mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-26 13:51:42 +00:00
3b4f4cdfa9
Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
865 lines
No EOL
22 KiB
C
865 lines
No EOL
22 KiB
C
/*
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===========================================================================
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Copyright (C) 2006 Kirk Barnes
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Copyright (C) 2006-2008 Robert Beckebans <trebor_7@users.sourceforge.net>
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This file is part of XreaL source code.
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XreaL source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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XreaL source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 XreaL source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_fbo.c
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#include "tr_local.h"
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/*
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=============
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R_CheckFBO
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=============
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*/
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qboolean R_CheckFBO(const FBO_t * fbo)
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{
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int code;
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int id;
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qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &id);
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer);
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code = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if(code == GL_FRAMEBUFFER_COMPLETE_EXT)
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{
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
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return qtrue;
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}
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// an error occured
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switch (code)
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{
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name);
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name);
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name);
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break;
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//case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
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// ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, duplicate attachment\n", fbo->name);
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// break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same dimensions\n",
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fbo->name);
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same format\n",
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fbo->name);
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name);
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name);
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break;
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default:
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ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code);
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//ri.Error(ERR_FATAL, "R_CheckFBO: (%s) unknown error 0x%X", fbo->name, code);
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//assert(0);
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break;
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}
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
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return qfalse;
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}
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/*
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============
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FBO_Create
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============
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*/
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FBO_t *FBO_Create(const char *name, int width, int height)
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{
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FBO_t *fbo;
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if(strlen(name) >= MAX_QPATH)
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{
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ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long\n", name);
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}
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if(width <= 0 || width > glRefConfig.maxRenderbufferSize)
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{
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ri.Error(ERR_DROP, "FBO_Create: bad width %i", width);
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}
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if(height <= 0 || height > glRefConfig.maxRenderbufferSize)
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{
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ri.Error(ERR_DROP, "FBO_Create: bad height %i", height);
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}
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if(tr.numFBOs == MAX_FBOS)
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{
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ri.Error(ERR_DROP, "FBO_Create: MAX_FBOS hit");
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}
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fbo = tr.fbos[tr.numFBOs] = ri.Hunk_Alloc(sizeof(*fbo), h_low);
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Q_strncpyz(fbo->name, name, sizeof(fbo->name));
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fbo->index = tr.numFBOs++;
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fbo->width = width;
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fbo->height = height;
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qglGenFramebuffersEXT(1, &fbo->frameBuffer);
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return fbo;
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}
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void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
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{
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uint32_t *pRenderBuffer;
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GLenum attachment;
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qboolean absent;
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switch(format)
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{
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case GL_RGB:
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case GL_RGBA:
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case GL_RGB8:
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case GL_RGBA8:
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case GL_RGB16F_ARB:
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case GL_RGBA16F_ARB:
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case GL_RGB32F_ARB:
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case GL_RGBA32F_ARB:
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fbo->colorFormat = format;
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pRenderBuffer = &fbo->colorBuffers[index];
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attachment = GL_COLOR_ATTACHMENT0_EXT + index;
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break;
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case GL_DEPTH_COMPONENT:
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case GL_DEPTH_COMPONENT16_ARB:
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case GL_DEPTH_COMPONENT24_ARB:
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case GL_DEPTH_COMPONENT32_ARB:
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fbo->depthFormat = format;
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pRenderBuffer = &fbo->depthBuffer;
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attachment = GL_DEPTH_ATTACHMENT_EXT;
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break;
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case GL_STENCIL_INDEX:
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case GL_STENCIL_INDEX1_EXT:
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case GL_STENCIL_INDEX4_EXT:
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case GL_STENCIL_INDEX8_EXT:
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case GL_STENCIL_INDEX16_EXT:
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fbo->stencilFormat = format;
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pRenderBuffer = &fbo->stencilBuffer;
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attachment = GL_STENCIL_ATTACHMENT_EXT;
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break;
