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https://github.com/UberGames/lilium-voyager.git
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503 lines
14 KiB
C
503 lines
14 KiB
C
/*
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===========================================================================
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Copyright (C) 2011 Andrei Drexler, Richard Allen, James Canete
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This file is part of Reaction source code.
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Reaction source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Reaction source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Reaction source code; if not, write to the Free Software
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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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void RB_ToneMap(FBO_t *hdrFbo, vec4i_t hdrBox, FBO_t *ldrFbo, vec4i_t ldrBox, int autoExposure)
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{
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vec4i_t srcBox, dstBox;
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vec4_t color;
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static int lastFrameCount = 0;
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if (autoExposure)
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{
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if (lastFrameCount == 0 || tr.frameCount < lastFrameCount || tr.frameCount - lastFrameCount > 5)
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{
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// determine average log luminance
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FBO_t *srcFbo, *dstFbo, *tmp;
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int size = 256;
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lastFrameCount = tr.frameCount;
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VectorSet4(dstBox, 0, 0, size, size);
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FBO_Blit(hdrFbo, hdrBox, NULL, tr.textureScratchFbo[0], dstBox, &tr.calclevels4xShader[0], NULL, 0);
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srcFbo = tr.textureScratchFbo[0];
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dstFbo = tr.textureScratchFbo[1];
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// downscale to 1x1 texture
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while (size > 1)
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{
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VectorSet4(srcBox, 0, 0, size, size);
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//size >>= 2;
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size >>= 1;
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VectorSet4(dstBox, 0, 0, size, size);
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if (size == 1)
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dstFbo = tr.targetLevelsFbo;
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//FBO_Blit(targetFbo, srcBox, NULL, tr.textureScratchFbo[nextScratch], dstBox, &tr.calclevels4xShader[1], NULL, 0);
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FBO_FastBlit(srcFbo, srcBox, dstFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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tmp = srcFbo;
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srcFbo = dstFbo;
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dstFbo = tmp;
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}
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}
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// blend with old log luminance for gradual change
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VectorSet4(srcBox, 0, 0, 0, 0);
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color[0] =
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color[1] =
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color[2] = 1.0f;
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if (glRefConfig.textureFloat)
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color[3] = 0.03f;
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else
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color[3] = 0.1f;
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FBO_Blit(tr.targetLevelsFbo, srcBox, NULL, tr.calcLevelsFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
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}
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// tonemap
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color[0] =
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color[1] =
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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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if (autoExposure)
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GL_BindToTMU(tr.calcLevelsImage, TB_LEVELSMAP);
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else
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GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP);
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FBO_Blit(hdrFbo, hdrBox, NULL, ldrFbo, ldrBox, &tr.tonemapShader, color, 0);
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}
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/*
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=============
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RB_BokehBlur
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Blurs a part of one framebuffer to another.
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Framebuffers can be identical.
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=============
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*/
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void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float blur)
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{
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// vec4i_t srcBox, dstBox;
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vec4_t color;
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blur *= 10.0f;
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if (blur < 0.004f)
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return;
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if (glRefConfig.framebufferObject)
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{
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// bokeh blur
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if (blur > 0.0f)
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{
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vec4i_t quarterBox;
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quarterBox[0] = 0;
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quarterBox[1] = tr.quarterFbo[0]->height;
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quarterBox[2] = tr.quarterFbo[0]->width;
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quarterBox[3] = -tr.quarterFbo[0]->height;
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// create a quarter texture
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//FBO_Blit(NULL, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0);
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FBO_FastBlit(src, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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#ifndef HQ_BLUR
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if (blur > 1.0f)
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{
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// create a 1/16th texture
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//FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, NULL, 0);
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FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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#endif
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if (blur > 0.0f && blur <= 1.0f)
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{
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// Crossfade original with quarter texture
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VectorSet4(color, 1, 1, 1, blur);
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FBO_Blit(tr.quarterFbo[0], NULL, NULL, dst, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
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}
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#ifndef HQ_BLUR
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// ok blur, but can see some pixelization
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else if (blur > 1.0f && blur <= 2.0f)
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{
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// crossfade quarter texture with 1/16th texture
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FBO_Blit(tr.quarterFbo[0], NULL, NULL, dst, dstBox, NULL, NULL, 0);
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VectorSet4(color, 1, 1, 1, blur - 1.0f);
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FBO_Blit(tr.textureScratchFbo[0], NULL, NULL, dst, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
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}
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else if (blur > 2.0f)
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{
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// blur 1/16th texture then replace
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int i;
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for (i = 0; i < 2; i++)
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{
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vec2_t blurTexScale;
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float subblur;
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subblur = ((blur - 2.0f) / 2.0f) / 3.0f * (float)(i + 1);
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blurTexScale[0] =
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blurTexScale[1] = subblur;
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color[0] =
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color[1] =
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color[2] = 0.5f;
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color[3] = 1.0f;
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if (i != 0)
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FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
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else
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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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}
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#else // higher quality blur, but slower
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else if (blur > 1.0f)
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{
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// blur quarter texture then replace
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int i;
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src = tr.quarterFbo[0];
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dst = tr.quarterFbo[1];
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VectorSet4(color, 0.5f, 0.5f, 0.5f, 1);
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for (i = 0; i < 2; i++)
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{
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vec2_t blurTexScale;
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float subblur;
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subblur = (blur - 1.0f) / 2.0f * (float)(i + 1);
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blurTexScale[0] =
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blurTexScale[1] = subblur;
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color[0] =
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color[1] =
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color[2] = 1.0f;
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if (i != 0)
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color[3] = 1.0f;
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else
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color[3] = 0.5f;
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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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}
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#endif
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}
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}
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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)
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{
