fteqw/engine/gl/gl_bloom.c
Spoike c0680334c7 What could possibly go wrong?...
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
2010-03-14 14:35:56 +00:00

642 lines
17 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// gl_bloom.c: 2D lighting post process effect
//http://www.quakesrc.org/forums/viewtopic.php?t=4340&start=0
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
extern vrect_t gl_truescreenrect;
/*
==============================================================================
LIGHT BLOOMS
==============================================================================
*/
static float Diamond8x[8][8] = {
{0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f},
{0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f},
{0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f},
{0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f},
{0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f},
{0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f} };
static float Diamond6x[6][6] = {
{0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f},
{0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f},
{0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f},
{0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f},
{0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f},
{0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f} };
static float Diamond4x[4][4] = {
{0.3f, 0.4f, 0.4f, 0.3f},
{0.4f, 0.9f, 0.9f, 0.4f},
{0.4f, 0.9f, 0.9f, 0.4f},
{0.3f, 0.4f, 0.4f, 0.3f} };
cvar_t r_bloom = FCVAR("r_bloom", "gl_bloom", "0", CVAR_ARCHIVE);
static cvar_t r_bloom_alpha = SCVAR("r_bloom_alpha", "0.5");
static cvar_t r_bloom_diamond_size = SCVAR("r_bloom_diamond_size", "8");
static cvar_t r_bloom_intensity = SCVAR("r_bloom_intensity", "1");
static cvar_t r_bloom_darken = SCVAR("r_bloom_darken", "3");
static cvar_t r_bloom_sample_size = SCVARF("r_bloom_sample_size", "256", CVAR_RENDERERLATCH);
static cvar_t r_bloom_fast_sample = SCVARF("r_bloom_fast_sample", "0", CVAR_RENDERERLATCH);
typedef struct {
//texture numbers
texid_t tx_screen;
texid_t tx_effect;
texid_t tx_backup;
texid_t tx_downsample;
//the viewport dimensions
int vp_x;
int vp_y;
int vp_w;
int vp_h;
//texture coordinates of screen data inside screentexture
float scr_s;
float scr_t;
//dimensions of the screen texture (power of two)
int scr_w;
int scr_h;
//downsampled dimensions (will always be smaller than viewport)
int smp_w;
int smp_h;
//tex coords to be used for the sample
float smp_s;
float smp_t;
int size_downsample;
int size_backup;
int size_sample;
} bloomstate_t;
static bloomstate_t bs;
//this macro is in sample size workspace coordinates
#define R_Bloom_SamplePass( xpos, ypos ) \
qglBegin(GL_QUADS); \
qglTexCoord2f( 0, bs.smp_t); \
qglVertex2f( xpos, ypos); \
qglTexCoord2f( 0, 0); \
qglVertex2f( xpos, ypos+bs.smp_h); \
qglTexCoord2f( bs.smp_s, 0); \
qglVertex2f( xpos+bs.smp_w, ypos+bs.smp_h); \
qglTexCoord2f( bs.smp_s, bs.smp_t); \
qglVertex2f( xpos+bs.smp_w, ypos); \
qglEnd();
#define R_Bloom_Quad( x, y, width, height, textwidth, textheight ) \
qglBegin(GL_QUADS); \
qglTexCoord2f( 0, textheight); \
qglVertex2f( x, y); \
qglTexCoord2f( 0, 0); \
qglVertex2f( x, y+height); \
qglTexCoord2f( textwidth, 0); \
qglVertex2f( x+width, y+height); \
qglTexCoord2f( textwidth, textheight); \
qglVertex2f( x+width, y); \
qglEnd();
/*
=================
R_Bloom_InitBackUpTexture
=================
*/
void R_Bloom_InitBackUpTexture(int widthheight)
{
qbyte *data;
