blooming stuff. I hope I got enough of the bugs out.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2042 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2006-03-03 03:31:19 +00:00
parent c77c317370
commit 0fe03c7b25
9 changed files with 644 additions and 87 deletions

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@ -220,6 +220,7 @@ GLQUAKE_OBJS = \
gl_rsurf.o \
ltface.o \
gl_screen.o \
gl_bloom.o \
gl_backend.o \
gl_shader.o \
gl_warp.o \

View File

@ -369,6 +369,7 @@ presetinfo_t preset[] =
{"r_nolerp", {"1", "1", "0", "0", "0"}},
{"r_nolightdir", {"1", "0", "0", "0", "0"}},
{"r_dynamic", {"0", "0", "1", "1", "1"}},
{"r_bloom", {"0", "0", "0", "0", "1"}},
{"gl_flashblend", {"0", "1", "0", "1", "2"}},
{"gl_bump", {"0", "0", "0", "1", "1"}},
{"gl_specular", {"0", "0", "0", "1", "1"}},

View File

@ -127,7 +127,7 @@ cvar_t gl_savecompressedtex = SCVAR("gl_savecompressedtex", "0");
extern cvar_t gl_dither;
extern cvar_t gl_maxdist;
extern cvar_t gl_mindist;
extern cvar_t gl_bloom;
cvar_t gl_detail = SCVARF("gl_detail", "0", CVAR_ARCHIVE);
cvar_t gl_detailscale = SCVAR("gl_detailscale", "5");
@ -311,8 +311,6 @@ void GLRenderer_Init(void)
Cvar_Register (&r_shadow_glsl_offsetmapping_scale, GRAPHICALNICETIES);
Cvar_Register (&r_shadow_glsl_offsetmapping_bias, GRAPHICALNICETIES);
Cvar_Register (&gl_bloom, GRAPHICALNICETIES);
Cvar_Register (&gl_contrast, GLRENDEREROPTIONS);
#ifdef R_XFLIP
Cvar_Register (&r_xflip, GLRENDEREROPTIONS);
@ -365,6 +363,8 @@ void GLRenderer_Init(void)
Cvar_Register (&gl_blendsprites, GLRENDEREROPTIONS);
Cvar_Register (&gl_mylumassuck, GLRENDEREROPTIONS);
R_BloomRegister();
}
#endif
#if defined(SWQUAKE)

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@ -1253,8 +1253,12 @@ void CMod_LoadTexInfo (lump_t *l) //yes I know these load from the same place
// out->texture = r_notexture_mip; // texture not found
// out->flags = 0;
}
if (gl_shadeq2.value)
out->texture->shader = R_RegisterCustom (name, NULL);
#ifdef RGLQUAKE
if (qrenderer == QR_OPENGL)
if (gl_shadeq2.value)
out->texture->shader = R_RegisterCustom (name, NULL);
#endif
Q_strncpyz(out->texture->name, in->texture, sizeof(out->texture->name));
#if !defined(SERVERONLY) && defined(RGLQUAKE)

View File

@ -3042,6 +3042,41 @@ SOURCE=..\gl\gl_backend.c
# End Source File
# Begin Source File
SOURCE=..\gl\gl_bloom.c
!IF "$(CFG)" == "ftequake - Win32 Release"
!ELSEIF "$(CFG)" == "ftequake - Win32 Debug"
# PROP Exclude_From_Build 1
!ELSEIF "$(CFG)" == "ftequake - Win32 GLDebug"
!ELSEIF "$(CFG)" == "ftequake - Win32 GLRelease"
!ELSEIF "$(CFG)" == "ftequake - Win32 MDebug"
!ELSEIF "$(CFG)" == "ftequake - Win32 MRelease"
!ELSEIF "$(CFG)" == "ftequake - Win32 MinGLDebug"
!ELSEIF "$(CFG)" == "ftequake - Win32 MinGLRelease"
!ELSEIF "$(CFG)" == "ftequake - Win32 Debug Dedicated Server"
!ELSEIF "$(CFG)" == "ftequake - Win32 Release Dedicated Server"
!ELSEIF "$(CFG)" == "ftequake - Win32 MinSW"
!ELSEIF "$(CFG)" == "ftequake - Win32 GLDebugQ3"
!ELSEIF "$(CFG)" == "ftequake - Win32 Debug Dedicated ServerQ3"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\gl\gl_draw.c
!IF "$(CFG)" == "ftequake - Win32 Release"

