diff --git a/reaction/code/rend2/tr_backend.c b/reaction/code/rend2/tr_backend.c index 0c3321e9..55457a51 100644 --- a/reaction/code/rend2/tr_backend.c +++ b/reaction/code/rend2/tr_backend.c @@ -485,7 +485,7 @@ void RB_BeginDrawingView (void) { // drawing more world check is in case of double renders, such as skyportals if (backEnd.viewParms.targetFbo == NULL) { - if (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)) + if (!tr.renderFbo || (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))) { FBO_Bind(tr.screenScratchFbo); } @@ -959,7 +959,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte * // FIXME: HUGE hack if (glRefConfig.framebufferObject) { - if (backEnd.framePostProcessed) + if (!tr.renderFbo || backEnd.framePostProcessed) { FBO_Bind(tr.screenScratchFbo); } @@ -1108,7 +1108,7 @@ const void *RB_StretchPic ( const void *data ) { // FIXME: HUGE hack if (glRefConfig.framebufferObject) { - if (backEnd.framePostProcessed) + if (!tr.renderFbo || backEnd.framePostProcessed) { FBO_Bind(tr.screenScratchFbo); } @@ -1223,58 +1223,22 @@ const void *RB_DrawSurfs( const void *data ) { qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]); backEnd.depthFill = qfalse; - // If we're using multisampling, resolve the depth first if (tr.msaaResolveFbo) { + // If we're using multisampling, resolve the depth first FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST); } + else if (tr.renderFbo == NULL) + { + // If we're rendering directly to the screen, copy the depth to a texture + GL_BindToTMU(tr.renderDepthImage, 0); + qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0); + } if (r_ssao->integer) - { - vec2_t srcTexScale; - vec4_t color; - vec4_t quadVerts[4]; - vec2_t texCoords[4]; - vec2_t invTexRes; - - matrix_t idmatrix; - - srcTexScale[0] = srcTexScale[1] = 1.0f; - color[0] = color[1] = color[2] = color[3] = 1.0f; - - FBO_Bind(tr.hdrDepthFbo); - - qglViewport(0, 0, tr.hdrDepthFbo->width, tr.hdrDepthFbo->height); - qglScissor(0, 0, tr.hdrDepthFbo->width, tr.hdrDepthFbo->height); - - Matrix16Identity(idmatrix); - - VectorSet4(quadVerts[0], -1, 1, 0, 1); - VectorSet4(quadVerts[1], 1, 1, 0, 1); - VectorSet4(quadVerts[2], 1, -1, 0, 1); - VectorSet4(quadVerts[3], -1, -1, 0, 1); - - texCoords[0][0] = 0; texCoords[0][1] = 1; - texCoords[1][0] = 1; texCoords[1][1] = 1; - texCoords[2][0] = 1; texCoords[2][1] = 0; - texCoords[3][0] = 0; texCoords[3][1] = 0; - - invTexRes[0] = 0.0f; - invTexRes[1] = 0.0f; - - GL_State( GLS_DEPTHTEST_DISABLE ); - - GLSL_BindProgram(&tr.textureColorShader); - - GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP); - - GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, idmatrix); - GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color); - GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes); - GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax); - GLSL_SetUniformVec3(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear); - - RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); + { + // need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image + FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0); } if (backEnd.viewParms.flags & VPF_USESUNLIGHT) @@ -1584,7 +1548,7 @@ const void *RB_ClearDepth(const void *data) if (glRefConfig.framebufferObject) { - if (backEnd.framePostProcessed) + if (!tr.renderFbo || backEnd.framePostProcessed) { FBO_Bind(tr.screenScratchFbo); } @@ -1599,7 +1563,7 @@ const void *RB_ClearDepth(const void *data) // if we're doing MSAA, clear the depth texture for the resolve buffer if (tr.msaaResolveFbo) { - FBO_Bind(tr.screenScratchFbo); + FBO_Bind(tr.msaaResolveFbo); qglClear(GL_DEPTH_BUFFER_BIT); } @@ -1648,47 +1612,38 @@ const void *RB_SwapBuffers( const void *data ) { if (glRefConfig.framebufferObject) { - // copy final image to screen - vec4_t color; - - if (backEnd.framePostProcessed) + if (!backEnd.framePostProcessed) { - // frame was postprocessed into