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case GL_DEPTH_STENCIL_EXT:
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case GL_DEPTH24_STENCIL8_EXT:
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fbo->packedDepthStencilFormat = format;
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pRenderBuffer = &fbo->packedDepthStencilBuffer;
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attachment = 0; // special for stencil and depth
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break;
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default:
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ri.Printf(PRINT_WARNING, "FBO_CreateBuffer: invalid format %d\n", format);
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return;
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}
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absent = *pRenderBuffer == 0;
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if (absent)
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qglGenRenderbuffersEXT(1, pRenderBuffer);
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qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, *pRenderBuffer);
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if (multisample && glRefConfig.framebufferMultisample)
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{
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qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, multisample, format, fbo->width, fbo->height);
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}
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else
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{
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qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, fbo->width, fbo->height);
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}
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if(absent)
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{
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if (attachment == 0)
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{
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qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
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qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
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}
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else
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qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer);
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}
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}
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/*
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=================
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R_AttachFBOTexture1D
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=================
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*/
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void R_AttachFBOTexture1D(int texId, int index)
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{
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if(index < 0 || index >= glRefConfig.maxColorAttachments)
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{
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ri.Printf(PRINT_WARNING, "R_AttachFBOTexture1D: invalid attachment index %i\n", index);
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return;
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}
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qglFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_1D, texId, 0);
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}
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/*
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=================
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R_AttachFBOTexture2D
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=================
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*/
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void R_AttachFBOTexture2D(int target, int texId, int index)
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{
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if(target != GL_TEXTURE_2D && (target < GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB))
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{
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ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid target %i\n", target);
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return;
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}
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if(index < 0 || index >= glRefConfig.maxColorAttachments)
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{
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ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid attachment index %i\n", index);
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return;
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}
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, texId, 0);
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}
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/*
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=================
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R_AttachFBOTexture3D
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=================
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*/
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void R_AttachFBOTexture3D(int texId, int index, int zOffset)
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{
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if(index < 0 || index >= glRefConfig.maxColorAttachments)
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{
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ri.Printf(PRINT_WARNING, "R_AttachFBOTexture3D: invalid attachment index %i\n", index);
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return;
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}
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qglFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_3D_EXT, texId, 0, zOffset);
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}
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/*
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=================
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R_AttachFBOTextureDepth
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=================
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*/
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void R_AttachFBOTextureDepth(int texId)
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{
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
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}
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/*
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=================
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R_AttachFBOTexturePackedDepthStencil
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=================
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*/
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void R_AttachFBOTexturePackedDepthStencil(int texId)
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{
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
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}
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void FBO_AttachTextureImage(image_t *img, int index)
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{
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if (!glState.currentFBO)
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{
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ri.Printf(PRINT_WARNING, "FBO: attempted to attach a texture image with no FBO bound!\n");
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return;
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}
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R_AttachFBOTexture2D(GL_TEXTURE_2D, img->texnum, index);
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glState.currentFBO->colorImage[index] = img;
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}
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/*
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============
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FBO_Bind
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============
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*/
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void FBO_Bind(FBO_t * fbo)
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{
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if (glState.currentFBO == fbo)
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return;
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if (r_logFile->integer)
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{
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// don't just call LogComment, or we will get a call to va() every frame!
