ioef/code/rend2/tr_fbo.c

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/*
===========================================================================
Copyright (C) 2006 Kirk Barnes
Copyright (C) 2006-2008 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL 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.
XreaL 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 XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_fbo.c
#include "tr_local.h"
/*
=============
R_CheckFBO
=============
*/
qboolean R_CheckFBO(const FBO_t * fbo)
{
int code;
int id;
qglGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &id);
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer);
code = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(code == GL_FRAMEBUFFER_COMPLETE_EXT)
{
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
return qtrue;
}
// an error occured
switch (code)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name);
break;
//case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
// ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, duplicate attachment\n", fbo->name);
// break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same dimensions\n",
fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same format\n",
fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name);
break;
default:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code);
//ri.Error(ERR_FATAL, "R_CheckFBO: (%s) unknown error 0x%X", fbo->name, code);
//assert(0);
break;
}
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, id);
return qfalse;
}
/*
============
FBO_Create
============
*/
FBO_t *FBO_Create(const char *name, int width, int height)
{
FBO_t *fbo;
if(strlen(name) >= MAX_QPATH)
{
ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long\n", name);
}
if(width <= 0 || width > glRefConfig.maxRenderbufferSize)
{
ri.Error(ERR_DROP, "FBO_Create: bad width %i", width);
}
if(height <= 0 || height > glRefConfig.maxRenderbufferSize)
{
ri.Error(ERR_DROP, "FBO_Create: bad height %i", height);
}
if(tr.numFBOs == MAX_FBOS)
{
ri.Error(ERR_DROP, "FBO_Create: MAX_FBOS hit");
}
fbo = tr.fbos[tr.numFBOs] = ri.Hunk_Alloc(sizeof(*fbo), h_low);
Q_strncpyz(fbo->name, name, sizeof(fbo->name));
fbo->index = tr.numFBOs++;
fbo->width = width;
fbo->height = height;
qglGenFramebuffersEXT(1, &fbo->frameBuffer);
return fbo;
}
void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
{
uint32_t *pRenderBuffer;
GLenum attachment;
qboolean absent;
switch(format)
{
case GL_RGB:
case GL_RGBA:
case GL_RGB8:
case GL_RGBA8:
case GL_RGB16F_ARB:
case GL_RGBA16F_ARB:
case GL_RGB32F_ARB:
case GL_RGBA32F_ARB:
fbo->colorFormat = format;
pRenderBuffer = &fbo->colorBuffers[index];
attachment = GL_COLOR_ATTACHMENT0_EXT + index;
break;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_ARB:
case GL_DEPTH_COMPONENT24_ARB:
case GL_DEPTH_COMPONENT32_ARB:
fbo->depthFormat = format;
pRenderBuffer = &fbo->depthBuffer;
attachment = GL_DEPTH_ATTACHMENT_EXT;
break;
case GL_STENCIL_INDEX:
case GL_STENCIL_INDEX1_EXT:
case GL_STENCIL_INDEX4_EXT:
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
fbo->stencilFormat = format;
pRenderBuffer = &fbo->stencilBuffer;
attachment = GL_STENCIL_ATTACHMENT_EXT;
break;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
fbo->packedDepthStencilFormat = format;
pRenderBuffer = &fbo->packedDepthStencilBuffer;
attachment = 0; // special for stencil and depth
break;
default:
ri.Printf(PRINT_WARNING, "FBO_CreateBuffer: invalid format %d\n", format);
return;
}
absent = *pRenderBuffer == 0;
if (absent)
qglGenRenderbuffersEXT(1, pRenderBuffer);
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, *pRenderBuffer);
if (multisample && glRefConfig.framebufferMultisample)
{
qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, multisample, format, fbo->width, fbo->height);
}
else
{
qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, fbo->width, fbo->height);
}
if(absent)
{
if (attachment == 0)
{
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
}
else
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer);
}
}
/*
=================
R_AttachFBOTexture1D
=================
*/
void R_AttachFBOTexture1D(int texId, int index)
{
if(index < 0 || index >= glRefConfig.maxColorAttachments)
{
ri.Printf(PRINT_WARNING, "R_AttachFBOTexture1D: invalid attachment index %i\n", index);
