shadow buffer for( i = 0; i < MAX_DRAWN_PSHADOWS; i++) { tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height); FBO_Bind(tr.pshadowFbos[i]); //FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0); FBO_AttachTextureImage(tr.pshadowMaps[i], 0); FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0); //R_AttachFBOTextureDepth(tr.textureDepthImage->texnum); R_CheckFBO(tr.pshadowFbos[i]); } for ( i = 0; i < 3; i++) { tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height); FBO_Bind(tr.sunShadowFbo[i]); //FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0); //FBO_AttachTextureImage(tr.sunShadowImage, 0); qglDrawBuffer(GL_NONE); qglReadBuffer(GL_NONE); //FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum); R_CheckFBO(tr.sunShadowFbo[i]); } for (i = 0; i < 2; i++) { tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height); FBO_Bind(tr.textureScratchFbo[i]); //FBO_CreateBuffer(tr.textureScratchFbo[i], GL_RGBA8, 0, 0); FBO_AttachTextureImage(tr.textureScratchImage[i], 0); R_CheckFBO(tr.textureScratchFbo[i]); } { tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height); FBO_Bind(tr.calcLevelsFbo); //FBO_CreateBuffer(tr.calcLevelsFbo, hdrFormat, 0, 0); FBO_AttachTextureImage(tr.calcLevelsImage, 0); R_CheckFBO(tr.calcLevelsFbo); } { tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height); FBO_Bind(tr.targetLevelsFbo); //FBO_CreateBuffer(tr.targetLevelsFbo, hdrFormat, 0, 0); FBO_AttachTextureImage(tr.targetLevelsImage, 0); R_CheckFBO(tr.targetLevelsFbo); } { //tr.screenScratchFbo = FBO_Create("_screenscratch", width, height); tr.screenScratchFbo = FBO_Create("_screenscratch", tr.screenScratchImage->width, tr.screenScratchImage->height); FBO_Bind(tr.screenScratchFbo); //FBO_CreateBuffer(tr.screenScratchFbo, format, 0, 0); FBO_AttachTextureImage(tr.screenScratchImage, 0); // FIXME: hack: share zbuffer between render fbo and pre-screen fbo //FBO_CreateBuffer(tr.screenScratchFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0); R_AttachFBOTextureDepth(tr.renderDepthImage->texnum); R_CheckFBO(tr.screenScratchFbo); } for (i = 0; i < 2; i++) { tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height); FBO_Bind(tr.quarterFbo[i]); //FBO_CreateBuffer(tr.quarterFbo[i], hdrFormat, 0, 0); FBO_AttachTextureImage(tr.quarterImage[i], 0); R_CheckFBO(tr.quarterFbo[i]); } { tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height); FBO_Bind(tr.screenShadowFbo); FBO_AttachTextureImage(tr.screenShadowImage, 0); R_CheckFBO(tr.screenShadowFbo); } if (r_ssao->integer) { tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height); FBO_Bind(tr.hdrDepthFbo); FBO_AttachTextureImage(tr.hdrDepthImage, 0); R_CheckFBO(tr.hdrDepthFbo); tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height); FBO_Bind(tr.screenSsaoFbo); FBO_AttachTextureImage(tr.screenSsaoImage, 0); R_CheckFBO(tr.screenSsaoFbo); } GL_CheckErrors(); FBO_Bind(NULL); } /* ============ FBO_Shutdown ============ */ void FBO_Shutdown(void) { int i, j; FBO_t *fbo; ri.Printf(PRINT_ALL, "------- FBO_Shutdown -------\n"); if(!glRefConfig.framebufferObject) return; FBO_Bind(NULL); for(i = 0; i < tr.numFBOs; i++) { fbo = tr.fbos[i]; for(j = 0; j < glRefConfig.maxColorAttachments; j++) { if(fbo->colorBuffers[j]) qglDeleteRenderbuffersEXT(1, &fbo->colorBuffers[j]); } if(fbo->depthBuffer) qglDeleteRenderbuffersEXT(1, &fbo->depthBuffer); if(fbo->stencilBuffer) qglDeleteRenderbuffersEXT(1, &fbo->stencilBuffer); if(fbo->frameBuffer) qglDeleteFramebuffersEXT(1, &fbo->frameBuffer); } } /* ============ R_FBOList_f ============ */ void R_FBOList_f(void) { int i; FBO_t *fbo; if(!glRefConfig.framebufferObject) { ri.Printf(PRINT_ALL, "GL_EXT_framebuffer_object is not available.