data = Z_Malloc(widthheight * widthheight * 4);
bs.size_backup = widthheight;
bs.tx_backup = GL_LoadTexture32("***bs.tx_backup***", bs.size_backup, bs.size_backup, (unsigned int*)data, IF_NOMIPMAP|IF_NOALPHA|IF_NOGAMMA);
Z_Free (data);
}
/*
=================
R_Bloom_InitEffectTexture
=================
*/
void R_Bloom_InitEffectTexture(void)
{
qbyte *data;
float bloomsizecheck;
if (r_bloom_sample_size.value < 32)
Cvar_SetValue (&r_bloom_sample_size, 32);
//make sure bloom size is a power of 2
bs.size_sample = r_bloom_sample_size.value;
bloomsizecheck = (float)bs.size_sample;
while (bloomsizecheck > 1.0f) bloomsizecheck /= 2.0f;
if (bloomsizecheck != 1.0f)
{
bs.size_sample = 32;
while (bs.size_sample < r_bloom_sample_size.value)
bs.size_sample *= 2;
}
//make sure bloom size doesn't have stupid values
if (bs.size_sample > bs.scr_w ||
bs.size_sample > bs.scr_h)
bs.size_sample = min(bs.scr_w, bs.scr_h);
if (bs.size_sample != r_bloom_sample_size.value)
Cvar_SetValue (&r_bloom_sample_size, bs.size_sample);
data = Z_Malloc(bs.size_sample * bs.size_sample * 4);
bs.tx_effect = GL_LoadTexture32("***bs.tx_effect***", bs.size_sample, bs.size_sample, (unsigned int*)data, IF_NOMIPMAP|IF_NOALPHA|IF_NOGAMMA);
Z_Free (data);
}
/*
=================
R_Bloom_InitTextures
=================
*/
void R_Bloom_InitTextures(void)
{
qbyte *data;
int size;
int maxtexsize;
//find closer power of 2 to screen size
for (bs.scr_w = 1;bs.scr_w < vid.pixelwidth;bs.scr_w *= 2);
for (bs.scr_h = 1;bs.scr_h < vid.pixelheight;bs.scr_h *= 2);
//disable blooms if we can't handle a texture of that size
qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
if (bs.scr_w > maxtexsize ||
bs.scr_h > maxtexsize)
{
bs.scr_w = bs.scr_h = 0;
Cvar_SetValue (&r_bloom, 0);
Con_Printf("WARNING: 'R_InitBloomScreenTexture' too high resolution for Light Bloom. Effect disabled\n");
return;
}
//init the screen texture
size = bs.scr_w * bs.scr_h * 4;
data = Z_Malloc(size);
memset(data, 255, size);
if (!TEXVALID(bs.tx_screen))
bs.tx_screen = GL_AllocNewTexture();
GL_Bind(bs.tx_screen);
qglTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, bs.scr_w, bs.scr_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
Z_Free (data);
//validate bloom size and init the bloom effect texture
R_Bloom_InitEffectTexture ();
//if screensize is more than 2x the bloom effect texture, set up for stepped downsampling
bs.tx_downsample = r_nulltex;
bs.size_downsample = 0;
if (vid.pixelwidth > (bs.size_sample * 2) && !r_bloom_fast_sample.value)
{
bs.size_downsample = (int)(bs.size_sample * 2);
data = Z_Malloc(bs.size_downsample * bs.size_downsample * 4);
bs.tx_downsample = GL_LoadTexture32("***bs.tx_downsample***", bs.size_downsample, bs.size_downsample, (unsigned int*)data, IF_NOMIPMAP|IF_NOALPHA|IF_NOGAMMA);
Z_Free (data);
}
//Init the screen backup texture
if (bs.size_downsample)
R_Bloom_InitBackUpTexture(bs.size_downsample);
else
R_Bloom_InitBackUpTexture(bs.size_sample);
}
void R_BloomRegister(void)
{
Cvar_Register (&r_bloom, "bloom");
Cvar_Register (&r_bloom_alpha, "bloom");
Cvar_Register (&r_bloom_diamond_size, "bloom");
Cvar_Register (&r_bloom_intensity, "bloom");
Cvar_Register (&r_bloom_darken, "bloom");
Cvar_Register (&r_bloom_sample_size, "bloom");
Cvar_Register (&r_bloom_fast_sample, "bloom");
}
/*
=================
R_InitBloomTextures
=================
*/
void R_InitBloomTextures(void)
{
bs.size_sample = 0;
if (!r_bloom.ival)
return;
bs.tx_screen = r_nulltex; //this came from a vid_restart, where none of the textures are valid any more.