return;
}
qglFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_1D, texId, 0);
}
/*
=================
R_AttachFBOTexture2D
=================
*/
void R_AttachFBOTexture2D(int target, int texId, int index)
{
if(target != GL_TEXTURE_2D && (target < GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB))
{
ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid target %i\n", target);
return;
}
if(index < 0 || index >= glRefConfig.maxColorAttachments)
{
ri.Printf(PRINT_WARNING, "R_AttachFBOTexture2D: invalid attachment index %i\n", index);
return;
}
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, texId, 0);
}
/*
=================
R_AttachFBOTexture3D
=================
*/
void R_AttachFBOTexture3D(int texId, int index, int zOffset)
{
if(index < 0 || index >= glRefConfig.maxColorAttachments)
{
ri.Printf(PRINT_WARNING, "R_AttachFBOTexture3D: invalid attachment index %i\n", index);
return;
}
qglFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_TEXTURE_3D_EXT, texId, 0, zOffset);
}
/*
=================
R_AttachFBOTextureDepth
=================
*/
void R_AttachFBOTextureDepth(int texId)
{
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
}
/*
=================
R_AttachFBOTexturePackedDepthStencil
=================
*/
void R_AttachFBOTexturePackedDepthStencil(int texId)
{
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, texId, 0);
}
void FBO_AttachTextureImage(image_t *img, int index)
{
if (!glState.currentFBO)
{
ri.Printf(PRINT_WARNING, "FBO: attempted to attach a texture image with no FBO bound!\n");
return;
}
R_AttachFBOTexture2D(GL_TEXTURE_2D, img->texnum, index);
glState.currentFBO->colorImage[index] = img;
}
/*
============
FBO_Bind
============
*/
void FBO_Bind(FBO_t * fbo)
{
if (glState.currentFBO == fbo)
return;
if (r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
if (fbo)
GLimp_LogComment(va("--- FBO_Bind( %s ) ---\n", fbo->name));
else
GLimp_LogComment("--- FBO_Bind ( NULL ) ---\n");
}
if (!fbo)
{
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
//qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glState.currentFBO = NULL;
return;
}
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->frameBuffer);
/*
if(fbo->colorBuffers[0])
{
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->colorBuffers[0]);
}
*/
/*
if(fbo->depthBuffer)
{
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->depthBuffer);
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->depthBuffer);
}
*/
glState.currentFBO = fbo;
}
/*
============
FBO_Init
============
*/
void FBO_Init(void)
{
int i;
// int width, height, hdrFormat, multisample;
int hdrFormat, multisample;
ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
if(!glRefConfig.framebufferObject)
return;
tr.numFBOs = 0;
GL_CheckErrors();
// make sure the render thread is stopped
R_SyncRenderThread();
/* if(glRefConfig.textureNonPowerOfTwo)
{
width = glConfig.vidWidth;
height = glConfig.vidHeight;
}
else
{
width = NextPowerOfTwo(glConfig.vidWidth);
height = NextPowerOfTwo(glConfig.vidHeight);
} */
hdrFormat = GL_RGBA8;
if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
{
hdrFormat = GL_RGB16F_ARB;
}
qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
if (r_ext_framebuffer_multisample->integer < multisample)
{
multisample = r_ext_framebuffer_multisample->integer;
}
if (multisample < 2 || !glRefConfig.framebufferBlit)
multisample = 0;
if (multisample != r_ext_framebuffer_multisample->integer)
{
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);
FBO_Bind(tr.renderFbo);
FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample);
FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
R_CheckFBO(tr.renderFbo);
tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
FBO_Bind(tr.msaaResolveFbo);
//FBO_CreateBuffer(tr.msaaResolveFbo, hdrFormat, 0, 0);
FBO_AttachTextureImage(tr.renderImage, 0);
//FBO_CreateBuffer(tr.msaaResolveFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
R_CheckFBO(tr.msaaResolveFbo);
}
else if (r_hdr->integer)
{
tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
FBO_Bind(tr.renderFbo);
//FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, 0);
FBO_AttachTextureImage(tr.renderImage, 0);
//FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
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;
}