screen fbo, copy from there - } - else if (!glRefConfig.framebuffer_srgb) - { - // Copy render to screenscratch, possibly resolving MSAA - FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); - } - else - { - FBO_t *srcFbo = tr.renderFbo; - - if (tr.msaaResolveFbo) + if (tr.msaaResolveFbo && r_hdr->integer) { - // Resolve the MSAA before copying - FBO_FastBlit(srcFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); - - srcFbo = tr.msaaResolveFbo; + // Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first + FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); + FBO_FastBlit(tr.msaaResolveFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); + } + else if (tr.renderFbo) + { + FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); } - - // need to copy from resolve to screenscratch to fix gamma - FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, NULL, 0); } - - color[0] = - color[1] = - color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits); - color[3] = 1.0f; - // turn off colormask when copying final image - if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3]) - qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - - FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0); + if (tr.screenScratchFbo) + { + vec4_t color; - if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3]) - qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]); + color[0] = + color[1] = + color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits); + color[3] = 1.0f; + + // turn off colormask when copying final image + if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3]) + qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + + FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0); + + if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3]) + qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]); + } } if ( !glState.finishCalled ) { @@ -1750,11 +1705,9 @@ const void *RB_PostProcess(const void *data) FBO_t *srcFbo; qboolean autoExposure; - if (!glRefConfig.framebufferObject) + if (!glRefConfig.framebufferObject || !r_postProcess->integer) { // do nothing - backEnd.framePostProcessed = qtrue; - return (const void *)(cmd + 1); } @@ -1766,36 +1719,37 @@ const void *RB_PostProcess(const void *data) srcFbo = tr.msaaResolveFbo; } - if (r_postProcess->integer && r_ssao->integer) + if (r_ssao->integer) { - vec4i_t dstBox; - VectorSet4(dstBox, 0, 0, srcFbo->width, srcFbo->height); - FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); + FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, NULL, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); } - if (r_postProcess->integer && (r_toneMap->integer || r_forceToneMap->integer)) + if (srcFbo) { - autoExposure = r_autoExposure->integer || r_forceAutoExposure; - RB_ToneMap(srcFbo, autoExposure); - } - else if (!glRefConfig.framebuffer_srgb && r_cameraExposure->value == 0.0f) - { - FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); - } - else - { - vec4_t color; + if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer)) + { + autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer; + RB_ToneMap(srcFbo, autoExposure); + } + else if (!glRefConfig.framebuffer_srgb && r_cameraExposure->value == 0.0f) + { + FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST); + } + else + { + vec4_t color; - color[0] = - color[1] = - color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value); - color[3] = 1.0f; + color[0] = + color[1] = + color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value); + color[3] = 1.0f; - FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0); + FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0); + } } #ifdef REACTION - if (r_postProcess->integer && glRefConfig.framebufferObject) + if (1) { RB_GodRays(); @@ -1820,16 +1774,16 @@ const void *RB_PostProcess(const void *data) if (0) { vec4i_t dstBox; - VectorSet4(dstBox, 256, tr.screenScratchFbo->height - 256, 256, 256); + VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256); FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0); - VectorSet4(dstBox, 512, tr.screenScratchFbo->height - 256, 256, 256); + VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256); FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0); } if (0) { vec4i_t dstBox; - VectorSet4(dstBox, 256, tr.screenScratchFbo->height - 256, 256, 256); + VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256); FBO_BlitFromTexture(tr.renderImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0); } diff --git a/reaction/code/rend2/tr_cmds.c b/reaction/code/rend2/tr_cmds.c index 9945da3f..2f67d221 100644 --- a/reaction/code/rend2/tr_cmds.c +++ b/reaction/code/rend2/tr_cmds.c @@ -502,29 +502,21 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) { if (glRefConfig.framebufferObject) { // clear all framebuffers - // FIXME: must be a better way to do this - int i; - - for (i = 0; i < 3; i++) + if (tr.msaaResolveFbo) { - if (i == 1 && !tr.msaaResolveFbo) - continue; + FBO_Bind(tr.msaaResolveFbo); + qglClear(GL_COLOR_BUFFER_BIT); + } - switch(i) - { - case 0: - FBO_Bind(tr.renderFbo); - break; - - case 1: - FBO_Bind(tr.msaaResolveFbo); - break; - - case 2: - FBO_Bind(tr.screenScratchFbo); - break; - } + if (tr.renderFbo) + { + FBO_Bind(tr.renderFbo); + qglClear(GL_COLOR_BUFFER_BIT); + } + if (tr.screenScratchFbo) + { + FBO_Bind(tr.screenScratchFbo); qglClear(GL_COLOR_BUFFER_BIT); } diff --git a/reaction/code/rend2/tr_fbo.c b/reaction/code/rend2/tr_fbo.c index 04f9ff26..0e84d944 100644 --- a/reaction/code/rend2/tr_fbo.c +++ b/reaction/code/rend2/tr_fbo.c @@ -309,7 +309,7 @@ FBO_Bind */ void FBO_Bind(FBO_t * fbo) { - if (fbo && glState.currentFBO == fbo) + if (glState.currentFBO == fbo) return; if (r_logFile->integer) @@ -405,6 +405,8 @@ void FBO_Init(void) ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample); } + // only create a render FBO if we need to resolve MSAA or do HDR + // otherwise just render straight to the screen (tr.renderFbo = NULL) if (multisample && glRefConfig.framebufferMultisample) { tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); @@ -427,7 +429,7 @@ void FBO_Init(void) R_CheckFBO(tr.msaaResolveFbo); } - else + else if (r_hdr->integer) { tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height); FBO_Bind(tr.renderFbo); @@ -443,10 +445,13 @@ void FBO_Init(void) // clear render buffer // this fixes the corrupt screen bug with r_hdr 1 on older hardware - FBO_Bind(tr.renderFbo); - qglClearColor( 1, 0, 0.5, 1 ); - qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - FBO_Bind(NULL); + 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 { @@ -525,6 +530,7 @@ void FBO_Init(void) 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); diff --git a/reaction/code/rend2/tr_image.c b/reaction/code/rend2/tr_image.c index eaf133b4..c00bfbbc 100644 --- a/reaction/code/rend2/tr_image.c +++ b/reaction/code/rend2/tr_image.c @@ -2943,6 +2943,7 @@ void R_CreateBuiltinImages( void ) { tr.godRaysImage = R_CreateImage("*godRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8); #endif + if (r_softOverbright->integer) { int format; @@ -3033,14 +3034,14 @@ void R_SetColorMappings( void ) { tr.overbrightBits = 0; // need hardware gamma for overbright } - // never overbright in windowed mode - if ( 0 /* !glConfig.isFullscreen */ ) + // never overbright in windowed mode without soft overbright + if ( !glConfig.isFullscreen && !r_softOverbright->integer ) { tr.overbrightBits = 0; } // never overbright with tonemapping - if ( r_toneMap->integer ) + if ( r_toneMap->integer && r_hdr->integer ) { tr.overbrightBits = 0; } @@ -3077,8 +3078,11 @@ void R_SetColorMappings( void ) { shift = tr.overbrightBits; - if (glRefConfig.framebufferObject) + // no shift with soft overbright + if (r_softOverbright->integer) + { shift = 0; + } for ( i = 0; i < 256; i++ ) { if ( g == 1 ) { diff --git a/reaction/code/rend2/tr_init.c b/reaction/code/rend2/tr_init.c index 0f14c081..7b384106 100644 --- a/reaction/code/rend2/tr_init.c +++ b/reaction/code/rend2/tr_init.c @@ -107,6 +107,9 @@ cvar_t *r_mergeMultidraws; cvar_t *r_mergeLeafSurfaces; cvar_t *r_cameraExposure; + +cvar_t *r_softOverbright; + cvar_t *r_hdr; cvar_t *r_postProcess; @@ -1149,6 +1152,8 @@ void R_Register( void ) r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH); ri.Cvar_CheckRange(r_greyscale, 0, 1, qfalse); + r_softOverbright = ri.Cvar_Get( "r_softOverbright", "1", CVAR_ARCHIVE | CVAR_LATCH ); + r_hdr = ri.Cvar_Get( "r_hdr", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_postProcess = ri.Cvar_Get( "r_postProcess", "1", CVAR_ARCHIVE ); diff --git a/reaction/code/rend2/tr_local.h b/reaction/code/rend2/tr_local.h index 84829dc6..77b11f90 100644 --- a/reaction/code/rend2/tr_local.h +++ b/reaction/code/rend2/tr_local.h @@ -2092,6 +2092,8 @@ extern cvar_t *r_anaglyphMode; extern cvar_t *r_mergeMultidraws; extern cvar_t *r_mergeLeafSurfaces; +extern cvar_t *r_softOverbright; + extern cvar_t *r_hdr; extern cvar_t *r_postProcess; diff --git a/reaction/code/rend2/tr_postprocess.c b/reaction/code/rend2/tr_postprocess.c index 0cb162b3..73fa7175 100644 --- a/reaction/code/rend2/tr_postprocess.c +++ b/reaction/code/rend2/tr_postprocess.c @@ -112,14 +112,16 @@ void RB_BokehBlur(float blur) if (blur > 0.0f) { // create a quarter texture - FBO_Blit(tr.screenScratchFbo, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0); + //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_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 @@ -340,16 +342,15 @@ void RB_GodRays(void) VectorSet4(color, mul, mul, mul, 1); // first, downsample the framebuffer - VectorSet4(srcBox, 0, 0, tr.godRaysFbo->width, tr.godRaysFbo->height); - VectorSet4(dstBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height); - FBO_Blit(tr.godRaysFbo, srcBox, texScale, tr.quarterFbo[0], dstBox, &tr.textureColorShader, color, 0); - if (colorize) { - VectorSet4(srcBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height); - FBO_Blit(tr.screenScratchFbo, srcBox, texScale, tr.quarterFbo[0], dstBox, &tr.textureColorShader, color, - GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO); - } + 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 @@ -375,7 +376,7 @@ void RB_GodRays(void) VectorSet4(color, mul, mul, mul, 1); VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height); - VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->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); } } @@ -462,13 +463,8 @@ void RB_GaussianBlur(float blur) VectorSet4(color, 1, 1, 1, 1); // first, downsample the framebuffer - VectorSet4(srcBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height); - VectorSet4(dstBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height); - FBO_Blit(tr.screenScratchFbo, srcBox, texScale, tr.quarterFbo[0], dstBox, &tr.textureColorShader, color, 0); - - VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height); - VectorSet4(dstBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height); - FBO_Blit(tr.quarterFbo[0], srcBox, texScale, tr.textureScratchFbo[0], dstBox, &tr.textureColorShader, color, 0); + 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); @@ -483,7 +479,7 @@ void RB_GaussianBlur(float blur) // finally, merge back to framebuffer VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height); - VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->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); } diff --git a/reaction/rend2-readme.txt b/reaction/rend2-readme.txt index 0fb6b34c..88f39bed 100644 --- a/reaction/rend2-readme.txt +++ b/reaction/rend2-readme.txt @@ -92,12 +92,18 @@ Cvars for simple rendering features: 0 - None. (default) 1-16 - Some. 17+ - Too much! - + r_ssao - Enable screen-space ambient occlusion. Currently eats framerate