q3rally/engine/code/rend2/tr_postprocess.c
zturtleman 3b4f4cdfa9 ioquake3 resync to revision 2369 from 2317.
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.
2012-12-06 07:07:19 +00:00

486 lines
13 KiB
C

/*
===========================================================================
Copyright (C) 2011 Andrei Drexler, Richard Allen, James Canete
This file is part of Reaction source code.
Reaction source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Reaction source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Reaction source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "tr_local.h"
void RB_ToneMap(FBO_t *hdrFbo, int autoExposure)
{
vec4i_t srcBox, dstBox;
vec4_t color;
static int lastFrameCount = 0;
if (autoExposure)
{
if (lastFrameCount == 0 || tr.frameCount < lastFrameCount || tr.frameCount - lastFrameCount > 5)
{
// determine average log luminance
FBO_t *srcFbo, *dstFbo, *tmp;
int size = 256;
lastFrameCount = tr.frameCount;
VectorSet4(dstBox, 0, 0, size, size);
srcFbo = hdrFbo;
dstFbo = tr.textureScratchFbo[0];
FBO_Blit(srcFbo, NULL, NULL, dstFbo, dstBox, &tr.calclevels4xShader[0], NULL, 0);
srcFbo = tr.textureScratchFbo[0];
dstFbo = tr.textureScratchFbo[1];
// downscale to 1x1 texture
while (size > 1)
{
VectorSet4(srcBox, 0, 0, size, size);
//size >>= 2;
size >>= 1;
VectorSet4(dstBox, 0, 0, size, size);
if (size == 1)
dstFbo = tr.targetLevelsFbo;
//FBO_Blit(targetFbo, srcBox, NULL, tr.textureScratchFbo[nextScratch], dstBox, &tr.calclevels4xShader[1], NULL, 0);
FBO_FastBlit(srcFbo, srcBox, dstFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
tmp = srcFbo;
srcFbo = dstFbo;
dstFbo = tmp;
}
}
// blend with old log luminance for gradual change
VectorSet4(srcBox, 0, 0, 0, 0);
color[0] =
color[1] =
color[2] = 1.0f;
if (glRefConfig.textureFloat)
color[3] = 0.03f;
else
color[3] = 0.1f;
FBO_Blit(tr.targetLevelsFbo, srcBox, NULL, tr.calcLevelsFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
// tonemap
color[0] =
color[1] =
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
color[3] = 1.0f;
if (autoExposure)
GL_BindToTMU(tr.calcLevelsImage, TB_LEVELSMAP);
else
GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP);
FBO_Blit(hdrFbo, NULL, NULL, tr.screenScratchFbo, NULL, &tr.tonemapShader, color, 0);
}
void RB_BokehBlur(float blur)
{
// vec4i_t srcBox, dstBox;
vec4_t color;
blur *= 10.0f;
if (blur < 0.004f)
return;
if (glRefConfig.framebufferObject)
{
// bokeh blur
if (blur > 0.0f)
{
// create a quarter texture
//FBO_Blit(NULL, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0);
FBO_FastBlit(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
#ifndef HQ_BLUR
if (blur > 1.0f)
{
// create a 1/16th texture
//FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, NULL, 0);
FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
#endif
if (blur > 0.0f && blur <= 1.0f)
{
// Crossfade original with quarter texture
VectorSet4(color, 1, 1, 1, blur);
FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
#ifndef HQ_BLUR
// ok blur, but can see some pixelization
else if (blur > 1.0f && blur <= 2.0f)
{
// crossfade quarter texture with 1/16th texture
FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, NULL, 0);
VectorSet4(color, 1, 1, 1, blur - 1.0f);
FBO_Blit(tr.textureScratchFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
else if (blur > 2.0f)
{
// blur 1/16th texture then replace
int i;
for (i = 0; i < 2; i++)
{
vec2_t blurTexScale;
float subblur;
