mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-30 16:01:46 +00:00
OpenGL2: Reimplement soft overbright to avoid a framebuffer blit.
This commit is contained in:
parent
a7c5fc0ee7
commit
8c3ae8d7d2
8 changed files with 70 additions and 79 deletions
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@ -449,7 +449,7 @@ void RB_BeginDrawingView (void) {
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{
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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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FBO_Bind(NULL);
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}
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else
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{
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@ -859,7 +859,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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{
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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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FBO_Bind(NULL);
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}
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else
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{
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@ -946,7 +946,7 @@ const void *RB_StretchPic ( const void *data ) {
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{
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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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FBO_Bind(NULL);
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}
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else
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{
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@ -1443,7 +1443,7 @@ const void *RB_ClearDepth(const void *data)
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{
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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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FBO_Bind(NULL);
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}
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else
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{
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@ -1512,32 +1512,13 @@ const void *RB_SwapBuffers( const void *data ) {
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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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FBO_FastBlit(tr.msaaResolveFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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else if (tr.renderFbo)
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{
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FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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FBO_FastBlit(tr.renderFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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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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color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits);
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color[3] = 1.0f;
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// turn off colormask when copying final image
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if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
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qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0);
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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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@ -1654,11 +1635,11 @@ const void *RB_PostProcess(const void *data)
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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, srcBox, tr.screenScratchFbo, dstBox, autoExposure);
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RB_ToneMap(srcFbo, srcBox, NULL, dstBox, autoExposure);
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}
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else if (r_cameraExposure->value == 0.0f)
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{
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FBO_FastBlit(srcFbo, srcBox, tr.screenScratchFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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FBO_FastBlit(srcFbo, srcBox, NULL, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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else
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{
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@ -1669,15 +1650,15 @@ const void *RB_PostProcess(const void *data)
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color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
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color[3] = 1.0f;
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FBO_Blit(srcFbo, srcBox, NULL, tr.screenScratchFbo, dstBox, NULL, color, 0);
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FBO_Blit(srcFbo, srcBox, NULL, NULL, dstBox, NULL, color, 0);
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}
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}
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if (r_drawSunRays->integer)
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RB_SunRays(tr.screenScratchFbo, srcBox, tr.screenScratchFbo, dstBox);
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RB_SunRays(NULL, srcBox, NULL, dstBox);
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if (1)
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RB_BokehBlur(tr.screenScratchFbo, srcBox, tr.screenScratchFbo, dstBox, backEnd.refdef.blurFactor);
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RB_BokehBlur(NULL, srcBox, NULL, dstBox, backEnd.refdef.blurFactor);
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else
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RB_GaussianBlur(backEnd.refdef.blurFactor);
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@ -1685,27 +1666,27 @@ const void *RB_PostProcess(const void *data)
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{
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vec4i_t dstBox;
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VectorSet4(dstBox, 0, 0, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 128, 0, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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VectorSet4(dstBox, 256, 0, 128, 128);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, 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, 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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FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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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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FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, NULL, 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, glConfig.vidHeight - 256, 256, 256);
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FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
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FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
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}
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#if 0
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@ -1717,8 +1698,8 @@ const void *RB_PostProcess(const void *data)
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if (cubemapIndex)
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{
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VectorSet4(dstBox, 0, glConfig.vidHeight - 256, 256, 256);
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//FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, tr.screenScratchFbo, dstBox, &tr.testcubeShader, NULL, 0);
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FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1], NULL, NULL, tr.screenScratchFbo, dstBox, &tr.testcubeShader, NULL, 0);
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//FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
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FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1], NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
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}
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}
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#endif
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@ -442,12 +442,6 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) {
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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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FBO_Bind(NULL);
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}
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@ -526,22 +526,6 @@ 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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FBO_Bind(tr.screenScratchFbo);
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//FBO_CreateBuffer(tr.screenScratchFbo, format, 0, 0);
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FBO_AttachTextureImage(tr.screenScratchImage, 0);
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// FIXME: hack: share zbuffer between render fbo and pre-screen fbo
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//FBO_CreateBuffer(tr.screenScratchFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
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R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
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R_CheckFBO(tr.screenScratchFbo);
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}
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for (i = 0; i < 2; i++)
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{
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tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
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@ -2931,9 +2931,6 @@ void R_CreateBuiltinImages( void ) {
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if (r_drawSunRays->integer)
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tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
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if (r_softOverbright->integer)
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tr.screenScratchImage = R_CreateImage("*screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
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if (glRefConfig.framebufferObject)
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{
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tr.renderDepthImage = R_CreateImage("*renderdepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
