ioq3/code/renderergl2/tr_postprocess.c
Zack Middleton 3b984d2b51 OpenGL2: Add OpenGL ES 2.0+ support
This mainly targets OpenGL ES 2.0 but it also supports compiling GLSL as
ESSL 3.00. It's missing support for framebuffer objects which should be
possible on ES 2. (Though using renderbuffers instead of textures.)

opengl1 cvars that are not supported will display a message and disable
the cvar. This has not been reviewed for new opengl2 cvars. Enabling
cvars may cause rendering issues. Some of the broken cvars may be
possible to support using OpenGL ES 3 features.

The game displays okay with the default cvars.
2024-06-05 21:33:08 -05:00

485 lines
13 KiB
C

/*
===========================================================================
Copyright (C) 2011 Andrei Drexler, Richard Allen, James Canete
This file is part of Reaction source code.
Reaction 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.
Reaction 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 Reaction source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
void RB_ToneMap(FBO_t *hdrFbo, ivec4_t hdrBox, FBO_t *ldrFbo, ivec4_t ldrBox, int autoExposure)
{
ivec4_t srcBox, dstBox;
vec4_t color;
static int lastFrameCount = 0;
if (autoExposure)
{
if (lastFrameCount == 0 || tr.frameCount < lastFrameCount || tr.frameCount - lastFrameCount > 5)
{
// determine average log luminance
FBO_t *srcFbo, *dstFbo, *tmp;
int size = 256;
lastFrameCount = tr.frameCount;
VectorSet4(dstBox, 0, 0, size, size);
FBO_Blit(hdrFbo, hdrBox, NULL, tr.textureScratchFbo[0], dstBox, &tr.calclevels4xShader[0], NULL, 0);
srcFbo = tr.textureScratchFbo[0];
dstFbo = tr.textureScratchFbo[1];
// downscale to 1x1 texture
while (size > 1)
{
VectorSet4(srcBox, 0, 0, size, size);
//size >>= 2;
size >>= 1;
VectorSet4(dstBox, 0, 0, size, size);
if (size == 1)
dstFbo = tr.targetLevelsFbo;
//FBO_Blit(targetFbo, srcBox, NULL, tr.textureScratchFbo[nextScratch], dstBox, &tr.calclevels4xShader[1], NULL, 0);
FBO_FastBlit(srcFbo, srcBox, dstFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
tmp = srcFbo;
srcFbo = dstFbo;
dstFbo = tmp;
}
}
// blend with old log luminance for gradual change
VectorSet4(srcBox, 0, 0, 0, 0);
color[0] =
color[1] =
color[2] = 1.0f;
if (glRefConfig.textureFloat)
color[3] = 0.03f;
else
color[3] = 0.1f;
FBO_Blit(tr.targetLevelsFbo, srcBox, NULL, tr.calcLevelsFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
// tonemap
color[0] =
color[1] =
color[2] = pow(2, r_cameraExposure->value - autoExposure); //exp2(r_cameraExposure->value);
color[3] = 1.0f;
if (autoExposure)
GL_BindToTMU(tr.calcLevelsImage, TB_LEVELSMAP);
else
GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP);
FBO_Blit(hdrFbo, hdrBox, NULL, ldrFbo, ldrBox, &tr.tonemapShader, color, 0);
}
/*
=============
RB_BokehBlur
Blurs a part of one framebuffer to another.
Framebuffers can be identical.
