ioq3/code/renderergl2/tr_postprocess.h
Zack Middleton f9547e4533 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).
2024-03-02 06:09:59 -05:00

33 lines
1.3 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
===========================================================================
*/
#ifndef TR_POSTPROCESS_H
#define TR_POSTPROCESS_H
#include "tr_fbo.h"
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(FBO_t *srcFbo, FBO_t *dstFbo, float blur);
#endif