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https://github.com/nzp-team/fteqw.git
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f2cce499f6
Added com_parseutf8. Z_EXT_VWEAP is supposedly supported serverside, but not clientside. It is not advertised, and not used, yet. Fixed csqc mouse issues in linux, supposedly. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3226 fc73d0e0-1445-4013-8a0c-d673dee63da5
639 lines
17 KiB
C
639 lines
17 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// gl_bloom.c: 2D lighting post process effect
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//http://www.quakesrc.org/forums/viewtopic.php?t=4340&start=0
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#include "quakedef.h"
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#ifdef RGLQUAKE
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#include "glquake.h"
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extern vrect_t gl_truescreenrect;
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/*
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==============================================================================
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LIGHT BLOOMS
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==============================================================================
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*/
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static float Diamond8x[8][8] = {
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{0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f},
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{0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f},
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{0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f},
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{0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f},
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{0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f},
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{0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f} };
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static float Diamond6x[6][6] = {
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{0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f},
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{0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f},
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{0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f},
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{0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f},
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{0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f},
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{0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f} };
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static float Diamond4x[4][4] = {
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{0.3f, 0.4f, 0.4f, 0.3f},
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{0.4f, 0.9f, 0.9f, 0.4f},
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{0.4f, 0.9f, 0.9f, 0.4f},
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{0.3f, 0.4f, 0.4f, 0.3f} };
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cvar_t r_bloom = FCVAR("r_bloom", "gl_bloom", "0", CVAR_ARCHIVE);
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static cvar_t r_bloom_alpha = SCVAR("r_bloom_alpha", "0.5");
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static cvar_t r_bloom_diamond_size = SCVAR("r_bloom_diamond_size", "8");
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static cvar_t r_bloom_intensity = SCVAR("r_bloom_intensity", "1");
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static cvar_t r_bloom_darken = SCVAR("r_bloom_darken", "3");
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static cvar_t r_bloom_sample_size = SCVARF("r_bloom_sample_size", "256", CVAR_RENDERERLATCH);
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static cvar_t r_bloom_fast_sample = SCVARF("r_bloom_fast_sample", "0", CVAR_RENDERERLATCH);
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typedef struct {
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//texture numbers
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int tx_screen;
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int tx_effect;
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int tx_backup;
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int tx_downsample;
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//the viewport dimensions
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int vp_x;
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int vp_y;
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int vp_w;
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int vp_h;
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//texture coordinates of screen data inside screentexture
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float scr_s;
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float scr_t;
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//dimensions of the screen texture (power of two)
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int scr_w;
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int scr_h;
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//downsampled dimensions (will always be smaller than viewport)
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int smp_w;
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int smp_h;
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//tex coords to be used for the sample
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float smp_s;
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float smp_t;
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int size_downsample;
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int size_backup;
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int size_sample;
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} bloomstate_t;
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static bloomstate_t bs;
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//this macro is in sample size workspace coordinates
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#define R_Bloom_SamplePass( xpos, ypos ) \
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qglBegin(GL_QUADS); \
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qglTexCoord2f( 0, bs.smp_t); \
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qglVertex2f( xpos, ypos); \
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qglTexCoord2f( 0, 0); \
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qglVertex2f( xpos, ypos+bs.smp_h); \
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qglTexCoord2f( bs.smp_s, 0); \
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qglVertex2f( xpos+bs.smp_w, ypos+bs.smp_h); \
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qglTexCoord2f( bs.smp_s, bs.smp_t); \
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qglVertex2f( xpos+bs.smp_w, ypos); \
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qglEnd();
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#define R_Bloom_Quad( x, y, width, height, textwidth, textheight ) \
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qglBegin(GL_QUADS); \
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qglTexCoord2f( 0, textheight); \
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qglVertex2f( x, y); \
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qglTexCoord2f( 0, 0); \
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qglVertex2f( x, y+height); \
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qglTexCoord2f( textwidth, 0); \
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qglVertex2f( x+width, y+height); \
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qglTexCoord2f( textwidth, textheight); \
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qglVertex2f( x+width, y); \
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qglEnd();
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/*
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=================
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R_Bloom_InitBackUpTexture
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=================
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*/
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void R_Bloom_InitBackUpTexture(int widthheight)
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{
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qbyte *data;
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data = Z_Malloc(widthheight * widthheight * 4);
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bs.size_backup = widthheight;