=============
*/
void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float blur)
{
// ivec4_t srcBox, dstBox;
vec4_t color;
blur *= 10.0f;
if (blur < 0.004f)
return;
if (glRefConfig.framebufferObject)
{
// bokeh blur
if (blur > 0.0f)
{
ivec4_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
//FBO_Blit(NULL, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0);
FBO_FastBlit(src, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
#ifndef HQ_BLUR
if (blur > 1.0f)
{
// create a 1/16th texture
//FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, NULL, 0);
FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
#endif
if (blur > 0.0f && blur <= 1.0f)
{
// Crossfade original with quarter texture
VectorSet4(color, 1, 1, 1, blur);
FBO_Blit(tr.quarterFbo[0], NULL, NULL, dst, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
#ifndef HQ_BLUR
// ok blur, but can see some pixelization
else if (blur > 1.0f && blur <= 2.0f)
{
// crossfade quarter texture with 1/16th texture
FBO_Blit(tr.quarterFbo[0], NULL, NULL, dst, dstBox, NULL, NULL, 0);
VectorSet4(color, 1, 1, 1, blur - 1.0f);
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)
{
// blur 1/16th texture then replace
int i;
for (i = 0; i < 2; i++)
{
vec2_t blurTexScale;
float subblur;
subblur = ((blur - 2.0f) / 2.0f) / 3.0f * (float)(i + 1);
blurTexScale[0] =
blurTexScale[1] = subblur;
color[0] =
color[1] =
color[2] = 0.5f;
color[3] = 1.0f;
if (i != 0)
FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
else
FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0);
}
FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, dst, dstBox, NULL, NULL, 0);
}
#else // higher quality blur, but slower
else if (blur > 1.0f)
{
// blur quarter texture then replace
int i;
src = tr.quarterFbo[0];
dst = tr.quarterFbo[1];
VectorSet4(color, 0.5f, 0.5f, 0.5f, 1);
for (i = 0; i < 2; i++)
{
vec2_t blurTexScale;
float subblur;
subblur = (blur - 1.0f) / 2.0f * (float)(i + 1);
blurTexScale[0] =
blurTexScale[1] = subblur;
color[0] =
color[1] =
color[2] = 1.0f;
if (i != 0)
color[3] = 1.0f;
else
color[3] = 0.5f;
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, dst, dstBox, NULL, NULL, 0);
}
#endif
}
}
static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretch, float x, float y, float w, float h, float xcenter, float ycenter, float alpha)
{
ivec4_t srcBox, dstBox;
int srcWidth, srcHeight;
vec4_t color;
const float inc = 1.f / passes;
const float mul = powf(stretch, inc);
float scale;
alpha *= inc;
VectorSet4(color, alpha, alpha, alpha, 1.0f);
srcWidth = srcFbo ? srcFbo->width : glConfig.vidWidth;
srcHeight = srcFbo ? srcFbo->height : glConfig.vidHeight;
VectorSet4(srcBox, 0, 0, srcWidth, srcHeight);
VectorSet4(dstBox, x, y, w, h);
FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0);
--passes;
scale = mul;
while (passes > 0)
{
float iscale = 1.f / scale;
float s0 = xcenter * (1.f - iscale);
float t0 = (1.0f - ycenter) * (1.f - iscale);
srcBox[0] = s0 * srcWidth;
srcBox[1] = t0 * srcHeight;
srcBox[2] = iscale * srcWidth;
srcBox[3] = iscale * srcHeight;
FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
scale *= mul;
--passes;
}
}
static qboolean RB_UpdateSunFlareVis(void)
{
GLuint sampleCount = 0;
if (!glRefConfig.occlusionQuery)
return qtrue;
tr.sunFlareQueryIndex ^= 1;
if (!tr.sunFlareQueryActive[tr.sunFlareQueryIndex])
return qtrue;
/* debug code */
if (0)
{
int iter;
for (iter=0 ; ; ++iter)
{
GLint available = 0;
qglGetQueryObjectiv(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT_AVAILABLE, &available);
if (available)
break;
}
ri.Printf(PRINT_DEVELOPER, "Waited %d iterations\n", iter);
}
// Note: On desktop OpenGL this is a sample count (glRefConfig.occlusionQueryTarget == GL_SAMPLES_PASSED)
// but on OpenGL ES this is a boolean (glRefConfig.occlusionQueryTarget == GL_ANY_SAMPLES_PASSED)
qglGetQueryObjectuiv(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT, &sampleCount);
return sampleCount > 0;
}
void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
{
vec4_t color;
float dot;
const float cutoff = 0.25f;
qboolean colorize = qtrue;
// float w, h, w2, h2;
