tenebrae2/gl_glare.c

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2003-01-17 21:18:53 +00:00
/*
Copyright (C) 2001-2002 Charles Hollemeersch
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
PENTA: the whole file is freakin penta...
All right this is slow & ugly but I just had to to it
Carmack talked about something similar in his speach.
The Halo2 video has it
And I want to see it in action!
*/
#include "quakedef.h"
#define GLARE_WIDTH 64
byte glarepixels[GLARE_WIDTH*GLARE_WIDTH][4];
byte glareblurpixels[GLARE_WIDTH*GLARE_WIDTH][4];
long glaresum[GLARE_WIDTH*GLARE_WIDTH][4]; //Sums for fast blurring
int glare_object;
void R_InitGlare() {
GL_Bind (texture_extension_number);
glare_object = texture_extension_number;
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, GLARE_WIDTH, GLARE_WIDTH, 0, GL_RGBA,
GL_UNSIGNED_BYTE, glarepixels);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
texture_extension_number++;
}
byte mulc(int i1) {
//amplify colors a bit
int r = i1 + (i1/4);
if (r > 255) return 255;
else return r;
}
#define GLARE_SUBTR 128.0
#define IGLARE_SUBTR 128
#define GLARE_MULT 4
#define GLARE_COMP 120
void ProcessGlare() {
int i;
for (i=0; i<GLARE_WIDTH*GLARE_WIDTH; i++) {
if ( (glarepixels[i][0] > GLARE_COMP) ||
(glarepixels[i][1] > GLARE_COMP) ||
(glarepixels[i][2] > GLARE_COMP) )
{
glarepixels[i][0] = mulc(glarepixels[i][0]);
glarepixels[i][1] = mulc(glarepixels[i][1]);
glarepixels[i][2] = mulc(glarepixels[i][2]);
} else {
glarepixels[i][0] = 0;
glarepixels[i][1] = 0;
glarepixels[i][2] = 0;
}
}
}
/*
Fast Idea Blurring from
http://www.gamasutra.com/features/20010209/evans_01.htm
*/
typedef struct bytecolor_s {
byte r,g,b,a;
} bytecolor_t;
typedef struct longcolor_s {
unsigned long r,g,b,a;
} longcolor_t;
void DoPreComputation(bytecolor_t *src, int src_w, int src_h, longcolor_t *dst)
{
longcolor_t tot;
int y,x;
for (y=0;y<src_h;y++)
{
for (x=0;x<src_w;x++)
{
tot.r = src[0].r;
tot.g = src[0].g;
tot.b = src[0].b;
tot.a = src[0].a;
if (x>0) {
tot.r+=dst[-1].r;
tot.g+=dst[-1].g;
tot.b+=dst[-1].b;
tot.a+=dst[-1].a;
}
if (y>0) {
tot.r+=dst[-src_w].r;
tot.g+=dst[-src_w].g;
tot.b+=dst[-src_w].b;
tot.a+=dst[-src_w].a;
}
if (x>0 && y>0) {
tot.r-=dst[-src_w-1].r;
tot.g-=dst[-src_w-1].g;
tot.b-=dst[-src_w-1].b;
tot.a-=dst[-src_w-1].a;
}
dst->r=tot.r;
dst->g=tot.g;
dst->b=tot.b;
dst->a=tot.a;
dst++;
src++;
}
}
}
// this is a utility function used by DoBoxBlur below
longcolor_t *ReadP(longcolor_t *p, int w, int h, int x, int y)
{
if (x<0) x=0; else if (x>=w) x=w-1;
if (y<0) y=0; else if (y>=h) y=h-1;
return &p[x+y*w];
}
// the main meat of the algorithm lies here
void DoBoxBlur(bytecolor_t *src, int src_w, int src_h, bytecolor_t *dst, longcolor_t *p, int boxw, int boxh)
{
longcolor_t *to1, *to2, *to3, *to4;
int y,x;
float mul;
if (boxw<0 || boxh<0)
{
memcpy(dst,src,src_w*src_h*4); // deal with degenerate kernel sizes
return;
}
mul=1.f/((boxw*2+1)*(boxh*2+1));
for (y=0;y<src_h;y++)
{
for (x=0;x<src_w;x++)
{
to1 = ReadP(p,src_w,src_h,x+boxw,y+boxh);