R_Bloom_InitTextures ();
}
/*
=================
R_Bloom_DrawEffect
=================
*/
void R_Bloom_DrawEffect(void)
{
GL_Bind(bs.tx_effect);
qglEnable(GL_BLEND);
qglBlendFunc(GL_ONE, GL_ONE);
qglColor4f(r_bloom_alpha.value, r_bloom_alpha.value, r_bloom_alpha.value, 1.0f);
GL_TexEnv(GL_MODULATE);
qglBegin(GL_QUADS);
qglTexCoord2f (0, bs.smp_t);
qglVertex2f (bs.vp_x, bs.vp_y);
qglTexCoord2f (0, 0);
qglVertex2f (bs.vp_x, bs.vp_y + bs.vp_h);
qglTexCoord2f (bs.smp_s, 0);
qglVertex2f (bs.vp_x + bs.vp_w, bs.vp_y + bs.vp_h);
qglTexCoord2f (bs.smp_s, bs.smp_t);
qglVertex2f (bs.vp_x + bs.vp_w, bs.vp_y);
qglEnd();
qglDisable(GL_BLEND);
}
#if 0
/*
=================
R_Bloom_GeneratexCross - alternative bluring method
=================
*/
void R_Bloom_GeneratexCross(void)
{
int i;
static int BLOOM_BLUR_RADIUS = 8;
//static float BLOOM_BLUR_INTENSITY = 2.5f;
float BLOOM_BLUR_INTENSITY;
static float intensity;
static float range;
//set up sample size workspace
qglViewport( 0, 0, bs.smp_w, bs.smp_h );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, bs.smp_w, bs.smp_h, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
//copy small scene into bs.tx_effect
GL_Bind(0, bs.tx_effect);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
//start modifying the small scene corner
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglEnable(GL_BLEND);
//darkening passes
if( r_bloom_darken.value )
{
qglBlendFunc(GL_DST_COLOR, GL_ZERO);
GL_TexEnv(GL_MODULATE);
for(i=0; i<r_bloom_darken->integer ;i++) {
R_Bloom_SamplePass( 0, 0 );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
}
//bluring passes
if( BLOOM_BLUR_RADIUS ) {
qglBlendFunc(GL_ONE, GL_ONE);
range = (float)BLOOM_BLUR_RADIUS;
BLOOM_BLUR_INTENSITY = r_bloom_intensity.value;
//diagonal-cross draw 4 passes to add initial smooth
qglColor4f( 0.5f, 0.5f, 0.5f, 1.0);
R_Bloom_SamplePass( 1, 1 );
R_Bloom_SamplePass( -1, 1 );
R_Bloom_SamplePass( -1, -1 );
R_Bloom_SamplePass( 1, -1 );
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
for(i=-(BLOOM_BLUR_RADIUS+1);i<BLOOM_BLUR_RADIUS;i++) {
intensity = BLOOM_BLUR_INTENSITY/(range*2+1)*(1 - fabs(i*i)/(float)(range*range));
if( intensity < 0.05f ) continue;
qglColor4f( intensity, intensity, intensity, 1.0f);
R_Bloom_SamplePass( i, 0 );
//R_Bloom_SamplePass( -i, 0 );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
//for(i=0;i<BLOOM_BLUR_RADIUS;i++) {
for(i=-(BLOOM_BLUR_RADIUS+1);i<BLOOM_BLUR_RADIUS;i++) {
intensity = BLOOM_BLUR_INTENSITY/(range*2+1)*(1 - fabs(i*i)/(float)(range*range));
if( intensity < 0.05f ) continue;
qglColor4f( intensity, intensity, intensity, 1.0f);
R_Bloom_SamplePass( 0, i );
//R_Bloom_SamplePass( 0, -i );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
}
//restore full screen workspace
qglViewport( 0, 0, glState.width, glState.height );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, glState.width, glState.height, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
}
#endif
/*
=================
R_Bloom_GeneratexDiamonds
=================
*/
void R_Bloom_GeneratexDiamonds(void)
{
int i, j;
float intensity;
//set up sample size workspace
qglViewport(0, 0, bs.smp_w, bs.smp_h);
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity();
qglOrtho(0, bs.smp_w, bs.smp_h, 0, -10, 100);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity();
//copy small scene into bs.tx_effect
GL_Bind(bs.tx_effect);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bs.smp_w, bs.smp_h);
//start modifying the small scene corner
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglEnable(GL_BLEND);
//darkening passes
if (r_bloom_darken.value)
{
qglBlendFunc(GL_DST_COLOR, GL_ZERO);
GL_TexEnv(GL_MODULATE);
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