mat4_t mvp;
vec4_t pos, hpos;
dot = DotProduct(tr.sunDirection, backEnd.viewParms.or.axis[0]);
if (dot < cutoff)
return;
if (!RB_UpdateSunFlareVis())
return;
// From RB_DrawSun()
{
float dist;
mat4_t trans, model;
Mat4Translation( backEnd.viewParms.or.origin, trans );
Mat4Multiply( backEnd.viewParms.world.modelMatrix, trans, model );
Mat4Multiply(backEnd.viewParms.projectionMatrix, model, mvp);
dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
VectorScale( tr.sunDirection, dist, pos );
}
// project sun point
//Mat4Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp);
Mat4Transform(mvp, pos, hpos);
// transform to UV coords
hpos[3] = 0.5f / hpos[3];
pos[0] = 0.5f + hpos[0] * hpos[3];
pos[1] = 0.5f + hpos[1] * hpos[3];
// initialize quarter buffers
{
float mul = 1.f;
ivec4_t rayBox, quarterBox;
int srcWidth = srcFbo ? srcFbo->width : glConfig.vidWidth;
int srcHeight = srcFbo ? srcFbo->height : glConfig.vidHeight;
VectorSet4(color, mul, mul, mul, 1);
rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcWidth;
rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcHeight;
rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcWidth;
rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcHeight;
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
if (colorize)
{
FBO_FastBlit(srcFbo, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
FBO_Blit(tr.sunRaysFbo, rayBox, NULL, tr.quarterFbo[0], quarterBox, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
}
else
{
FBO_FastBlit(tr.sunRaysFbo, rayBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
}
// radial blur passes, ping-ponging between the two quarter-size buffers
{
const float stretch_add = 2.f/3.f;
float stretch = 1.f + stretch_add;
int i;
for (i=0; i<2; ++i)
{
RB_RadialBlur(tr.quarterFbo[i&1], tr.quarterFbo[(~i) & 1], 5, stretch, 0.f, 0.f, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height, pos[0], pos[1], 1.125f);
stretch += stretch_add;
}
}
// add result back on top of the main buffer
{
float mul = 1.f;
VectorSet4(color, mul, mul, mul, 1);
FBO_Blit(tr.quarterFbo[0], NULL, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
}
}
static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, qboolean horizontal)
{
float dx, dy;
float xmul, ymul;
float weights[3] = {
0.227027027f,
0.316216216f,
0.070270270f,
};
float offsets[3] = {
0.f,
1.3846153846f,
3.2307692308f,
};
xmul = horizontal;
ymul = 1.f - xmul;
xmul *= strength;
ymul *= strength;
{
ivec4_t srcBox, dstBox;
vec4_t color;
VectorSet4(color, weights[0], weights[0], weights[0], 1.0f);
VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
VectorSet4(dstBox, 0, 0, dstFbo->width, dstFbo->height);
FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0);
VectorSet4(color, weights[1], weights[1], weights[1], 1.0f);
dx = offsets[1] * xmul;
dy = offsets[1] * ymul;
VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
VectorSet4(color, weights[2], weights[2], weights[2], 1.0f);
dx = offsets[2] * xmul;
dy = offsets[2] * ymul;
VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
}
}
static void RB_HBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength)
{
RB_BlurAxis(srcFbo, dstFbo, strength, qtrue);
}
static void RB_VBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength)
{
RB_BlurAxis(srcFbo, dstFbo, strength, qfalse);
}
void RB_GaussianBlur(FBO_t *srcFbo, FBO_t *dstFbo, float blur)
{
//float mul = 1.f;
float factor = Com_Clamp(0.f, 1.f, blur);
if (factor <= 0.f)
return;
{
ivec4_t srcBox, dstBox;
vec4_t color;
VectorSet4(color, 1, 1, 1, 1);
// first, downsample the framebuffer
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
qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, color, GLS_DEPTHTEST_DISABLE);
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// blur the tiny buffer horizontally and vertically
RB_HBlur(tr.textureScratchFbo[0], tr.textureScratchFbo[1], factor);
RB_VBlur(tr.textureScratchFbo[1], tr.textureScratchFbo[0], factor);
// finally, merge back to framebuffer
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, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
}