mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 06:31:47 +00:00
OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.
This commit is contained in:
parent
60f56670d6
commit
1f6703821f
8 changed files with 148 additions and 125 deletions
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@ -9,7 +9,10 @@ varying vec2 var_ScreenTex;
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float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);
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//float gauss[3] = float[3](0.60, 0.19, 0.0066);
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#define BLUR_SIZE 4
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#if !defined(USE_DEPTH)
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//#define USE_GAUSS
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#endif
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float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
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{
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@ -19,21 +22,21 @@ float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNea
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vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale)
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{
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float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
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// enable for less blurring for farther objects
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#if defined(USE_DEPTH)
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float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
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vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
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scale /= clamp(zFarDivZNear * depthCenter / 32.0, 1.0, 2.0);
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#endif
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#if defined(USE_HORIZONTAL_BLUR)
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vec2 direction = vec2(scale.x * 2.0, 0.0);
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vec2 nudge = vec2(0.0, scale.y * 0.5);
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#else // if defined(USE_VERTICAL_BLUR)
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vec2 direction = vec2(0.0, scale.y * 2.0);
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vec2 nudge = vec2(scale.x * 0.5, 0.0);
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vec2 nudge = vec2(-scale.x * 0.5, 0.0);
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#endif
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vec2 slope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
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#if defined(USE_GAUSS)
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vec4 result = texture2D(imageMap, tex) * gauss[0];
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float total = gauss[0];
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@ -49,9 +52,13 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
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for (j = 1; j < BLUR_SIZE; j++)
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{
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vec2 offset = direction * (float(j) - 0.25) + nudge;
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#if defined(USE_DEPTH)
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float depthSample = getLinearDepth(depthMap, tex + offset, zFarDivZNear);
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float depthExpected = depthCenter + dot(slope, offset);
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float useSample = float(abs(depthSample - depthExpected) < zLimit);
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#else
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float useSample = 1.0;
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#endif
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#if defined(USE_GAUSS)
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result += texture2D(imageMap, tex + offset) * (gauss[j] * useSample);
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total += gauss[j] * useSample;
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@ -8,7 +8,8 @@ varying vec2 var_ScreenTex;
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void main()
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{
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gl_Position = attr_Position;
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var_ScreenTex = (floor(attr_TexCoord0.xy * (1.0 / u_ViewInfo.zw - vec2(1.0))) + vec2(0.5)) * u_ViewInfo.zw;
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vec2 wh = vec2(1.0) / u_ViewInfo.zw - vec2(1.0);
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var_ScreenTex = (floor(attr_TexCoord0.xy * wh) + vec2(0.5)) * u_ViewInfo.zw;
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//vec2 screenCoords = gl_Position.xy / gl_Position.w;
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//var_ScreenTex = screenCoords * 0.5 + 0.5;
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@ -980,11 +980,11 @@ const void *RB_DrawSurfs( const void *data ) {
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if (tr.hdrDepthFbo)
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{
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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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ivec4_t srcBox;
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vec4_t srcTexCoords;
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VectorSet4(srcBox, 0, tr.renderDepthImage->height, tr.renderDepthImage->width, -tr.renderDepthImage->height);
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VectorSet4(srcTexCoords, 0.0f, 0.0f, 1.0f, 1.0f);
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FBO_BlitFromTexture(tr.renderDepthImage, srcBox, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
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FBO_BlitFromTexture(tr.renderDepthImage, srcTexCoords, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
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}
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if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT)
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@ -1584,6 +1584,71 @@ const void *RB_PostProcess(const void *data)
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else
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RB_GaussianBlur(backEnd.refdef.blurFactor);
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#if 0
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if (0)
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{
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vec4_t quadVerts[4];
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vec2_t texCoords[4];
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ivec4_t iQtrBox;
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vec4_t box;