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bs.tx_backup = GL_LoadTexture32("***bs.tx_backup***", bs.size_backup, bs.size_backup, (unsigned int*)data, false, false);
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Z_Free (data);
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}
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/*
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=================
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R_Bloom_InitEffectTexture
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=================
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*/
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void R_Bloom_InitEffectTexture(void)
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{
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qbyte *data;
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float bloomsizecheck;
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if (r_bloom_sample_size.value < 32)
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Cvar_SetValue (&r_bloom_sample_size, 32);
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//make sure bloom size is a power of 2
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bs.size_sample = r_bloom_sample_size.value;
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bloomsizecheck = (float)bs.size_sample;
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while (bloomsizecheck > 1.0f) bloomsizecheck /= 2.0f;
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if (bloomsizecheck != 1.0f)
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{
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bs.size_sample = 32;
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while (bs.size_sample < r_bloom_sample_size.value)
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bs.size_sample *= 2;
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}
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//make sure bloom size doesn't have stupid values
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if (bs.size_sample > bs.scr_w ||
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bs.size_sample > bs.scr_h)
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bs.size_sample = min(bs.scr_w, bs.scr_h);
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if (bs.size_sample != r_bloom_sample_size.value)
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Cvar_SetValue (&r_bloom_sample_size, bs.size_sample);
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data = Z_Malloc(bs.size_sample * bs.size_sample * 4);
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bs.tx_effect = GL_LoadTexture32("***bs.tx_effect***", bs.size_sample, bs.size_sample, (unsigned int*)data, false, false);
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Z_Free (data);
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}
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/*
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=================
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R_Bloom_InitTextures
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=================
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*/
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void R_Bloom_InitTextures(void)
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{
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qbyte *data;
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int size;
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int maxtexsize;
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//find closer power of 2 to screen size
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for (bs.scr_w = 1;bs.scr_w < glwidth;bs.scr_w *= 2);
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for (bs.scr_h = 1;bs.scr_h < glheight;bs.scr_h *= 2);
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//disable blooms if we can't handle a texture of that size
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qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
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if (bs.scr_w > maxtexsize ||
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bs.scr_h > maxtexsize)
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{
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bs.scr_w = bs.scr_h = 0;
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Cvar_SetValue (&r_bloom, 0);
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Con_Printf("WARNING: 'R_InitBloomScreenTexture' too high resolution for Light Bloom. Effect disabled\n");
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return;
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}
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//init the screen texture
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size = bs.scr_w * bs.scr_h * 4;
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data = Z_Malloc(size);
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memset(data, 255, size);
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if (!bs.tx_screen)
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bs.tx_screen = GL_AllocNewTexture();
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GL_Bind(bs.tx_screen);
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qglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, bs.scr_w, bs.scr_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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Z_Free (data);
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//validate bloom size and init the bloom effect texture
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R_Bloom_InitEffectTexture ();
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//if screensize is more than 2x the bloom effect texture, set up for stepped downsampling
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bs.tx_downsample = 0;
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bs.size_downsample = 0;
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if (glwidth > (bs.size_sample * 2) && !r_bloom_fast_sample.value)
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{
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bs.size_downsample = (int)(bs.size_sample * 2);
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data = Z_Malloc(bs.size_downsample * bs.size_downsample * 4);
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bs.tx_downsample = GL_LoadTexture32("***bs.tx_downsample***", bs.size_downsample, bs.size_downsample, (unsigned int*)data, false, false);
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Z_Free (data);
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}
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//Init the screen backup texture
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if (bs.size_downsample)
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R_Bloom_InitBackUpTexture(bs.size_downsample);
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else
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R_Bloom_InitBackUpTexture(bs.size_sample);
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}
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void R_BloomRegister(void)
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{
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Cvar_Register (&r_bloom, "bloom");
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Cvar_Register (&r_bloom_alpha, "bloom");
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Cvar_Register (&r_bloom_diamond_size, "bloom");
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Cvar_Register (&r_bloom_intensity, "bloom");
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Cvar_Register (&r_bloom_darken, "bloom");
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Cvar_Register (&r_bloom_sample_size, "bloom");
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Cvar_Register (&r_bloom_fast_sample, "bloom");
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}
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/*
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=================
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R_InitBloomTextures
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=================
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*/
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void R_InitBloomTextures(void)
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{
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bs.size_sample = 0;
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if (!r_bloom.value)
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return;
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bs.tx_screen = 0; //this came from a vid_restart, where none of the textures are valid any more.