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if (fbo)
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GLimp_LogComment(va("--- FBO_Bind( %s ) ---\n", fbo->name));
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else
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GLimp_LogComment("--- FBO_Bind ( NULL ) ---\n");
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}
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if (!fbo)
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{
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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//qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glState.currentFBO = NULL;
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return;
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}
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qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer);
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/*
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if(fbo->colorBuffers[0])
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{
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qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->colorBuffers[0]);
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}
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*/
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/*
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if(fbo->depthBuffer)
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{
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qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->depthBuffer);
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qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthBuffer);
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}
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*/
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glState.currentFBO = fbo;
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}
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/*
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============
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FBO_Init
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============
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*/
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void FBO_Init(void)
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{
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int i;
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// int width, height, hdrFormat, multisample;
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int hdrFormat, multisample;
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ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
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if(!glRefConfig.framebufferObject)
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return;
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tr.numFBOs = 0;
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GL_CheckErrors();
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// make sure the render thread is stopped
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R_SyncRenderThread();
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/* if(glRefConfig.textureNonPowerOfTwo)
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{
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width = glConfig.vidWidth;
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height = glConfig.vidHeight;
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}
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else
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{
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width = NextPowerOfTwo(glConfig.vidWidth);
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height = NextPowerOfTwo(glConfig.vidHeight);
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} */
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hdrFormat = GL_RGBA8;
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if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
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{
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hdrFormat = GL_RGB16F_ARB;
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}
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qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
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if (r_ext_framebuffer_multisample->integer < multisample)
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{