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vec4_t viewInfo;
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static float scale = 5.0f;
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scale -= 0.005f;
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if (scale < 0.01f)
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scale = 5.0f;
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FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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iQtrBox[0] = backEnd.viewParms.viewportX * tr.quarterImage[0]->width / (float)glConfig.vidWidth;
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iQtrBox[1] = backEnd.viewParms.viewportY * tr.quarterImage[0]->height / (float)glConfig.vidHeight;
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iQtrBox[2] = backEnd.viewParms.viewportWidth * tr.quarterImage[0]->width / (float)glConfig.vidWidth;
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iQtrBox[3] = backEnd.viewParms.viewportHeight * tr.quarterImage[0]->height / (float)glConfig.vidHeight;
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qglViewport(iQtrBox[0], iQtrBox[1], iQtrBox[2], iQtrBox[3]);
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qglScissor(iQtrBox[0], iQtrBox[1], iQtrBox[2], iQtrBox[3]);
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VectorSet4(box, 0.0f, 0.0f, 1.0f, 1.0f);
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texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
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texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
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texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
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texCoords[3][0] = box[0]; texCoords[3][1] = box[1];
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VectorSet4(box, -1.0f, -1.0f, 1.0f, 1.0f);
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VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
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VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
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VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
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VectorSet4(quadVerts[3], box[0], box[1], 0, 1);
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GL_State(GLS_DEPTHTEST_DISABLE);
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VectorSet4(viewInfo, backEnd.viewParms.zFar / r_znear->value, backEnd.viewParms.zFar, 0.0, 0.0);
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viewInfo[2] = scale / (float)(tr.quarterImage[0]->width);
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viewInfo[3] = scale / (float)(tr.quarterImage[0]->height);
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FBO_Bind(tr.quarterFbo[1]);
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GLSL_BindProgram(&tr.depthBlurShader[2]);
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GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
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GLSL_SetUniformVec4(&tr.depthBlurShader[2], UNIFORM_VIEWINFO, viewInfo);
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RB_InstantQuad2(quadVerts, texCoords);
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FBO_Bind(tr.quarterFbo[0]);
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GLSL_BindProgram(&tr.depthBlurShader[3]);
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GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
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GLSL_SetUniformVec4(&tr.depthBlurShader[3], UNIFORM_VIEWINFO, viewInfo);
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RB_InstantQuad2(quadVerts, texCoords);
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SetViewportAndScissor();
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FBO_FastBlit(tr.quarterFbo[1], NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FBO_Bind(NULL);
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}
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#endif
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if (0 && r_sunlightMode->integer)
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{
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ivec4_t dstBox;
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@ -487,10 +487,9 @@ void R_FBOList_f(void)
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ri.Printf(PRINT_ALL, " %i FBOs\n", tr.numFBOs);
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}
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void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
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void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
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{
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ivec4_t dstBox, srcBox;
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vec2_t srcTexScale;
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ivec4_t dstBox;
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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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@ -505,49 +504,44 @@ void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexS
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return;
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}
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if (inSrcBox)
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width = dst ? dst->width : glConfig.vidWidth;
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height = dst ? dst->height : glConfig.vidHeight;
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if (inSrcTexCorners)
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{
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VectorSet4(srcBox, inSrcBox[0], inSrcBox[1], inSrcBox[0] + inSrcBox[2], inSrcBox[1] + inSrcBox[3]);
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VectorSet2(texCoords[0], inSrcTexCorners[0], inSrcTexCorners[1]);
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VectorSet2(texCoords[1], inSrcTexCorners[2], inSrcTexCorners[1]);
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VectorSet2(texCoords[2], inSrcTexCorners[2], inSrcTexCorners[3]);
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VectorSet2(texCoords[3], inSrcTexCorners[0], inSrcTexCorners[3]);
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}
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else
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{
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VectorSet4(srcBox, 0, 0, src->width, src->height);
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VectorSet2(texCoords[0], 0.0f, 1.0f);
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VectorSet2(texCoords[1], 1.0f, 1.0f);
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VectorSet2(texCoords[2], 1.0f, 0.0f);
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VectorSet2(texCoords[3], 0.0f, 0.0f);
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}
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// framebuffers are 0 bottom, Y up.