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R_Bloom_InitTextures ();
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}
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/*
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=================
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R_Bloom_DrawEffect
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=================
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*/
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void R_Bloom_DrawEffect(void)
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{
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GL_Bind(bs.tx_effect);
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qglEnable(GL_BLEND);
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qglBlendFunc(GL_ONE, GL_ONE);
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qglColor4f(r_bloom_alpha.value, r_bloom_alpha.value, r_bloom_alpha.value, 1.0f);
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GL_TexEnv(GL_MODULATE);
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qglBegin(GL_QUADS);
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qglTexCoord2f (0, bs.smp_t);
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qglVertex2f (bs.vp_x, bs.vp_y);
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qglTexCoord2f (0, 0);
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qglVertex2f (bs.vp_x, bs.vp_y + bs.vp_h);
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qglTexCoord2f (bs.smp_s, 0);
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qglVertex2f (bs.vp_x + bs.vp_w, bs.vp_y + bs.vp_h);
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qglTexCoord2f (bs.smp_s, bs.smp_t);
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qglVertex2f (bs.vp_x + bs.vp_w, bs.vp_y);
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qglEnd();
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qglDisable(GL_BLEND);
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}
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#if 0
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/*
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=================
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R_Bloom_GeneratexCross - alternative bluring method
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=================
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*/
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void R_Bloom_GeneratexCross(void)
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{
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int i;
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static int BLOOM_BLUR_RADIUS = 8;
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//static float BLOOM_BLUR_INTENSITY = 2.5f;
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float BLOOM_BLUR_INTENSITY;
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static float intensity;
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static float range;
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//set up sample size workspace
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qglViewport( 0, 0, bs.smp_w, bs.smp_h );
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qglMatrixMode( GL_PROJECTION );
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qglLoadIdentity ();
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qglOrtho(0, bs.smp_w, bs.smp_h, 0, -10, 100);
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qglMatrixMode( GL_MODELVIEW );
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qglLoadIdentity ();
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//copy small scene into bs.tx_effect
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GL_Bind(0, bs.tx_effect);
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
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//start modifying the small scene corner
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qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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qglEnable(GL_BLEND);
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//darkening passes
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if( r_bloom_darken.value )
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{
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qglBlendFunc(GL_DST_COLOR, GL_ZERO);
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GL_TexEnv(GL_MODULATE);
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for(i=0; i<r_bloom_darken->integer ;i++) {
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R_Bloom_SamplePass( 0, 0 );
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}
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
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}
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//bluring passes
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if( BLOOM_BLUR_RADIUS ) {
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qglBlendFunc(GL_ONE, GL_ONE);
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range = (float)BLOOM_BLUR_RADIUS;
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BLOOM_BLUR_INTENSITY = r_bloom_intensity.value;
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//diagonal-cross draw 4 passes to add initial smooth
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qglColor4f( 0.5f, 0.5f, 0.5f, 1.0);
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R_Bloom_SamplePass( 1, 1 );
