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https://github.com/UberGames/lilium-voyager.git
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OpenGL2: Some FBO related cleanup/fixes.
This commit is contained in:
parent
28ff383061
commit
558da25277
4 changed files with 80 additions and 123 deletions
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@ -20,6 +20,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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#include "tr_fbo.h"
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#include "tr_dsa.h"
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backEndData_t *backEndData;
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@ -377,31 +378,20 @@ void RB_BeginDrawingView (void) {
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if (glRefConfig.framebufferObject)
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{
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FBO_t *fbo = backEnd.viewParms.targetFbo;
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// FIXME: HUGE HACK: render to the screen fbo if we've already postprocessed the frame and aren't drawing more world
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// drawing more world check is in case of double renders, such as skyportals
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if (backEnd.viewParms.targetFbo == NULL)
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{
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if (!tr.renderFbo || (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
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{
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FBO_Bind(NULL);
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}
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else
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{
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FBO_Bind(tr.renderFbo);
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}
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}
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else
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{
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FBO_Bind(backEnd.viewParms.targetFbo);
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if (fbo == NULL && !(backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
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fbo = tr.renderFbo;
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// FIXME: hack for cubemap testing
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if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
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if (tr.renderCubeFbo && fbo == tr.renderCubeFbo)
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{
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cubemap_t *cubemap = &tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex];
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//qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, backEnd.viewParms.targetFbo->colorImage[0]->texnum, 0);
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, cubemap->image->texnum, 0);
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}
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FBO_AttachImage(fbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, backEnd.viewParms.targetFboLayer);
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}
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FBO_Bind(fbo);
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}
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//
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@ -780,14 +770,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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// FIXME: HUGE hack
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if (glRefConfig.framebufferObject)
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{
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if (!tr.renderFbo || backEnd.framePostProcessed)
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{
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FBO_Bind(NULL);
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}
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else
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{
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FBO_Bind(tr.renderFbo);
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}
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FBO_Bind(backEnd.framePostProcessed ? NULL : tr.renderFbo);
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}
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RB_SetGL2D();
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@ -873,16 +856,7 @@ const void *RB_StretchPic ( const void *data ) {
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// FIXME: HUGE hack
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if (glRefConfig.framebufferObject)
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{
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if (!tr.renderFbo || backEnd.framePostProcessed)
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{
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FBO_Bind(NULL);
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}
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else
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{
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FBO_Bind(tr.renderFbo);
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}
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}
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FBO_Bind(backEnd.framePostProcessed ? NULL : tr.renderFbo);
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RB_SetGL2D();
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@ -1695,7 +1669,7 @@ const void *RB_ExportCubemaps(const void *data)
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for (j = 0; j < 6; j++)
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{
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qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, cubemap->image->texnum, 0);
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FBO_AttachImage(tr.renderCubeFbo, cubemap->image, GL_COLOR_ATTACHMENT0_EXT, j);
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qglReadPixels(0, 0, r_cubemapSize->integer, r_cubemapSize->integer, GL_RGBA, GL_UNSIGNED_BYTE, p);
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p += sideSize;
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}
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@ -208,13 +208,13 @@ void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
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FBO_AttachImage
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=================
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*/
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void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment)
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void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside)
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{
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GLenum target = GL_TEXTURE_2D;
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int index;
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if (image->flags & IMGFLAG_CUBEMAP)
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target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
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target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cubemapside;
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qglNamedFramebufferTexture2D(fbo->frameBuffer, attachment, target, image->texnum, 0);
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index = attachment - GL_COLOR_ATTACHMENT0_EXT;
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@ -289,15 +289,15 @@ void FBO_Init(void)
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R_CheckFBO(tr.renderFbo);
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tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT);
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FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0_EXT, 0);
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FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
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R_CheckFBO(tr.msaaResolveFbo);
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}
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else if (r_hdr->integer)
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{
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tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT);
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FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0_EXT, 0);
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FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
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R_CheckFBO(tr.renderFbo);
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}
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@ -312,8 +312,8 @@ void FBO_Init(void)
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if (r_drawSunRays->integer)
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{
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tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
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FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT);
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FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0_EXT, 0);
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FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
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R_CheckFBO(tr.sunRaysFbo);
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}
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@ -323,7 +323,7 @@ void FBO_Init(void)
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for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
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{
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tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
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FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_COLOR_ATTACHMENT0_EXT, 0);
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FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
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R_CheckFBO(tr.pshadowFbos[i]);
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}
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@ -334,56 +334,56 @@ void FBO_Init(void)
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for ( i = 0; i < 4; i++)
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{
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tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
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FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT);
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FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT, 0);
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R_CheckFBO(tr.sunShadowFbo[i]);
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}
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tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
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FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0_EXT, 0);
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R_CheckFBO(tr.screenShadowFbo);
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}
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for (i = 0; i < 2; i++)
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{
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tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
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FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0_EXT, 0);
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R_CheckFBO(tr.textureScratchFbo[i]);
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}
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{
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tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
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FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0_EXT, 0);
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R_CheckFBO(tr.calcLevelsFbo);
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}
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{
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tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
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FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0_EXT, 0);
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R_CheckFBO(tr.targetLevelsFbo);
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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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FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0_EXT, 0);
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R_CheckFBO(tr.quarterFbo[i]);
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}