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if (inDstBox)
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{
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if (dst)
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{
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dstBox[0] = inDstBox[0];
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dstBox[1] = dst->height - inDstBox[1] - inDstBox[3];
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dstBox[2] = inDstBox[0] + inDstBox[2];
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dstBox[3] = dst->height - inDstBox[1];
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}
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else
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{
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dstBox[0] = inDstBox[0];
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dstBox[1] = glConfig.vidHeight - inDstBox[1] - inDstBox[3];
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dstBox[2] = inDstBox[0] + inDstBox[2];
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dstBox[3] = glConfig.vidHeight - inDstBox[1];
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}
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}
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else if (dst)
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{
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VectorSet4(dstBox, 0, dst->height, dst->width, 0);
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dstBox[0] = inDstBox[0];
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dstBox[1] = height - inDstBox[1] - inDstBox[3];
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dstBox[2] = inDstBox[0] + inDstBox[2];
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dstBox[3] = height - inDstBox[1];
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}
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else
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{
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VectorSet4(dstBox, 0, glConfig.vidHeight, glConfig.vidWidth, 0);
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VectorSet4(dstBox, 0, height, width, 0);
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}
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if (inSrcTexScale)
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{
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VectorCopy2(inSrcTexScale, srcTexScale);
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VectorCopy2(inSrcTexScale, invTexRes);
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}
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else
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{
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srcTexScale[0] = srcTexScale[1] = 1.0f;
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VectorSet2(invTexRes, 1.0f, 1.0f);
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}
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if (inColor)
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@ -566,17 +560,6 @@ void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexS
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FBO_Bind(dst);
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if (glState.currentFBO)
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{
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width = glState.currentFBO->width;
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height = glState.currentFBO->height;
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}
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else
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{
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width = glConfig.vidWidth;
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height = glConfig.vidHeight;
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}
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qglViewport( 0, 0, width, height );
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qglScissor( 0, 0, width, height );
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@ -586,18 +569,13 @@ void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexS
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GL_BindToTMU(src, TB_COLORMAP);
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VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1);
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VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1);
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VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0, 1);
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VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0, 1);
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VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0.0f, 1.0f);
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VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0.0f, 1.0f);
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VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0.0f, 1.0f);
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VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0.0f, 1.0f);
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texCoords[0][0] = srcBox[0] / (float)src->width; texCoords[0][1] = 1.0f - srcBox[1] / (float)src->height;
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texCoords[1][0] = srcBox[2] / (float)src->width; texCoords[1][1] = 1.0f - srcBox[1] / (float)src->height;
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texCoords[2][0] = srcBox[2] / (float)src->width; texCoords[2][1] = 1.0f - srcBox[3] / (float)src->height;
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texCoords[3][0] = srcBox[0] / (float)src->width; texCoords[3][1] = 1.0f - srcBox[3] / (float)src->height;
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invTexRes[0] = 1.0f / src->width * srcTexScale[0];
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invTexRes[1] = 1.0f / src->height * srcTexScale[1];
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invTexRes[0] /= src->width;
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invTexRes[1] /= src->height;
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GL_State( blend );
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@ -609,14 +587,14 @@ void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexS
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GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
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GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
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RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
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RB_InstantQuad2(quadVerts, texCoords);
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FBO_Bind(oldFbo);
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}
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void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
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{
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ivec4_t srcBox;
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vec4_t srcTexCorners;
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if (!src)
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{
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@ -624,20 +602,19 @@ void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec
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return;
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}
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// framebuffers are 0 bottom, Y up.