to2 = ReadP(p,src_w,src_h,x-boxw,y-boxh);
to3 = ReadP(p,src_w,src_h,x-boxw,y+boxh);
to4 = ReadP(p,src_w,src_h,x+boxw,y-boxh);
dst->r= (to1->r + to2->r - to3->r - to4->r)*mul;
dst->g= (to1->g + to2->g - to3->g - to4->g)*mul;
dst->b= (to1->b + to2->b - to3->b - to4->b)*mul;
dst->a= (to1->a + to2->a - to3->a - to4->a)*mul;
dst++;
src++;
}
}
}
void R_Glare ()
{
int ox, oy, ow, oh, ofovx, ofovy;
if (!sh_glares.value || gl_wireframe.value)
return;
glare = true;
//AngleVectors (r_refdef.viewangles, vpn, vright, vup);
//Render to a small view rectangle
ox = r_refdef.vrect.x;
oy = r_refdef.vrect.y;
ow = r_refdef.vrect.width;
oh = r_refdef.vrect.height;
ofovx = r_refdef.fov_x;
ofovy = r_refdef.fov_y;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = GLARE_WIDTH;
r_refdef.vrect.height = GLARE_WIDTH;
// r_refdef.fov_x = 90.0;
// r_refdef.fov_y = 90.0;//CalcFov (90.0, r_refdef.vrect.width, r_refdef.vrect.height);
r_refdef.fov_x = scr_fov.value;
r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
//Con_Printf("render glaer\n");
R_RenderScene ();
glReadPixels (0, 0, GLARE_WIDTH, GLARE_WIDTH, GL_RGBA, GL_UNSIGNED_BYTE, glarepixels);
ProcessGlare();
DoPreComputation((bytecolor_t *)glarepixels, GLARE_WIDTH, GLARE_WIDTH, (longcolor_t *)glaresum);
DoBoxBlur((bytecolor_t *)glarepixels, GLARE_WIDTH, GLARE_WIDTH,
(bytecolor_t *)glareblurpixels, (longcolor_t *)glaresum, 5, 5);
GL_Bind(glare_object);
glTexImage2D (GL_TEXTURE_2D, 0, 4, GLARE_WIDTH, GLARE_WIDTH, 0, GL_RGBA,
GL_UNSIGNED_BYTE, glareblurpixels);
// GL_Bind(glare_object);
// glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 128, 128);
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glClear (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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r_refdef.vrect.x = ox;
r_refdef.vrect.y = oy;
r_refdef.vrect.width = ow;
r_refdef.vrect.height = oh;
r_refdef.fov_x = ofovx;
r_refdef.fov_y = ofovy;
//we have drawn on it
Sbar_Changed ();
glare = false;
}
void GlareQuad() {
glBegin (GL_QUADS);
glTexCoord2f(-1,1);
glVertex3f (0.1, 1, 1);
glTexCoord2f(0,1);
glVertex3f (0.1, -1, 1);
glTexCoord2f(0,0);
glVertex3f (0.1, -1, -1);
glTexCoord2f(-1,0);
glVertex3f (0.1, 1, -1);
glEnd ();
}
#define GLARE_OFS 1.0/16
void R_DrawGlare (void)
{
if (!sh_glares.value) return;
GL_DisableMultitexture();
glEnable (GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDisable (GL_DEPTH_TEST);
GL_Bind(glare_object);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
glMatrixMode(GL_MODELVIEW);
glColor4f (0.2,0.2,0.2,0.2);
glPushMatrix();
glTranslatef(0,0,GLARE_OFS);
GlareQuad();
glPopMatrix();
glPushMatrix();
glTranslatef(0,0,-GLARE_OFS);
GlareQuad();
glPopMatrix();
glPushMatrix();
glTranslatef(0,-GLARE_OFS,0);
GlareQuad();
glPopMatrix();
glPushMatrix();
glTranslatef(0,GLARE_OFS,0);
GlareQuad();
glPopMatrix();
GlareQuad();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable (GL_BLEND);
glEnable (GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}