mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-25 13:41:45 +00:00
IOQ3 commit 2363
This commit is contained in:
parent
5efc76340b
commit
5b0d606e06
8 changed files with 166 additions and 201 deletions
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@ -485,7 +485,7 @@ void RB_BeginDrawingView (void) {
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// drawing more world check is in case of double renders, such as skyportals
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if (backEnd.viewParms.targetFbo == NULL)
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{
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if (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
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if (!tr.renderFbo || (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
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{
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FBO_Bind(tr.screenScratchFbo);
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}
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@ -959,7 +959,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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// FIXME: HUGE hack
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if (glRefConfig.framebufferObject)
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{
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if (backEnd.framePostProcessed)
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if (!tr.renderFbo || backEnd.framePostProcessed)
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{
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FBO_Bind(tr.screenScratchFbo);
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}
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@ -1108,7 +1108,7 @@ const void *RB_StretchPic ( const void *data ) {
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// FIXME: HUGE hack
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if (glRefConfig.framebufferObject)
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{
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if (backEnd.framePostProcessed)
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if (!tr.renderFbo || backEnd.framePostProcessed)
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{
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FBO_Bind(tr.screenScratchFbo);
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}
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@ -1223,58 +1223,22 @@ const void *RB_DrawSurfs( const void *data ) {
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qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
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backEnd.depthFill = qfalse;
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// If we're using multisampling, resolve the depth first
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if (tr.msaaResolveFbo)
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{
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// If we're using multisampling, resolve the depth first
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FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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else if (tr.renderFbo == NULL)
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{
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// If we're rendering directly to the screen, copy the depth to a texture
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GL_BindToTMU(tr.renderDepthImage, 0);
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qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
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}
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if (r_ssao->integer)
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{
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vec2_t srcTexScale;
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vec4_t color;
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vec4_t quadVerts[4];
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vec2_t texCoords[4];
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vec2_t invTexRes;
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matrix_t idmatrix;
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srcTexScale[0] = srcTexScale[1] = 1.0f;
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color[0] = color[1] = color[2] = color[3] = 1.0f;
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FBO_Bind(tr.hdrDepthFbo);
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qglViewport(0, 0, tr.hdrDepthFbo->width, tr.hdrDepthFbo->height);
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qglScissor(0, 0, tr.hdrDepthFbo->width, tr.hdrDepthFbo->height);
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Matrix16Identity(idmatrix);
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VectorSet4(quadVerts[0], -1, 1, 0, 1);
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VectorSet4(quadVerts[1], 1, 1, 0, 1);
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VectorSet4(quadVerts[2], 1, -1, 0, 1);
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VectorSet4(quadVerts[3], -1, -1, 0, 1);
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texCoords[0][0] = 0; texCoords[0][1] = 1;
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texCoords[1][0] = 1; texCoords[1][1] = 1;
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texCoords[2][0] = 1; texCoords[2][1] = 0;
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texCoords[3][0] = 0; texCoords[3][1] = 0;
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invTexRes[0] = 0.0f;
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invTexRes[1] = 0.0f;
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GL_State( GLS_DEPTHTEST_DISABLE );
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GLSL_BindProgram(&tr.textureColorShader);
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GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
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GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, idmatrix);
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GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color);
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GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
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GLSL_SetUniformVec2(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
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GLSL_SetUniformVec3(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
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RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
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// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
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FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
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}
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if (backEnd.viewParms.flags & VPF_USESUNLIGHT)
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@ -1584,7 +1548,7 @@ const void *RB_ClearDepth(const void *data)
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if (glRefConfig.framebufferObject)
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{
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if (backEnd.framePostProcessed)
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if (!tr.renderFbo || backEnd.framePostProcessed)
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{
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FBO_Bind(tr.screenScratchFbo);
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}
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@ -1599,7 +1563,7 @@ const void *RB_ClearDepth(const void *data)
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// if we're doing MSAA, clear the depth texture for the resolve buffer
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if (tr.msaaResolveFbo)
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{
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FBO_Bind(tr.screenScratchFbo);
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FBO_Bind(tr.msaaResolveFbo);
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qglClear(GL_DEPTH_BUFFER_BIT);
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}
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@ -1648,33 +1612,23 @@ const void *RB_SwapBuffers( const void *data ) {
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if (glRefConfig.framebufferObject)
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{
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// copy final image to screen
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vec4_t color;
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if (backEnd.framePostProcessed)
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if (!backEnd.framePostProcessed)
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{
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// frame was postprocessed into screen fbo, copy from there