and has some - visible artifacts. - 0 - No. (default) - 1 - Yes. + visible artifacts. + 0 - No. (default) + 1 - Yes. + + r_softOverbright - Enable software overbrighting. This enables + overbrighting even in a window. Is disabled + when r_toneMap 1 and r_hdr 1. + 0 - No. + 1 - Yes. (default) Cvars for HDR and tonemapping: r_hdr - Do scene rendering in a framebuffer with @@ -123,63 +129,63 @@ Cvars for HDR and tonemapping: r_forceToneMap - Cheat. Override built-in and map tonemap settings and use cvars r_forceToneMapAvg, - r_forceToneMapMin, and r_forceToneMapMax. - 0 - No. (default) - 1 - Yes. + r_forceToneMapMin, and r_forceToneMapMax. + 0 - No. (default) + 1 - Yes. r_forceToneMapAvg - Cheat. Map average scene luminance to this value, in powers of two. Requires - r_forceToneMap. - -2.0 - Dark. - -1.0 - Kinda dark. (default). - 2.0 - Too bright. + r_forceToneMap. + -2.0 - Dark. + -1.0 - Kinda dark. (default). + 2.0 - Too bright. r_forceToneMapMin - Cheat. After mapping average, luminance below this level is mapped to black. - Requires r_forceToneMap. - -5 - Not noticeable. - -3.25 - Normal. (default) - 0.0 - Too dark. + Requires r_forceToneMap. + -5 - Not noticeable. + -3.25 - Normal. (default) + 0.0 - Too dark. r_forceToneMapMin - Cheat. After mapping average, luminance above this level is mapped to white. - Requires r_forceToneMap. - 0.0 - Too bright. - 1.0 - Normal. (default). - 2.0 - Washed out. + Requires r_forceToneMap. + 0.0 - Too bright. + 1.0 - Normal. (default). + 2.0 - Washed out. r_autoExposure - Do automatic exposure based on scene brightness. Hardcoded to -2 to 2 on maps - that don't specify otherwise. Requires + that don't specify otherwise. Requires r_hdr, r_postprocess, and r_toneMap. 0 - No. 1 - Yes. (default) - + r_forceAutoExposure - Cheat. Override built-in and map auto exposure settings and use cvars - r_forceAutoExposureMin and - r_forceAutoExposureMax. - 0 - No. (default) - 1 - Yes. + r_forceAutoExposureMin and + r_forceAutoExposureMax. + 0 - No. (default) + 1 - Yes. r_forceAutoExposureMin - Cheat. Set minimum exposure to this value, in powers of two. Requires - r_forceAutoExpsure. - -3.0 - Dimmer. - -2.0 - Normal. (default) - -1.0 - Brighter. + r_forceAutoExpsure. + -3.0 - Dimmer. + -2.0 - Normal. (default) + -1.0 - Brighter. r_forceAutoExposureMax - Cheat. Set maximum exposure to this value, in powers of two. Requires - r_forceAutoExpsure. - 1.0 - Dimmer. - 2.0 - Normal. (default) - 3.0 - Brighter. + r_forceAutoExpsure. + 1.0 - Dimmer. + 2.0 - Normal. (default) + 3.0 - Brighter. r_srgb - Treat all input textures as sRGB, and do final rendering in a sRGB framebuffer. Only - required if assets were created with it in - mind. + required if assets were created with it in + mind. 0 - No. (default) 1 - Yes. @@ -191,8 +197,8 @@ Cvars for advanced material usage: 1 - Yes. (default) 2 - Yes, and use Oren-Nayar reflectance model. - 3 - Yes, and use tri-Ace's Oren-Nayar - reflectance model. + 3 - Yes, and use tri-Ace's Oren-Nayar + reflectance model. r_specularMapping - Enable specular mapping for materials that support it, and also specify advanced @@ -563,7 +569,7 @@ contributed thoughts, ideas, and whole swaths of code to this project. - Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the ioquake3 team and contributors, for improving massively upon the raw Quake - 3 source, and accepting my and gimhael's modular renderer patch. + 3 source, and accepting my and gimhael's modular renderer patch. - Robert 'Tr3B' Beckebans and the other contributors to XReaL, for letting me liberally copy code from you. :) @@ -574,7 +580,7 @@ contributed thoughts, ideas, and whole swaths of code to this project. - Yoshiharu Gotanda, Tatsuya Shoji, and the rest of tri-Ace's R&D Department, for creating the tri-Ace shading equations and posting their derivations in - simple English. + simple English. - Matthias 'gimhael' Bentrup, for random ideas and bits of code.