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vec4i_t srcBox, dstBox;
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vec4_t color;
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const float inc = 1.f / passes;
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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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VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
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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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--passes;
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scale = mul;
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while (passes > 0)
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{
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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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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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FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, 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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static qboolean RB_UpdateSunFlareVis(void)
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{
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GLuint sampleCount = 0;
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if (!glRefConfig.occlusionQuery)
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return qtrue;
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tr.sunFlareQueryIndex ^= 1;
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if (!tr.sunFlareQueryActive[tr.sunFlareQueryIndex])
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return qtrue;
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/* debug code */
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if (0)
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{
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int iter;
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for (iter=0 ; ; ++iter)
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{
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GLint available = 0;
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qglGetQueryObjectivARB(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT_AVAILABLE_ARB, &available);
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if (available)
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break;
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}
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ri.Printf(PRINT_DEVELOPER, "Waited %d iterations\n", iter);
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}
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qglGetQueryObjectuivARB(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT_ARB, &sampleCount);
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return sampleCount > 0;
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}
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void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
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{
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vec4_t color;
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float dot;
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const float cutoff = 0.25f;
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qboolean colorize = qtrue;
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// float w, h, w2, h2;
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matrix_t mvp;
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vec4_t pos, hpos;
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dot = DotProduct(tr.sunDirection, backEnd.viewParms.or.axis[0]);
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if (dot < cutoff)
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return;
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if (!RB_UpdateSunFlareVis())
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return;
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// From RB_DrawSun()
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{
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float dist;
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matrix_t trans, model, mvp;
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Matrix16Translation( backEnd.viewParms.or.origin, trans );
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Matrix16Multiply( backEnd.viewParms.world.modelMatrix, trans, model );
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Matrix16Multiply(backEnd.viewParms.projectionMatrix, model, mvp);
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dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
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VectorScale( tr.sunDirection, dist, pos );
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}
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// project sun point
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//Matrix16Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp);
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Matrix16Transform(mvp, pos, hpos);
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// transform to UV coords
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hpos[3] = 0.5f / hpos[3];
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pos[0] = 0.5f + hpos[0] * hpos[3];
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pos[1] = 0.5f + hpos[1] * hpos[3];
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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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vec4i_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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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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quarterBox[0] = 0;
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quarterBox[1] = tr.quarterFbo[0]->height;
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quarterBox[2] = tr.quarterFbo[0]->width;
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quarterBox[3] = -tr.quarterFbo[0]->height;
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// first, downsample the framebuffer
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if (colorize)
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{
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FBO_FastBlit(srcFbo, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FBO_Blit(tr.sunRaysFbo, rayBox, NULL, tr.quarterFbo[0], quarterBox, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
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}
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else
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{
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FBO_FastBlit(tr.sunRaysFbo, rayBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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}
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}
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// radial blur passes, ping-ponging between the two quarter-size buffers
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{
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const float stretch_add = 2.f/3.f;
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float stretch = 1.f + stretch_add;
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int i;
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for (i=0; i<2; ++i)
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{
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RB_RadialBlur(tr.quarterFbo[i&1], tr.quarterFbo[(~i) & 1], 5, stretch, 0.f, 0.f, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height, pos[0], pos[1], 1.125f);
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stretch += stretch_add;
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}
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}
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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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}
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}
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static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, qboolean horizontal)
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{
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float dx, dy;
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float xmul, ymul;
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float weights[3] = {
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0.227027027f,
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0.316216216f,
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0.070270270f,
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};
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float offsets[3] = {
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0.f,
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1.3846153846f,
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3.2307692308f,
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};
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xmul = horizontal;
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ymul = 1.f - xmul;
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xmul *= strength;
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ymul *= strength;
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{
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vec4i_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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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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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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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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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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}
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}
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static void RB_HBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength)
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{
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RB_BlurAxis(srcFbo, dstFbo, strength, qtrue);
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}
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static void RB_VBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength)
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{
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RB_BlurAxis(srcFbo, dstFbo, strength, qfalse);
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}
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void RB_GaussianBlur(float blur)
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{
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//float mul = 1.f;
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float factor = Com_Clamp(0.f, 1.f, blur);
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if (factor <= 0.f)
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return;
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{
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vec4i_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, 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(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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VectorSet4(srcBox, 0, 0, tr.whiteImage->width, tr.whiteImage->height);
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VectorSet4(dstBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
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qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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FBO_BlitFromTexture(tr.whiteImage, srcBox, texScale, tr.textureScratchFbo[0], dstBox, &tr.textureColorShader, color, GLS_DEPTHTEST_DISABLE);
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qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// blur the tiny buffer horizontally and vertically
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RB_HBlur(tr.textureScratchFbo[0], tr.textureScratchFbo[1], factor);
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RB_VBlur(tr.textureScratchFbo[1], tr.textureScratchFbo[0], factor);
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// finally, merge back to framebuffer
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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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}
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}
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