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if (tr.msaaResolveFbo && r_hdr->integer)
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{
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// Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first
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FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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FBO_FastBlit(tr.msaaResolveFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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else if (!glRefConfig.framebuffer_srgb)
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else if (tr.renderFbo)
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{
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// Copy render to screenscratch, possibly resolving MSAA
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FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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else
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{
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FBO_t *srcFbo = tr.renderFbo;
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if (tr.msaaResolveFbo)
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{
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// Resolve the MSAA before copying
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FBO_FastBlit(srcFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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srcFbo = tr.msaaResolveFbo;
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}
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// need to copy from resolve to screenscratch to fix gamma
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FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, NULL, 0);
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}
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if (tr.screenScratchFbo)
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{
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vec4_t color;
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color[0] =
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color[1] =
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@ -1690,6 +1644,7 @@ const void *RB_SwapBuffers( const void *data ) {
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if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
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qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
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}
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}
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if ( !glState.finishCalled ) {
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qglFinish();
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@ -1750,11 +1705,9 @@ const void *RB_PostProcess(const void *data)
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FBO_t *srcFbo;
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qboolean autoExposure;
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if (!glRefConfig.framebufferObject)
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if (!glRefConfig.framebufferObject || !r_postProcess->integer)
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{
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// do nothing
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backEnd.framePostProcessed = qtrue;
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return (const void *)(cmd + 1);
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}
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@ -1766,16 +1719,16 @@ const void *RB_PostProcess(const void *data)
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srcFbo = tr.msaaResolveFbo;
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}
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if (r_postProcess->integer && r_ssao->integer)
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if (r_ssao->integer)
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{
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vec4i_t dstBox;
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VectorSet4(dstBox, 0, 0, srcFbo->width, srcFbo->height);
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FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
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FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, NULL, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
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}
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if (r_postProcess->integer && (r_toneMap->integer || r_forceToneMap->integer))
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if (srcFbo)
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{
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autoExposure = r_autoExposure->integer || r_forceAutoExposure;
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if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer))
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{
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autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
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RB_ToneMap(srcFbo, autoExposure);
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}
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else if (!glRefConfig.framebuffer_srgb && r_cameraExposure->value == 0.0f)
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@ -1793,9 +1746,10 @@ const void *RB_PostProcess(const void *data)
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FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0);
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}
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}
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#ifdef REACTION
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if (r_postProcess->integer && glRefConfig.framebufferObject)
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if (1)
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{
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RB_GodRays();
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@ -1820,16 +1774,16 @@ const void *RB_PostProcess(const void *data)
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if (0)
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{
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vec4i_t dstBox;
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VectorSet4(dstBox, 256, tr.screenScratchFbo->height - 256, 256, 256);
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VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 512, tr.screenScratchFbo->height - 256, 256, 256);
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VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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}
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if (0)
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{
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vec4i_t dstBox;
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VectorSet4(dstBox, 256, tr.screenScratchFbo->height - 256, 256, 256);
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VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.renderImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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}
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@ -502,29 +502,21 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) {
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if (glRefConfig.framebufferObject)
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{
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// clear all framebuffers
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// FIXME: must be a better way to do this
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int i;
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for (i = 0; i < 3; i++)
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if (tr.msaaResolveFbo)
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{
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if (i == 1 && !tr.msaaResolveFbo)
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continue;
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switch(i)
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{
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case 0:
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FBO_Bind(tr.renderFbo);
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break;
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case 1:
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FBO_Bind(tr.msaaResolveFbo);
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break;
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case 2:
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FBO_Bind(tr.screenScratchFbo);
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break;
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qglClear(GL_COLOR_BUFFER_BIT);
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}