subblur = ((blur - 2.0f) / 2.0f) / 3.0f * (float)(i + 1);
blurTexScale[0] =
blurTexScale[1] = subblur;
color[0] =
color[1] =
color[2] = 0.5f;
color[3] = 1.0f;
if (i != 0)
FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
else
FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0);
}
FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, tr.screenScratchFbo, NULL, &tr.textureColorShader, NULL, 0);
}
#else // higher quality blur, but slower
else if (blur > 1.0f)
{
// blur quarter texture then replace
int i;
src = tr.quarterFbo[0];
dst = tr.quarterFbo[1];
VectorSet4(color, 0.5f, 0.5f, 0.5f, 1);
for (i = 0; i < 2; i++)
{
vec2_t blurTexScale;
float subblur;
subblur = (blur - 1.0f) / 2.0f * (float)(i + 1);
blurTexScale[0] =
blurTexScale[1] = subblur;
color[0] =
color[1] =
color[2] = 1.0f;
if (i != 0)
color[3] = 1.0f;
else
color[3] = 0.5f;
FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
FBO_Blit(tr.quarterFbo[1], NULL, NULL, tr.screenScratchFbo, NULL, &tr.textureColorShader, NULL, 0);
}
#endif
}
}
#ifdef REACTION
static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretch, float x, float y, float w, float h, float xcenter, float ycenter, float alpha)
{
vec4i_t srcBox, dstBox;
vec4_t color;
const float inc = 1.f / passes;
const float mul = powf(stretch, inc);
float scale;
{
vec2_t texScale;
texScale[0] =
texScale[1] = 1.0f;
alpha *= inc;
VectorSet4(color, alpha, alpha, alpha, 1.0f);
VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
VectorSet4(dstBox, x, y, w, h);
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, 0);
--passes;
scale = mul;
while (passes > 0)
{
float iscale = 1.f / scale;
float s0 = xcenter * (1.f - iscale);
float t0 = (1.0f - ycenter) * (1.f - iscale);
float s1 = iscale + s0;
float t1 = iscale + t0;
srcBox[0] = s0 * srcFbo->width;
srcBox[1] = t0 * srcFbo->height;
srcBox[2] = (s1 - s0) * srcFbo->width;
srcBox[3] = (t1 - t0) * srcFbo->height;
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
scale *= mul;
--passes;
}
}
}
static qboolean RB_UpdateSunFlareVis(void)
{
GLuint sampleCount = 0;
if (!glRefConfig.occlusionQuery)
return qtrue;
tr.sunFlareQueryIndex ^= 1;
if (!tr.sunFlareQueryActive[tr.sunFlareQueryIndex])
return qtrue;
/* debug code */
if (0)
{
int iter;
for (iter=0 ; ; ++iter)
{
GLint available = 0;
qglGetQueryObjectivARB(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT_AVAILABLE_ARB, &available);
if (available)
break;
}
ri.Printf(PRINT_DEVELOPER, "Waited %d iterations\n", iter);
}
qglGetQueryObjectuivARB(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT_ARB, &sampleCount);
return sampleCount > 0;
}
void RB_GodRays(void)
{
vec4i_t srcBox, dstBox;
vec4_t color;
vec3_t dir;
float dot;
const float cutoff = 0.25f;
qboolean colorize = qtrue;
// float w, h, w2, h2;
matrix_t mvp;
vec4_t pos, hpos;
if (!backEnd.viewHasSunFlare)
return;
VectorSubtract(backEnd.sunFlarePos, backEnd.viewParms.or.origin, dir);
VectorNormalize(dir);
dot = DotProduct(dir, backEnd.viewParms.or.axis[0]);
if (dot < cutoff)
return;
if (!RB_UpdateSunFlareVis())
return;
VectorCopy(backEnd.sunFlarePos, pos);
pos[3] = 1.f;
// project sun point
Matrix16Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp);
Matrix16Transform(mvp, pos, hpos);
// transform to UV coords
hpos[3] = 0.5f / hpos[3];
pos[0] = 0.5f + hpos[0] * hpos[3];
pos[1] = 0.5f - hpos[1] * hpos[3];
// viewport dimensions
// JBravo: Apparently not used
/* w = glConfig.vidWidth;
h = glConfig.vidHeight;
w2 = glConfig.vidWidth / 2;