\n"); return; } ri.Printf(PRINT_ALL, " size name\n"); ri.Printf(PRINT_ALL, "----------------------------------------------------------\n"); for(i = 0; i < tr.numFBOs; i++) { fbo = tr.fbos[i]; ri.Printf(PRINT_ALL, " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name); } ri.Printf(PRINT_ALL, " %i FBOs\n", tr.numFBOs); } // FIXME extern void RB_SetGL2D (void); void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, vec4i_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend) { vec4i_t dstBox, srcBox; vec2_t srcTexScale; vec4_t color; vec4_t quadVerts[4]; vec2_t texCoords[4]; vec2_t invTexRes; FBO_t *oldFbo = glState.currentFBO; if (!src) return; if (inSrcBox) { VectorSet4(srcBox, inSrcBox[0], inSrcBox[1], inSrcBox[0] + inSrcBox[2], inSrcBox[1] + inSrcBox[3]); } else { VectorSet4(srcBox, 0, 0, src->width, src->height); } // framebuffers are 0 bottom, Y up. if (inDstBox) { if (dst) { dstBox[0] = inDstBox[0]; dstBox[1] = dst->height - inDstBox[1] - inDstBox[3]; dstBox[2] = inDstBox[0] + inDstBox[2]; dstBox[3] = dst->height - inDstBox[1]; } else { dstBox[0] = inDstBox[0]; dstBox[1] = glConfig.vidHeight - inDstBox[1] - inDstBox[3]; dstBox[2] = inDstBox[0] + inDstBox[2]; dstBox[3] = glConfig.vidHeight - inDstBox[1]; } } else if (dst) { VectorSet4(dstBox, 0, dst->height, dst->width, 0); } else { VectorSet4(dstBox, 0, glConfig.vidHeight, glConfig.vidWidth, 0); } if (inSrcTexScale) { VectorCopy2(inSrcTexScale, srcTexScale); } else { srcTexScale[0] = srcTexScale[1] = 1.0f; } if (inColor) { VectorCopy4(inColor, color); } else { color[0] = color[1] = color[2] = color[3] = 1.0f; } if (!shaderProgram) { shaderProgram = &tr.textureColorShader; } FBO_Bind(dst); RB_SetGL2D(); GL_SelectTexture(TB_COLORMAP); GL_Bind(src); VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1); VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1); VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0, 1); VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0, 1); texCoords[0][0] = srcBox[0] / (float)src->width; texCoords[0][1] = 1.0f - srcBox[1] / (float)src->height; texCoords[1][0] = srcBox[2] / (float)src->width; texCoords[1][1] = 1.0f - srcBox[1] / (float)src->height; texCoords[2][0] = srcBox[2] / (float)src->width; texCoords[2][1] = 1.0f - srcBox[3] / (float)src->height; texCoords[3][0] = srcBox[0] / (float)src->width; texCoords[3][1] = 1.0f - srcBox[3] / (float)src->height; invTexRes[0] = 1.0f / src->width * srcTexScale[0]; invTexRes[1] = 1.0f / src->height * srcTexScale[1]; GL_State( blend ); GLSL_BindProgram(shaderProgram); GLSL_SetUniformMatrix16(shaderProgram, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformVec4(shaderProgram, TEXTURECOLOR_UNIFORM_COLOR, color); GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes); GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax); GLSL_SetUniformVec3(shaderProgram, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear); RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); FBO_Bind(oldFbo); } void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend) { vec4i_t srcBox; if (!src) return; // framebuffers are 0 bottom, Y up. if (inSrcBox) { srcBox[0] = inSrcBox[0]; srcBox[1] = src->height - inSrcBox[1] - inSrcBox[3]; srcBox[2] = inSrcBox[2]; srcBox[3] = inSrcBox[3]; } else { VectorSet4(srcBox, 0, src->height, src->width, -src->height); } FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE); } void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter) { vec4i_t srcBoxFinal, dstBoxFinal; GLuint srcFb, dstFb; if (!glRefConfig.framebufferBlit) { FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0); return; } // get to a neutral state first FBO_Bind(NULL); srcFb = src ? src->frameBuffer : 0; dstFb = dst ? dst->frameBuffer : 0; if (!srcBox) { if (src) { VectorSet4(srcBoxFinal, 0, 0, src->width, src->height); } else { VectorSet4(srcBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight); } } else { VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]); } if (!dstBox) { if (dst) { VectorSet4(dstBoxFinal, 0, 0, dst->width, dst->height); } else { VectorSet4(dstBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight); } } else { VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]); } qglBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, srcFb); qglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, dstFb); qglBlitFramebufferEXT(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3], dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3], buffers, filter); qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glState.currentFBO = NULL; }