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if (tr.renderFbo)
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{
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FBO_Bind(tr.renderFbo);
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qglClear(GL_COLOR_BUFFER_BIT);
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}
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if (tr.screenScratchFbo)
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{
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FBO_Bind(tr.screenScratchFbo);
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qglClear(GL_COLOR_BUFFER_BIT);
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}
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@ -309,7 +309,7 @@ FBO_Bind
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*/
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void FBO_Bind(FBO_t * fbo)
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{
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if (fbo && glState.currentFBO == fbo)
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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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@ -405,6 +405,8 @@ void FBO_Init(void)
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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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@ -427,7 +429,7 @@ void FBO_Init(void)
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R_CheckFBO(tr.msaaResolveFbo);
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}
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else
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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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@ -443,10 +445,13 @@ void FBO_Init(void)
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// clear render buffer
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// this fixes the corrupt screen bug with r_hdr 1 on older hardware
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if (tr.renderFbo)
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{
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FBO_Bind(tr.renderFbo);
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qglClearColor( 1, 0, 0.5, 1 );
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qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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FBO_Bind(NULL);
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}
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#ifdef REACTION
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{
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@ -525,6 +530,7 @@ void FBO_Init(void)
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R_CheckFBO(tr.targetLevelsFbo);
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}
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if (r_softOverbright->integer)
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{
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//tr.screenScratchFbo = FBO_Create("_screenscratch", width, height);
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tr.screenScratchFbo = FBO_Create("_screenscratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
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@ -2943,6 +2943,7 @@ void R_CreateBuiltinImages( void ) {
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tr.godRaysImage = R_CreateImage("*godRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
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#endif
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if (r_softOverbright->integer)
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{
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int format;
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@ -3033,14 +3034,14 @@ void R_SetColorMappings( void ) {
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tr.overbrightBits = 0; // need hardware gamma for overbright
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}
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// never overbright in windowed mode
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if ( 0 /* !glConfig.isFullscreen */ )
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// never overbright in windowed mode without soft overbright
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if ( !glConfig.isFullscreen && !r_softOverbright->integer )
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{
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tr.overbrightBits = 0;
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}
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// never overbright with tonemapping
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if ( r_toneMap->integer )
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if ( r_toneMap->integer && r_hdr->integer )
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{
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tr.overbrightBits = 0;
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}
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@ -3077,8 +3078,11 @@ void R_SetColorMappings( void ) {
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shift = tr.overbrightBits;
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if (glRefConfig.framebufferObject)
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// no shift with soft overbright
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if (r_softOverbright->integer)
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{
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shift = 0;
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}
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for ( i = 0; i < 256; i++ ) {
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if ( g == 1 ) {
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@ -107,6 +107,9 @@ cvar_t *r_mergeMultidraws;
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cvar_t *r_mergeLeafSurfaces;
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cvar_t *r_cameraExposure;
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cvar_t *r_softOverbright;
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cvar_t *r_hdr;
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cvar_t *r_postProcess;
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@ -1149,6 +1152,8 @@ void R_Register( void )
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r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH);
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ri.Cvar_CheckRange(r_greyscale, 0, 1, qfalse);
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r_softOverbright = ri.Cvar_Get( "r_softOverbright", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_hdr = ri.Cvar_Get( "r_hdr", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_postProcess = ri.Cvar_Get( "r_postProcess", "1", CVAR_ARCHIVE );
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@ -2092,6 +2092,8 @@ extern cvar_t *r_anaglyphMode;
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extern cvar_t *r_mergeMultidraws;
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extern cvar_t *r_mergeLeafSurfaces;
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extern cvar_t *r_softOverbright;
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extern cvar_t *r_hdr;
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extern cvar_t *r_postProcess;
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@ -112,14 +112,16 @@ void RB_BokehBlur(float blur)
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if (blur > 0.0f)
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{
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// create a quarter texture
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FBO_Blit(tr.screenScratchFbo, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0);
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//FBO_Blit(NULL, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0);
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FBO_FastBlit(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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#ifndef HQ_BLUR
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if (blur > 1.0f)
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{
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// create a 1/16th texture
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FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, NULL, 0);
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//FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, NULL, 0);
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FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -340,15 +342,14 @@ 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);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -99,6 +99,12 @@ Cvars for simple rendering features:
|
|||
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
|
||||
high dynamic range. (Less banding, and
|
||||
|
|
Loading…
Reference in a new issue