h2 = glConfig.vidHeight / 2; */
// initialize quarter buffers
{
float mul = 1.f;
vec2_t texScale;
texScale[0] =
texScale[1] = 1.0f;
VectorSet4(color, mul, mul, mul, 1);
// first, downsample the framebuffer
if (colorize)
{
FBO_FastBlit(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
FBO_Blit(tr.godRaysFbo, NULL, NULL, tr.quarterFbo[0], NULL, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
}
else
{
FBO_FastBlit(tr.godRaysFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
}
// radial blur passes, ping-ponging between the two quarter-size buffers
{
const float stretch_add = 2.f/3.f;
float stretch = 1.f + stretch_add;
int i;
for (i=0; i<2; ++i)
{
RB_RadialBlur(tr.quarterFbo[i&1], tr.quarterFbo[(~i) & 1], 5, stretch, 0.f, 0.f, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height, pos[0], pos[1], 1.125f);
stretch += stretch_add;
}
}
// add result back on top of the main buffer
{
float mul = 1.f;
vec2_t texScale;
texScale[0] =
texScale[1] = 1.0f;
VectorSet4(color, mul, mul, mul, 1);
VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
FBO_Blit(tr.quarterFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
}
}
#endif
static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, qboolean horizontal)
{
float dx, dy;
float xmul, ymul;
float weights[3] = {
0.227027027f,
0.316216216f,
0.070270270f,
};
float offsets[3] = {
0.f,
1.3846153846f,
3.2307692308f,
};
xmul = horizontal;
ymul = 1.f - xmul;
xmul *= strength;
ymul *= strength;
{
vec4i_t srcBox, dstBox;
vec4_t color;
vec2_t texScale;
texScale[0] =
texScale[1] = 1.0f;
VectorSet4(color, weights[0], weights[0], weights[0], 1.0f);
VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
VectorSet4(dstBox, 0, 0, dstFbo->width, dstFbo->height);
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, 0 );
VectorSet4(color, weights[1], weights[1], weights[1], 1.0f);
dx = offsets[1] * xmul;
dy = offsets[1] * ymul;
VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
VectorSet4(color, weights[2], weights[2], weights[2], 1.0f);
dx = offsets[2] * xmul;
dy = offsets[2] * ymul;
VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
}
}
static void RB_HBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength)
{
RB_BlurAxis(srcFbo, dstFbo, strength, qtrue);
}
static void RB_VBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength)
{
RB_BlurAxis(srcFbo, dstFbo, strength, qfalse);
}
void RB_GaussianBlur(float blur)
{
//float mul = 1.f;
float factor = Com_Clamp(0.f, 1.f, blur);
if (factor <= 0.f)
return;
{
vec4i_t srcBox, dstBox;
vec4_t color;
vec2_t texScale;
texScale[0] =
texScale[1] = 1.0f;
VectorSet4(color, 1, 1, 1, 1);
// first, downsample the framebuffer
FBO_FastBlit(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
// set the alpha channel
VectorSet4(srcBox, 0, 0, tr.whiteImage->width, tr.whiteImage->height);
VectorSet4(dstBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
FBO_BlitFromTexture(tr.whiteImage, srcBox, texScale, tr.textureScratchFbo[0], dstBox, &tr.textureColorShader, color, GLS_DEPTHTEST_DISABLE);
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// blur the tiny buffer horizontally and vertically
RB_HBlur(tr.textureScratchFbo[0], tr.textureScratchFbo[1], factor);
RB_VBlur(tr.textureScratchFbo[1], tr.textureScratchFbo[0], factor);
// finally, merge back to framebuffer
VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
color[3] = factor;
FBO_Blit(tr.textureScratchFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
}