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multisample = r_ext_framebuffer_multisample->integer;
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}
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if (multisample < 2 || !glRefConfig.framebufferBlit)
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multisample = 0;
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if (multisample != r_ext_framebuffer_multisample->integer)
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{
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ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample);
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}
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// only create a render FBO if we need to resolve MSAA or do HDR
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// otherwise just render straight to the screen (tr.renderFbo = NULL)
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if (multisample && glRefConfig.framebufferMultisample)
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{
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tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_Bind(tr.renderFbo);
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FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample);
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FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
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R_CheckFBO(tr.renderFbo);
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|
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tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_Bind(tr.msaaResolveFbo);
|
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//FBO_CreateBuffer(tr.msaaResolveFbo, hdrFormat, 0, 0);
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FBO_AttachTextureImage(tr.renderImage, 0);
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//FBO_CreateBuffer(tr.msaaResolveFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
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R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
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R_CheckFBO(tr.msaaResolveFbo);
|
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}
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else if (r_hdr->integer)
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{
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tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
|
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FBO_Bind(tr.renderFbo);
|
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//FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, 0);
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FBO_AttachTextureImage(tr.renderImage, 0);
|
|
|
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//FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
|
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R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
|
|
|
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R_CheckFBO(tr.renderFbo);
|
|
}
|
|
|
|
// clear render buffer
|
|
// this fixes the corrupt screen bug with r_hdr 1 on older hardware
|
|
if (tr.renderFbo)
|
|
{
|
|
FBO_Bind(tr.renderFbo);
|
|
qglClearColor( 1, 0, 0.5, 1 );
|
|
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
FBO_Bind(NULL);
|
|
}
|
|
|
|
#ifdef REACTION
|
|
{
|
|
tr.godRaysFbo = FBO_Create("_godRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
|
|
FBO_Bind(tr.godRaysFbo);
|
|
|
|
//FBO_CreateBuffer(tr.godRaysFbo, GL_RGBA8, 0, multisample);
|
|
FBO_AttachTextureImage(tr.godRaysImage, 0);
|
|
|
|
//FBO_CreateBuffer(tr.godRaysFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
|
|
R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
|
|
|
|
R_CheckFBO(tr.godRaysFbo);
|
|
}
|
|
#endif
|
|
|
|
// FIXME: Don't use separate color/depth buffers for a shadow buffer
|
|
for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
|
|
{
|
|
tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
|
|
FBO_Bind(tr.pshadowFbos[i]);
|
|
|
|
//FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
|
|
FBO_AttachTextureImage(tr.pshadowMaps[i], 0);
|
|
|
|
FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
|
|
//R_AttachFBOTextureDepth(tr.textureDepthImage->texnum);
|
|
|
|
R_CheckFBO(tr.pshadowFbos[i]);
|
|
}
|
|
|
|
for ( i = 0; i < 3; i++)
|
|
{
|
|
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
|
|
FBO_Bind(tr.sunShadowFbo[i]);
|
|
|
|
//FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
|
|
//FBO_AttachTextureImage(tr.sunShadowImage, 0);
|
|
qglDrawBuffer(GL_NONE);
|
|
qglReadBuffer(GL_NONE);
|
|
|
|
//FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
|
|
R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum);
|
|
|
|
R_CheckFBO(tr.sunShadowFbo[i]);
|
|
}
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
|
|
FBO_Bind(tr.textureScratchFbo[i]);
|
|
|
|
//FBO_CreateBuffer(tr.textureScratchFbo[i], GL_RGBA8, 0, 0);
|
|
FBO_AttachTextureImage(tr.textureScratchImage[i], 0);
|
|
|
|
R_CheckFBO(tr.textureScratchFbo[i]);
|
|
}
|
|
|
|
{
|
|
tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
|
|
FBO_Bind(tr.calcLevelsFbo);
|
|
|
|
//FBO_CreateBuffer(tr.calcLevelsFbo, hdrFormat, 0, 0);
|
|
FBO_AttachTextureImage(tr.calcLevelsImage, 0);
|
|
|
|
R_CheckFBO(tr.calcLevelsFbo);
|
|
}
|
|
|
|
{
|
|
tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
|
|
FBO_Bind(tr.targetLevelsFbo);
|
|
|
|
//FBO_CreateBuffer(tr.targetLevelsFbo, hdrFormat, 0, 0);
|
|
FBO_AttachTextureImage(tr.targetLevelsImage, 0);
|
|
|
|
R_CheckFBO(tr.targetLevelsFbo);
|
|
}
|
|
|
|
if (r_softOverbright->integer)
|
|
{
|
|
//tr.screenScratchFbo = FBO_Create("_screenscratch", width, height);
|
|
tr.screenScratchFbo = FBO_Create("_screenscratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
|
|
FBO_Bind(tr.screenScratchFbo);
|
|
|
|
//FBO_CreateBuffer(tr.screenScratchFbo, format, 0, 0);
|
|
FBO_AttachTextureImage(tr.screenScratchImage, 0);
|
|
|
|
// FIXME: hack: share zbuffer between render fbo and pre-screen fbo
|
|
//FBO_CreateBuffer(tr.screenScratchFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
|
|
R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
|
|
|
|
R_CheckFBO(tr.screenScratchFbo);
|
|
}
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
|
|
FBO_Bind(tr.quarterFbo[i]);
|
|
|
|
//FBO_CreateBuffer(tr.quarterFbo[i], hdrFormat, 0, 0);
|
|
FBO_AttachTextureImage(tr.quarterImage[i], 0);
|
|
|
|
R_CheckFBO(tr.quarterFbo[i]);
|
|
}
|
|
|
|
{
|
|
tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
|
|
FBO_Bind(tr.screenShadowFbo);
|
|
|
|
FBO_AttachTextureImage(tr.screenShadowImage, 0);
|
|
|
|
R_CheckFBO(tr.screenShadowFbo);
|
|
}
|
|
|
|
if (r_ssao->integer)
|
|
{
|
|
tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
|
|
FBO_Bind(tr.hdrDepthFbo);
|
|
|
|
FBO_AttachTextureImage(tr.hdrDepthImage, 0);
|
|
|
|
R_CheckFBO(tr.hdrDepthFbo);
|
|
|
|
tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
|
|
FBO_Bind(tr.screenSsaoFbo);
|
|
|
|
FBO_AttachTextureImage(tr.screenSsaoImage, 0);
|
|
|
|
R_CheckFBO(tr.screenSsaoFbo);
|
|
}
|
|
|
|
GL_CheckErrors();
|
|
|
|
FBO_Bind(NULL);
|
|
}
|
|
|
|
/*
|
|
============
|
|
FBO_Shutdown
|
|
============
|
|
*/
|
|
void FBO_Shutdown(void)
|
|
{
|
|
int i, j;
|
|
FBO_t *fbo;
|
|
|
|
ri.Printf(PRINT_ALL, "------- FBO_Shutdown -------\n");
|
|
|
|
if(!glRefConfig.framebufferObject)
|
|
return;
|
|
|
|
FBO_Bind(NULL);
|
|
|
|
for(i = 0; i < tr.numFBOs; i++)
|
|
{
|
|
fbo = tr.fbos[i];
|
|
|
|
for(j = 0; j < glRefConfig.maxColorAttachments; j++)
|
|
{
|
|
if(fbo->colorBuffers[j])
|
|
qglDeleteRenderbuffersEXT(1, &fbo->colorBuffers[j]);
|
|
}
|
|
|
|
if(fbo->depthBuffer)
|
|
qglDeleteRenderbuffersEXT(1, &fbo->depthBuffer);
|
|
|
|
if(fbo->stencilBuffer)
|
|
qglDeleteRenderbuffersEXT(1, &fbo->stencilBuffer);
|
|
|
|
if(fbo->frameBuffer)
|
|
qglDeleteFramebuffersEXT(1, &fbo->frameBuffer);
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
R_FBOList_f
|
|
============
|
|
*/
|
|
void R_FBOList_f(void)
|
|
{
|
|
int i;
|
|
FBO_t *fbo;
|
|
|
|
if(!glRefConfig.framebufferObject)
|
|
{
|
|
ri.Printf(PRINT_ALL, "GL_EXT_framebuffer_object is not available.\n");
|
|
return;
|
|
}
|
|
|
|
ri.Printf(PRINT_ALL, " size name\n");
|
|
ri.Printf(PRINT_ALL, "----------------------------------------------------------\n");
|
|
|
|
for(i = 0; i < tr.numFBOs; i++)
|
|
{
|
|
fbo = tr.fbos[i];
|
|
|
|
ri.Printf(PRINT_ALL, " %4i: %4i %4i %s\n", i, fbo->width, fbo->height, fbo->name);
|
|
}
|
|
|
|
ri.Printf(PRINT_ALL, " %i FBOs\n", tr.numFBOs);
|
|
}
|
|
|
|
// FIXME
|
|
extern void RB_SetGL2D (void);
|
|
|
|
void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, vec4i_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
|
|
{
|
|
vec4i_t dstBox, srcBox;
|
|
vec2_t srcTexScale;
|
|
vec4_t color;
|
|
vec4_t quadVerts[4];
|
|
vec2_t texCoords[4];
|
|
vec2_t invTexRes;
|
|
FBO_t *oldFbo = glState.currentFBO;
|
|
matrix_t projection;
|
|
int width, height;
|
|
|
|
if (!src)
|
|
return;
|
|
|
|
if (inSrcBox)
|
|
{
|
|
VectorSet4(srcBox, inSrcBox[0], inSrcBox[1], inSrcBox[0] + inSrcBox[2], inSrcBox[1] + inSrcBox[3]);
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(srcBox, 0, 0, src->width, src->height);
|
|
}
|
|
|
|
// framebuffers are 0 bottom, Y up.
|
|
if (inDstBox)
|
|
{
|
|
if (dst)
|
|
{
|
|
dstBox[0] = inDstBox[0];
|
|
dstBox[1] = dst->height - inDstBox[1] - inDstBox[3];
|
|
dstBox[2] = inDstBox[0] + inDstBox[2];
|
|
dstBox[3] = dst->height - inDstBox[1];
|
|
}
|
|
else
|
|
{
|
|
dstBox[0] = inDstBox[0];
|
|
dstBox[1] = glConfig.vidHeight - inDstBox[1] - inDstBox[3];
|
|
dstBox[2] = inDstBox[0] + inDstBox[2];
|
|
dstBox[3] = glConfig.vidHeight - inDstBox[1];
|
|
}
|
|
}
|
|
else if (dst)
|
|
{
|
|
VectorSet4(dstBox, 0, dst->height, dst->width, 0);
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(dstBox, 0, glConfig.vidHeight, glConfig.vidWidth, 0);
|
|
}
|
|
|
|
if (inSrcTexScale)
|
|
{
|
|
VectorCopy2(inSrcTexScale, srcTexScale);
|
|
}
|
|
else
|
|
{
|
|
srcTexScale[0] = srcTexScale[1] = 1.0f;
|
|
}
|
|
|
|
if (inColor)
|
|
{
|
|
VectorCopy4(inColor, color);
|
|
}
|
|
else
|
|
{
|
|
color[0] = color[1] = color[2] = color[3] = 1.0f;
|
|
}
|
|
|
|
if (!shaderProgram)
|
|
{
|
|
shaderProgram = &tr.textureColorShader;
|
|
}
|
|
|
|
FBO_Bind(dst);
|
|
|
|
if (glState.currentFBO)
|
|
{
|
|
width = glState.currentFBO->width;
|
|
height = glState.currentFBO->height;
|
|
}
|
|
else
|
|
{
|
|
width = glConfig.vidWidth;
|
|
height = glConfig.vidHeight;
|
|
}
|
|
|
|
qglViewport( 0, 0, width, height );
|
|
qglScissor( 0, 0, width, height );
|
|
|
|
Matrix16Ortho(0, width, height, 0, 0, 1, projection);
|
|
|
|
qglDisable( GL_CULL_FACE );
|
|
|
|
GL_BindToTMU(src, TB_COLORMAP);
|
|
|
|
VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1);
|
|
VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1);
|
|
VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0, 1);
|
|
VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0, 1);
|
|
|
|
texCoords[0][0] = srcBox[0] / (float)src->width; texCoords[0][1] = 1.0f - srcBox[1] / (float)src->height;
|
|
texCoords[1][0] = srcBox[2] / (float)src->width; texCoords[1][1] = 1.0f - srcBox[1] / (float)src->height;
|
|
texCoords[2][0] = srcBox[2] / (float)src->width; texCoords[2][1] = 1.0f - srcBox[3] / (float)src->height;
|
|
texCoords[3][0] = srcBox[0] / (float)src->width; texCoords[3][1] = 1.0f - srcBox[3] / (float)src->height;
|
|
|
|
invTexRes[0] = 1.0f / src->width * srcTexScale[0];
|
|
invTexRes[1] = 1.0f / src->height * srcTexScale[1];
|
|
|
|
GL_State( blend );
|
|
|
|
GLSL_BindProgram(shaderProgram);
|
|
|
|
GLSL_SetUniformMatrix16(shaderProgram, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
|
|
GLSL_SetUniformVec4(shaderProgram, TEXTURECOLOR_UNIFORM_COLOR, color);
|
|
GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
|
|
GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
|
|
GLSL_SetUniformVec3(shaderProgram, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
|
|
|
|
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
|
|
|
|
FBO_Bind(oldFbo);
|
|
}
|
|
|
|
void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
|
|
{
|
|
vec4i_t srcBox;
|
|
|
|
if (!src)
|
|
return;
|
|
|
|
// framebuffers are 0 bottom, Y up.
|
|
if (inSrcBox)
|
|
{
|
|
srcBox[0] = inSrcBox[0];
|
|
srcBox[1] = src->height - inSrcBox[1] - inSrcBox[3];
|
|
srcBox[2] = inSrcBox[2];
|
|
srcBox[3] = inSrcBox[3];
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(srcBox, 0, src->height, src->width, -src->height);
|
|
}
|
|
|
|
FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
|
|
}
|
|
|
|
void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter)
|
|
{
|
|
vec4i_t srcBoxFinal, dstBoxFinal;
|
|
GLuint srcFb, dstFb;
|
|
|
|
if (!glRefConfig.framebufferBlit)
|
|
{
|
|
FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0);
|
|
return;
|
|
}
|
|
|
|
// get to a neutral state first
|
|
//FBO_Bind(NULL);
|
|
|
|
srcFb = src ? src->frameBuffer : 0;
|
|
dstFb = dst ? dst->frameBuffer : 0;
|
|
|
|
if (!srcBox)
|
|
{
|
|
if (src)
|
|
{
|
|
VectorSet4(srcBoxFinal, 0, 0, src->width, src->height);
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(srcBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[0] + srcBox[2], srcBox[1] + srcBox[3]);
|
|
}
|
|
|
|
if (!dstBox)
|
|
{
|
|
if (dst)
|
|
{
|
|
VectorSet4(dstBoxFinal, 0, 0, dst->width, dst->height);
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(dstBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]);
|
|
}
|
|
|
|
qglBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, srcFb);
|
|
qglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, dstFb);
|
|
qglBlitFramebufferEXT(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3],
|
|
dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3],
|
|
buffers, filter);
|
|
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
glState.currentFBO = NULL;
|
|
} |