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R_Bloom_SamplePass( -1, 1 );
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R_Bloom_SamplePass( -1, -1 );
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R_Bloom_SamplePass( 1, -1 );
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
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for(i=-(BLOOM_BLUR_RADIUS+1);i<BLOOM_BLUR_RADIUS;i++) {
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intensity = BLOOM_BLUR_INTENSITY/(range*2+1)*(1 - fabs(i*i)/(float)(range*range));
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if( intensity < 0.05f ) continue;
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qglColor4f( intensity, intensity, intensity, 1.0f);
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R_Bloom_SamplePass( i, 0 );
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//R_Bloom_SamplePass( -i, 0 );
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}
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
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//for(i=0;i<BLOOM_BLUR_RADIUS;i++) {
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for(i=-(BLOOM_BLUR_RADIUS+1);i<BLOOM_BLUR_RADIUS;i++) {
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intensity = BLOOM_BLUR_INTENSITY/(range*2+1)*(1 - fabs(i*i)/(float)(range*range));
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if( intensity < 0.05f ) continue;
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qglColor4f( intensity, intensity, intensity, 1.0f);
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R_Bloom_SamplePass( 0, i );
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//R_Bloom_SamplePass( 0, -i );
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}
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
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}
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//restore full screen workspace
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qglViewport( 0, 0, glState.width, glState.height );
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qglMatrixMode( GL_PROJECTION );
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qglLoadIdentity ();
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qglOrtho(0, glState.width, glState.height, 0, -10, 100);
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qglMatrixMode( GL_MODELVIEW );
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qglLoadIdentity ();
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}
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#endif
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/*
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=================
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R_Bloom_GeneratexDiamonds
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=================
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*/
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void R_Bloom_GeneratexDiamonds(void)
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{
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int i, j;
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float intensity;
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//set up sample size workspace
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qglViewport(0, 0, bs.smp_w, bs.smp_h);
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qglMatrixMode(GL_PROJECTION);
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qglLoadIdentity();
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qglOrtho(0, bs.smp_w, bs.smp_h, 0, -10, 100);
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qglMatrixMode(GL_MODELVIEW);
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qglLoadIdentity();
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//copy small scene into bs.tx_effect
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GL_Bind(bs.tx_effect);
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
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//start modifying the small scene corner
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qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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qglEnable(GL_BLEND);
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//darkening passes
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if (r_bloom_darken.value)
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{
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qglBlendFunc(GL_DST_COLOR, GL_ZERO);
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GL_TexEnv(GL_MODULATE);
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for (i=0; i<r_bloom_darken.value ;i++)
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{
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R_Bloom_SamplePass(0, 0);
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}
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qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
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}
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//bluring passes
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//qglBlendFunc(GL_ONE, GL_ONE);
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qglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
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if (r_bloom_diamond_size.value > 7 || r_bloom_diamond_size.value <= 3)
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{
|
|
if (r_bloom_diamond_size.value != 8)