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if (r_ssao->integer)
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{
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tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
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FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0_EXT, 0);
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R_CheckFBO(tr.hdrDepthFbo);
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tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
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FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0_EXT, 0);
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R_CheckFBO(tr.screenSsaoFbo);
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}
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if (tr.renderCubeImage)
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{
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tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
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FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0_EXT);
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FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0_EXT, 0);
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FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
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R_CheckFBO(tr.renderCubeFbo);
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}
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@ -474,7 +474,10 @@ void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexS
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int width, height;
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if (!src)
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{
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ri.Printf(PRINT_WARNING, "Tried to blit from a NULL texture!\n");
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return;
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}
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if (inSrcBox)
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{
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@ -52,6 +52,7 @@ typedef struct FBO_s
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int height;
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} FBO_t;
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void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubemapside);
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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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@ -183,7 +183,7 @@ void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float
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FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0);
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}
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FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, dst, dstBox, &tr.textureColorShader, NULL, 0);
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FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, dst, dstBox, NULL, NULL, 0);
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}
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#else // higher quality blur, but slower
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else if (blur > 1.0f)
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@ -217,7 +217,7 @@ void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float
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FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
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}
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FBO_Blit(tr.quarterFbo[1], NULL, NULL, dst, dstBox, &tr.textureColorShader, NULL, 0);
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FBO_Blit(tr.quarterFbo[1], NULL, NULL, dst, dstBox, NULL, NULL, 0);
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}
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#endif
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}
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@ -232,18 +232,16 @@ static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretc
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const float mul = powf(stretch, inc);
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float scale;
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{
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vec2_t texScale;
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texScale[0] =
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texScale[1] = 1.0f;
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alpha *= inc;
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VectorSet4(color, alpha, alpha, alpha, 1.0f);
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if (srcFbo)
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VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
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else
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VectorSet4(srcBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
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VectorSet4(dstBox, x, y, w, h);
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FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, 0);
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FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0);
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--passes;
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scale = mul;
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@ -252,30 +250,27 @@ static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretc
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float iscale = 1.f / scale;
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float s0 = xcenter * (1.f - iscale);
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float t0 = (1.0f - ycenter) * (1.f - iscale);
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float s1 = iscale + s0;
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float t1 = iscale + t0;
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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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srcBox[2] = iscale * srcFbo->width;
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srcBox[3] = iscale * 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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srcBox[2] = iscale * glConfig.vidWidth;
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srcBox[3] = iscale * 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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FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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scale *= mul;
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--passes;
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}
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}
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}
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@ -329,7 +324,7 @@ void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
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// From RB_DrawSun()
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{
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float dist;
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mat4_t trans, model, mvp;
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mat4_t trans, model;
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Mat4Translation( backEnd.viewParms.or.origin, trans );
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Mat4Multiply( backEnd.viewParms.world.modelMatrix, trans, model );
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@ -353,12 +348,8 @@ void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
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// initialize quarter buffers
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{
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float mul = 1.f;
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vec2_t texScale;
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ivec4_t rayBox, quarterBox;
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texScale[0] =
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texScale[1] = 1.0f;
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VectorSet4(color, mul, mul, mul, 1);
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if (srcFbo)
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@ -408,14 +399,10 @@ void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
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// add result back on top of the main buffer
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{
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float mul = 1.f;
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vec2_t texScale;
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texScale[0] =
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texScale[1] = 1.0f;
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VectorSet4(color, mul, mul, mul, 1);
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FBO_Blit(tr.quarterFbo[0], NULL, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
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FBO_Blit(tr.quarterFbo[0], NULL, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
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}
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}
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@ -443,31 +430,27 @@ static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, qboolean h
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{
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ivec4_t srcBox, dstBox;
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vec4_t color;
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vec2_t texScale;
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texScale[0] =
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texScale[1] = 1.0f;
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VectorSet4(color, weights[0], weights[0], weights[0], 1.0f);
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VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
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VectorSet4(dstBox, 0, 0, dstFbo->width, dstFbo->height);
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FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, 0 );
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FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0);
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VectorSet4(color, weights[1], weights[1], weights[1], 1.0f);
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dx = offsets[1] * xmul;
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dy = offsets[1] * ymul;
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VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
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FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
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VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
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FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
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VectorSet4(color, weights[2], weights[2], weights[2], 1.0f);
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dx = offsets[2] * xmul;
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dy = offsets[2] * ymul;
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VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
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FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
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VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
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||||
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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||||
FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -492,10 +475,6 @@ void RB_GaussianBlur(float blur)
|
|||
{
|
||||
ivec4_t srcBox, dstBox;
|
||||
vec4_t color;
|
||||
vec2_t texScale;
|
||||
|
||||
texScale[0] =
|
||||
texScale[1] = 1.0f;
|
||||
|
||||
VectorSet4(color, 1, 1, 1, 1);
|
||||
|
||||
|
@ -507,7 +486,7 @@ void RB_GaussianBlur(float blur)
|
|||
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, texScale, tr.textureScratchFbo[0], dstBox, &tr.textureColorShader, color, GLS_DEPTHTEST_DISABLE);
|
||||
FBO_BlitFromTexture(tr.whiteImage, srcBox, NULL, tr.textureScratchFbo[0], dstBox, NULL, color, GLS_DEPTHTEST_DISABLE);
|
||||
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
|
||||
// blur the tiny buffer horizontally and vertically
|
||||
|
@ -518,6 +497,6 @@ void RB_GaussianBlur(float blur)
|
|||
VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
|
||||
VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
||||
color[3] = factor;
|
||||
FBO_Blit(tr.textureScratchFbo[0], srcBox, texScale, NULL, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
|
||||
FBO_Blit(tr.textureScratchFbo[0], srcBox, NULL, NULL, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue