mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 00:10:46 +00:00
c0680334c7
Multiple consoles can now be printed/cleared via extra con commands. Fixed the tab-completion alignment, by adding support for \t characters. Changing the download mechanisms. Don't try downloading an ftp:// file. It'll probably crash you for now. Trying to fix load time issues on q3bsps with a lot of curves. Fixed sprites. Added warning prints/spam where the new backend is bypassed, thus marking things that still need to be fixed. QTV proxy fixed to not sit on qw servers unless someone is actually watching. Will ping for status requests still. QTV proxy now supports ipv6. QTV proxy now attempts to use the fte browser plugin. Reworked the browser plugin code, now uses threads instead of ugly hacks. This should make cooperation with other such plugins work. Fixes unresponsiveness of opera, and gives an API that can be used from any other bit of software you want, tbh (read: internet explorer/activex plugins). git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3516 fc73d0e0-1445-4013-8a0c-d673dee63da5
642 lines
17 KiB
C
642 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 GLQUAKE
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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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texid_t tx_screen;
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texid_t tx_effect;
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texid_t tx_backup;
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texid_t 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, IF_NOMIPMAP|IF_NOALPHA|IF_NOGAMMA);
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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, IF_NOMIPMAP|IF_NOALPHA|IF_NOGAMMA);
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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 < vid.pixelwidth;bs.scr_w *= 2);
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for (bs.scr_h = 1;bs.scr_h < vid.pixelheight;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 (!TEXVALID(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_RGB, bs.scr_w, bs.scr_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qglTexParameteri(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 = r_nulltex;
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bs.size_downsample = 0;
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if (vid.pixelwidth > (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, IF_NOMIPMAP|IF_NOALPHA|IF_NOGAMMA);
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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.ival)
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return;
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bs.tx_screen = r_nulltex; //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++)
|
|
{
|
|
R_Bloom_SamplePass(0, 0);
|
|
}
|
|
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
|
|
}
|
|
|
|
//bluring passes
|
|
//qglBlendFunc(GL_ONE, GL_ONE);
|
|
qglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
|
|
|
|
if (r_bloom_diamond_size.value > 7 || r_bloom_diamond_size.value <= 3)
|
|
{
|
|
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, vid.pixelwidth, vid.pixelheight);
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity ();
|
|
qglOrtho(0, vid.pixelwidth, vid.pixelheight, 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, vid.pixelheight - (bs.vp_y + bs.vp_h), bs.vp_w, bs.vp_h);
|
|
|
|
R_Bloom_Quad(0, vid.pixelheight-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, vid.pixelheight-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, vid.pixelheight-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, vid.pixelheight - (bs.vp_y + bs.vp_h), bs.vp_w, bs.vp_h);
|
|
R_Bloom_Quad(0, vid.pixelheight-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 < vid.pixelwidth || bs.scr_h < vid.pixelheight)
|
|
R_Bloom_InitTextures();
|
|
|
|
if (bs.scr_w < bs.size_sample ||
|
|
bs.scr_h < bs.size_sample)
|
|
return;
|
|
|
|
#pragma message("backend fixme")
|
|
Con_Printf("bloom is not updated for the backend\n");
|
|
|
|
//set up full screen workspace
|
|
qglViewport(0, 0, vid.pixelwidth, vid.pixelheight);
|
|
qglDisable(GL_DEPTH_TEST);
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity();
|
|
qglOrtho(0, vid.pixelwidth, vid.pixelheight, 0, -10, 100);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity();
|
|
GL_CullFace(0);
|
|
|
|
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 = vid.pixelheight - 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,
|
|
vid.pixelheight - (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
|