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if (inSrcBox)
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{
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srcBox[0] = inSrcBox[0];
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srcBox[1] = src->height - inSrcBox[1] - inSrcBox[3];
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srcBox[2] = inSrcBox[2];
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srcBox[3] = inSrcBox[3];
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srcTexCorners[0] = inSrcBox[0] / (float)src->width;
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srcTexCorners[1] = (inSrcBox[1] + inSrcBox[3]) / (float)src->height;
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srcTexCorners[2] = (inSrcBox[0] + inSrcBox[2]) / (float)src->width;
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srcTexCorners[3] = inSrcBox[1] / (float)src->height;
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}
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else
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{
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VectorSet4(srcBox, 0, src->height, src->width, -src->height);
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VectorSet4(srcTexCorners, 0.0f, 0.0f, 1.0f, 1.0f);
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}
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FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
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FBO_BlitFromTexture(src->colorImage[0], srcTexCorners, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
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}
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void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter)
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@ -651,22 +628,15 @@ void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int bu
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return;
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}
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// get to a neutral state first
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//FBO_Bind(NULL);
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srcFb = src ? src->frameBuffer : 0;
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dstFb = dst ? dst->frameBuffer : 0;
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if (!srcBox)
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{
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if (src)
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{
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VectorSet4(srcBoxFinal, 0, 0, src->width, src->height);
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}
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else
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{
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VectorSet4(srcBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
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}
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int width = src ? src->width : glConfig.vidWidth;
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int height = src ? src->height : glConfig.vidHeight;
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VectorSet4(srcBoxFinal, 0, 0, width, height);
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}
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else
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{
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@ -675,14 +645,10 @@ void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int bu
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if (!dstBox)
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{
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if (dst)
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{
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VectorSet4(dstBoxFinal, 0, 0, dst->width, dst->height);
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}
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else
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{
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VectorSet4(dstBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
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}
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int width = dst ? dst->width : glConfig.vidWidth;
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int height = dst ? dst->height : glConfig.vidHeight;
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VectorSet4(dstBoxFinal, 0, 0, width, height);
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}
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else
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{
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@ -57,7 +57,7 @@ void FBO_Bind(FBO_t *fbo);
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void FBO_Init(void);
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void FBO_Shutdown(void);
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void FBO_BlitFromTexture(struct image_s *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
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void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend);
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void FBO_Blit(FBO_t *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
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void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter);
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||||
|
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@ -1284,7 +1284,7 @@ void GLSL_InitGPUShaders(void)