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@ -1620,7 +1620,6 @@ typedef struct {
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image_t *renderDepthImage;
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image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
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image_t *textureScratchImage[2];
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image_t *screenScratchImage;
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image_t *quarterImage[2];
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image_t *calcLevelsImage;
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image_t *targetLevelsImage;
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@ -1639,7 +1638,6 @@ typedef struct {
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FBO_t *depthFbo;
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FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
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FBO_t *textureScratchFbo[2];
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FBO_t *screenScratchFbo;
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FBO_t *quarterFbo[2];
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FBO_t *calcLevelsFbo;
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FBO_t *targetLevelsFbo;
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@ -255,10 +255,20 @@ static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretc
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float s1 = iscale + s0;
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float t1 = iscale + t0;
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srcBox[0] = s0 * srcFbo->width;
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srcBox[1] = t0 * srcFbo->height;
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srcBox[2] = (s1 - s0) * srcFbo->width;
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srcBox[3] = (t1 - t0) * srcFbo->height;
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if (srcFbo)
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{
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srcBox[0] = s0 * srcFbo->width;
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srcBox[1] = t0 * srcFbo->height;
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srcBox[2] = (s1 - s0) * srcFbo->width;
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srcBox[3] = (t1 - t0) * srcFbo->height;
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}
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else
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{
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srcBox[0] = s0 * glConfig.vidWidth;
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srcBox[1] = t0 * glConfig.vidHeight;
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srcBox[2] = (s1 - s0) * glConfig.vidWidth;
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srcBox[3] = (t1 - t0) * glConfig.vidHeight;
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}
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FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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@ -351,10 +361,20 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
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VectorSet4(color, mul, mul, mul, 1);
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rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcFbo->width;
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rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcFbo->height;
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rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcFbo->width;
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rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcFbo->height;
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if (srcFbo)
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{
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rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcFbo->width;
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rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcFbo->height;
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rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcFbo->width;
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rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcFbo->height;
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}
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else
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{
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rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / glConfig.vidWidth;
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rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / glConfig.vidHeight;
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rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / glConfig.vidWidth;
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rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / glConfig.vidHeight;
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}
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quarterBox[0] = 0;
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quarterBox[1] = tr.quarterFbo[0]->height;
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@ -480,7 +500,7 @@ void RB_GaussianBlur(float blur)
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VectorSet4(color, 1, 1, 1, 1);
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// first, downsample the framebuffer
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FBO_FastBlit(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// set the alpha channel
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@ -498,6 +518,6 @@ void RB_GaussianBlur(float blur)
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VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
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VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
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color[3] = factor;
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FBO_Blit(tr.textureScratchFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
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FBO_Blit(tr.textureScratchFbo[0], srcBox, texScale, NULL, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
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}
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}
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@ -443,7 +443,7 @@ static void ProjectDlightTexture( void ) {
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}
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static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t vertColor )
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static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t vertColor, int blend )
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{
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baseColor[0] =
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baseColor[1] =
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@ -601,6 +601,23 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
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break;
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}
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// multiply color by overbrightbits if this isn't a blend
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if (r_softOverbright->integer && tr.overbrightBits
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&& !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_DST_COLOR)
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&& !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR)
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&& !((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR)
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&& !((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR))
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{
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float scale = 1 << tr.overbrightBits;
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baseColor[0] *= scale;
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baseColor[1] *= scale;
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baseColor[2] *= scale;
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vertColor[0] *= scale;
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vertColor[1] *= scale;
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vertColor[2] *= scale;
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}
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// FIXME: find some way to implement this.
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#if 0
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// if in greyscale rendering mode turn all color values into greyscale.
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@ -769,7 +786,7 @@ static void ForwardDlight( void ) {
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vec4_t baseColor;
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vec4_t vertColor;
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ComputeShaderColors(pStage, baseColor, vertColor);
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ComputeShaderColors(pStage, baseColor, vertColor, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
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GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor);
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GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor);
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@ -1141,7 +1158,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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vec4_t baseColor;
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vec4_t vertColor;
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ComputeShaderColors(pStage, baseColor, vertColor);
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ComputeShaderColors(pStage, baseColor, vertColor, pStage->stateBits);
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if ((backEnd.refdef.colorScale != 1.0f) && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
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{
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@ -449,7 +449,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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color[0] =
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color[1] =
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color[2] = tr.identityLight * backEnd.refdef.colorScale;
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color[2] = (r_softOverbright->integer ? 1.0 : tr.identityLight) * backEnd.refdef.colorScale;
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color[3] = 1.0f;
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GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
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