|
|
Cvar_SetValue(&r_bloom_diamond_size, 8);
|
|
|
|
for (i=0; i<r_bloom_diamond_size.value; i++)
|
|
{
|
|
for (j=0; j<r_bloom_diamond_size.value; j++)
|
|
{
|
|
intensity = r_bloom_intensity.value * 0.3 * Diamond8x[i][j];
|
|
if (intensity < 0.01f)
|
|
continue;
|
|
qglColor4f(intensity, intensity, intensity, 1.0);
|
|
R_Bloom_SamplePass(i-4, j-4);
|
|
}
|
|
}
|
|
}
|
|
else if (r_bloom_diamond_size.value > 5)
|
|
{
|
|
if (r_bloom_diamond_size.value != 6)
|
|
Cvar_SetValue(&r_bloom_diamond_size, 6);
|
|
|
|
for(i=0; i<r_bloom_diamond_size.value; i++)
|
|
{
|
|
for(j=0; j<r_bloom_diamond_size.value; j++)
|
|
{
|
|
intensity = r_bloom_intensity.value * 0.5 * Diamond6x[i][j];
|
|
if (intensity < 0.01f)
|
|
continue;
|
|
qglColor4f(intensity, intensity, intensity, 1.0);
|
|
R_Bloom_SamplePass(i-3, j-3);
|
|
}
|
|
}
|
|
}
|
|
else if (r_bloom_diamond_size.value > 3)
|
|
{
|
|
if (r_bloom_diamond_size.value != 4)
|
|
Cvar_SetValue(&r_bloom_diamond_size, 4);
|
|
|
|
for (i=0; i<r_bloom_diamond_size.value; i++)
|
|
{
|
|
for (j=0; j<r_bloom_diamond_size.value; j++)
|
|
{
|
|
intensity = r_bloom_intensity.value * 0.8f * Diamond4x[i][j];
|
|
if (intensity < 0.01f)
|
|
continue;
|
|
qglColor4f(intensity, intensity, intensity, 1.0);
|
|
R_Bloom_SamplePass( i-2, j-2 );
|
|
}
|
|
}
|
|
}
|
|
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
|
|
|
|
//restore full screen workspace
|
|
qglViewport(0, 0, glwidth, glheight);
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity ();
|
|
qglOrtho(0, glwidth, glheight, 0, -10, 100);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity ();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_Bloom_DownsampleView
|
|
=================
|
|
*/
|
|
void R_Bloom_DownsampleView( void )
|
|
{
|
|
qglDisable(GL_BLEND);
|
|
qglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
//stepped downsample
|
|
if (bs.size_downsample)
|
|
{
|
|
int midsample_width = bs.size_downsample * bs.smp_s;
|
|
int midsample_height = bs.size_downsample * bs.smp_t;
|
|
|
|
//copy the screen and draw resized
|
|
GL_Bind(bs.tx_screen);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bs.vp_x, glheight - (bs.vp_y + bs.vp_h), bs.vp_w, bs.vp_h);
|
|
|
|
R_Bloom_Quad(0, glheight-midsample_height, midsample_width, midsample_height, bs.scr_s, bs.scr_t);
|
|
|
|
//now copy into Downsampling (mid-sized) texture
|
|
GL_Bind(bs.tx_downsample);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, midsample_width, midsample_height);
|
|
|
|
//now draw again in bloom size
|
|
qglColor4f(0.5f, 0.5f, 0.5f, 1.0f);
|
|
R_Bloom_Quad(0, glheight-bs.smp_h, bs.smp_w, bs.smp_h, bs.smp_s, bs.smp_t);
|
|
|
|
//now blend the big screen texture into the bloom generation space (hoping it adds some blur)
|
|
qglEnable(GL_BLEND);
|
|
qglBlendFunc(GL_ONE, GL_ONE);
|
|
qglColor4f(0.5f, 0.5f, 0.5f, 1.0f);
|
|
GL_Bind(bs.tx_screen);
|
|
R_Bloom_Quad(0, glheight-bs.smp_h, bs.smp_w, bs.smp_h, bs.scr_s, bs.scr_t);
|
|
qglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
qglDisable(GL_BLEND);
|
|
}
|
|
else
|
|
{ //downsample simple
|
|
|
|
GL_Bind(bs.tx_screen);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bs.vp_x, glheight - (bs.vp_y + bs.vp_h), bs.vp_w, bs.vp_h);
|
|
R_Bloom_Quad(0, glheight-bs.smp_h, bs.smp_w, bs.smp_h, bs.scr_s, bs.scr_t);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_BloomBlend
|
|
=================
|
|
*/
|
|
void R_BloomBlend (void)//refdef_t *fd, meshlist_t *meshlist )
|
|
{
|
|
int buw, buh;
|
|
if (!r_bloom.value)
|
|
return;
|
|
|
|
if (!bs.size_sample || bs.scr_w < glwidth || bs.scr_h < glheight)
|
|
R_Bloom_InitTextures();
|
|
|
|
if (bs.scr_w < bs.size_sample ||
|
|
bs.scr_h < bs.size_sample)
|
|
return;
|
|
|
|
//set up full screen workspace
|
|
qglViewport(0, 0, glwidth, glheight);
|
|
qglDisable(GL_DEPTH_TEST);
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity();
|
|
qglOrtho(0, glwidth, glheight, 0, -10, 100);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity();
|
|
qglDisable(GL_CULL_FACE);
|
|
|
|
qglDisable(GL_BLEND);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
|
|
qglColor4f(1, 1, 1, 1);
|
|
|
|
//set up current sizes
|
|
bs.vp_x = gl_truescreenrect.x;
|
|
bs.vp_y = glheight - gl_truescreenrect.y;
|
|
bs.vp_w = gl_truescreenrect.width;
|
|
bs.vp_h = gl_truescreenrect.height;
|
|
bs.scr_s = (float)bs.vp_w / (float)bs.scr_w;
|
|
bs.scr_t = (float)bs.vp_h / (float)bs.scr_h;
|
|
if (bs.vp_h > bs.vp_w)
|
|
{
|
|
bs.smp_s = (float)bs.vp_w / (float)bs.vp_h;
|
|
bs.smp_t = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
bs.smp_s = 1.0f;
|
|
bs.smp_t = (float)bs.vp_h / (float)bs.vp_w;
|
|
}
|
|
bs.smp_w = bs.size_sample * bs.smp_s;
|
|
bs.smp_h = bs.size_sample * bs.smp_t;
|
|
|
|
bs.smp_s = (float)bs.smp_w/bs.size_sample;
|
|
bs.smp_t = (float)bs.smp_h/bs.size_sample;
|
|
|
|
buw = bs.size_downsample * bs.smp_s;
|
|
buh = bs.size_downsample * bs.smp_t;
|
|
|
|
//copy the screen space we'll use to work into the backup texture
|
|
GL_Bind(bs.tx_backup);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, buw, buh);
|
|
|
|
//create the bloom image
|
|
R_Bloom_DownsampleView();
|
|
|
|
R_Bloom_GeneratexDiamonds();
|
|
//R_Bloom_GeneratexCross();
|
|
|
|
//restore the screen-backup to the screen
|
|
qglDisable(GL_BLEND);
|
|
GL_Bind(bs.tx_backup);
|
|
qglColor4f(1, 1, 1, 1);
|
|
R_Bloom_Quad(0,
|
|
glheight - (buh),
|
|
buw,
|
|
buh,
|
|
bs.smp_s,
|
|
bs.smp_t);
|
|
|
|
R_Bloom_DrawEffect();
|
|
|
|
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error whilst rendering bloom\n");
|
|
}
|
|
|
|
#endif
|