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numEtcShaders++;
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||||
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||||
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for (i = 0; i < 2; i++)
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||||
for (i = 0; i < 4; i++)
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{
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attribs = ATTR_POSITION | ATTR_TEXCOORD;
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extradefines[0] = '\0';
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|
@ -1294,6 +1294,9 @@ void GLSL_InitGPUShaders(void)
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else
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Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");
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||||
|
||||
if (!(i & 2))
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Q_strcat(extradefines, 1024, "#define USE_DEPTH\n");
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||||
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if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp))
|
||||
{
|
||||
|
@ -1373,7 +1376,7 @@ void GLSL_ShutdownGPUShaders(void)
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|||
GLSL_DeleteGPUShader(&tr.shadowmaskShader);
|
||||
GLSL_DeleteGPUShader(&tr.ssaoShader);
|
||||
|
||||
for ( i = 0; i < 2; i++)
|
||||
for ( i = 0; i < 4; i++)
|
||||
GLSL_DeleteGPUShader(&tr.depthBlurShader[i]);
|
||||
}
|
||||
|
||||
|
|
|
@ -1591,7 +1591,7 @@ typedef struct {
|
|||
shaderProgram_t calclevels4xShader[2];
|
||||
shaderProgram_t shadowmaskShader;
|
||||
shaderProgram_t ssaoShader;
|
||||
shaderProgram_t depthBlurShader[2];
|
||||
shaderProgram_t depthBlurShader[4];
|
||||
shaderProgram_t testcubeShader;
|
||||
|
||||
|
||||
|
|
|
@ -227,6 +227,7 @@ void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float
|
|||
static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretch, float x, float y, float w, float h, float xcenter, float ycenter, float alpha)
|
||||
{
|
||||
ivec4_t srcBox, dstBox;
|
||||
int srcWidth, srcHeight;
|
||||
vec4_t color;
|
||||
const float inc = 1.f / passes;
|
||||
const float mul = powf(stretch, inc);
|
||||
|
@ -235,10 +236,10 @@ static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretc
|
|||
alpha *= inc;
|
||||
VectorSet4(color, alpha, alpha, alpha, 1.0f);
|
||||
|
||||
if (srcFbo)
|
||||
VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
|
||||
else
|
||||
VectorSet4(srcBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
||||
srcWidth = srcFbo ? srcFbo->width : glConfig.vidWidth;
|
||||
srcHeight = srcFbo ? srcFbo->height : glConfig.vidHeight;
|
||||
|
||||
VectorSet4(srcBox, 0, 0, srcWidth, srcHeight);
|
||||
|
||||
VectorSet4(dstBox, x, y, w, h);
|
||||
FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0);
|
||||
|
@ -251,20 +252,10 @@ static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretc
|
|||
float s0 = xcenter * (1.f - iscale);
|
||||
float t0 = (1.0f - ycenter) * (1.f - iscale);
|
||||
|
||||
if (srcFbo)
|
||||
{
|
||||
srcBox[0] = s0 * srcFbo->width;
|
||||
srcBox[1] = t0 * srcFbo->height;
|
||||
srcBox[2] = iscale * srcFbo->width;
|
||||
srcBox[3] = iscale * srcFbo->height;
|
||||
}
|
||||
else
|
||||
{
|
||||
srcBox[0] = s0 * glConfig.vidWidth;
|
||||
srcBox[1] = t0 * glConfig.vidHeight;
|
||||
srcBox[2] = iscale * glConfig.vidWidth;
|
||||
srcBox[3] = iscale * glConfig.vidHeight;
|
||||
}
|
||||
srcBox[0] = s0 * srcWidth;
|
||||
srcBox[1] = t0 * srcHeight;
|
||||
srcBox[2] = iscale * srcWidth;
|
||||
srcBox[3] = iscale * srcHeight;
|
||||
|
||||
FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
||||
|
||||
|
@ -349,23 +340,15 @@ void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
|
|||
{
|
||||
float mul = 1.f;
|
||||
ivec4_t rayBox, quarterBox;
|
||||
int srcWidth = srcFbo ? srcFbo->width : glConfig.vidWidth;
|
||||
int srcHeight = srcFbo ? srcFbo->height : glConfig.vidHeight;
|
||||
|
||||
VectorSet4(color, mul, mul, mul, 1);
|
||||
|
||||
if (srcFbo)
|
||||
{
|
||||
rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcFbo->width;
|
||||
rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcFbo->height;
|
||||
rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcFbo->width;
|
||||
rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcFbo->height;
|
||||
}
|
||||
else
|
||||
{
|
||||
rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / glConfig.vidWidth;
|
||||
rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / glConfig.vidHeight;
|
||||
rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / glConfig.vidWidth;
|
||||
rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / glConfig.vidHeight;
|
||||
}
|
||||
rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcWidth;
|
||||
rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcHeight;
|
||||
rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcWidth;
|
||||
rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcHeight;
|
||||
|
||||
quarterBox[0] = 0;
|
||||
quarterBox[1] = tr.quarterFbo[0]->height;
|
||||
|
@ -483,10 +466,8 @@ void RB_GaussianBlur(float blur)
|
|||
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);
|
||||
VectorSet4(dstBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
|
||||
qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
||||
FBO_BlitFromTexture(tr.whiteImage, srcBox, NULL, tr.textureScratchFbo[0], dstBox, NULL, color, GLS_DEPTHTEST_DISABLE);
|
||||
FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, color, GLS_DEPTHTEST_DISABLE);
|
||||
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
|
||||
// blur the tiny buffer horizontally and vertically
|
||||
|
|
Loading…
Reference in a new issue