592
engine/gl/gl_bloom.c Normal file
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@ -0,0 +1,592 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_bloom.c: 2D lighting post process effect
//http://www.quakesrc.org/forums/viewtopic.php?t=4340&start=0
#include "quakedef.h"
#include "glquake.h"
extern vrect_t scr_vrect;
/*
==============================================================================
LIGHT BLOOMS
==============================================================================
*/
static float Diamond8x[8][8] = {
0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f,
0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f,
0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f,
0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f,
0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f,
0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f };
static float Diamond6x[6][6] = {
0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f,
0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f,
0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f,
0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f,
0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f,
0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f };
static float Diamond4x[4][4] = {
0.3f, 0.4f, 0.4f, 0.3f,
0.4f, 0.9f, 0.9f, 0.4f,
0.4f, 0.9f, 0.9f, 0.4f,
0.3f, 0.4f, 0.4f, 0.3f };
static int BLOOM_SIZE;
cvar_t r_bloom = FCVAR("r_bloom", "gl_bloom", "0", 0);
cvar_t r_bloom_alpha = SCVAR("r_bloom_alpha", "0.5");
cvar_t r_bloom_diamond_size = SCVAR("r_bloom_diamond_size", "8");
cvar_t r_bloom_intensity = SCVAR("r_bloom_intensity", "1");
cvar_t r_bloom_darken = SCVAR("r_bloom_darken", "3");
cvar_t r_bloom_sample_size = SCVARF("r_bloom_sample_size", "256", CVAR_RENDERERLATCH);
cvar_t r_bloom_fast_sample = SCVARF("r_bloom_fast_sample", "0", CVAR_RENDERERLATCH);
int r_bloomscreentexture;
int r_bloomeffecttexture;
int r_bloombackuptexture;
int r_bloomdownsamplingtexture;
static int r_screendownsamplingtexture_size;
static int screen_texture_width, screen_texture_height;
static int r_screenbackuptexture_size;
//current refdef size:
static int curView_x;
static int curView_y;
static int curView_width;
static int curView_height;
//texture coordinates of screen data inside screentexture
static float screenText_tcw;
static float screenText_tch;
static int sample_width;
static int sample_height;
//texture coordinates of adjusted textures
static float sampleText_tcw;
static float sampleText_tch;
//this macro is in sample size workspace coordinates
#define R_Bloom_SamplePass( xpos, ypos ) \
qglBegin(GL_QUADS); \
qglTexCoord2f( 0, sampleText_tch); \
qglVertex2f( xpos, ypos); \
qglTexCoord2f( 0, 0); \
qglVertex2f( xpos, ypos+sample_height); \
qglTexCoord2f( sampleText_tcw, 0); \
qglVertex2f( xpos+sample_width, ypos+sample_height); \
qglTexCoord2f( sampleText_tcw, sampleText_tch); \
qglVertex2f( xpos+sample_width, ypos); \
qglEnd();
#define R_Bloom_Quad( x, y, width, height, textwidth, textheight ) \
qglBegin(GL_QUADS); \
qglTexCoord2f( 0, textheight); \
qglVertex2f( x, y); \
qglTexCoord2f( 0, 0); \
qglVertex2f( x, y+height); \
qglTexCoord2f( textwidth, 0); \
qglVertex2f( x+width, y+height); \
qglTexCoord2f( textwidth, textheight); \
qglVertex2f( x+width, y); \
qglEnd();
/*
=================
R_Bloom_InitBackUpTexture
=================
*/
void R_Bloom_InitBackUpTexture( int width, int height )
{
qbyte *data;
data = Z_Malloc( width * height * 4 );
r_screenbackuptexture_size = width;
r_bloombackuptexture = GL_LoadTexture("***r_bloombackuptexture***", width, height, data, false, false );
Z_Free ( data );
}
/*
=================
R_Bloom_InitEffectTexture
=================
*/
void R_Bloom_InitEffectTexture( void )
{
qbyte *data;
float bloomsizecheck;
if( r_bloom_sample_size.value < 32 )
Cvar_SetValue (&r_bloom_sample_size, 32);
//make sure bloom size is a power of 2
BLOOM_SIZE = r_bloom_sample_size.value;
bloomsizecheck = (float)BLOOM_SIZE;
while(bloomsizecheck > 1.0f) bloomsizecheck /= 2.0f;
if( bloomsizecheck != 1.0f )
{
BLOOM_SIZE = 32;
while( BLOOM_SIZE < r_bloom_sample_size.value )
BLOOM_SIZE *= 2;
}
//make sure bloom size doesn't have stupid values
if( BLOOM_SIZE > screen_texture_width ||
BLOOM_SIZE > screen_texture_height )
BLOOM_SIZE = min( screen_texture_width, screen_texture_height );
if( BLOOM_SIZE != r_bloom_sample_size.value )
Cvar_SetValue (&r_bloom_sample_size, BLOOM_SIZE);
data = Z_Malloc( BLOOM_SIZE * BLOOM_SIZE * 4 );
r_bloomeffecttexture = GL_LoadTexture("***r_bloomeffecttexture***", BLOOM_SIZE, BLOOM_SIZE, data, false, false );
Z_Free ( data );
}
/*
=================
R_Bloom_InitTextures
=================
*/
void R_Bloom_InitTextures( void )
{
qbyte *data;
int size;
int maxtexsize;
//find closer power of 2 to screen size
for (screen_texture_width = 1;screen_texture_width < glwidth;screen_texture_width *= 2);
for (screen_texture_height = 1;screen_texture_height < glheight;screen_texture_height *= 2);
//disable blooms if we can't handle a texture of that size
qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
if( screen_texture_width > maxtexsize ||
screen_texture_height > maxtexsize ) {
screen_texture_width = screen_texture_height = 0;
Cvar_SetValue (&r_bloom, 0);
Con_Printf( "WARNING: 'R_InitBloomScreenTexture' too high resolution for Light Bloom. Effect disabled\n" );
return;
}
//init the screen texture
size = screen_texture_width * screen_texture_height * 4;
data = Z_Malloc( size );
memset( data, 255, size );
r_bloomscreentexture = GL_LoadTexture("***r_bloomscreentexture***", screen_texture_width, screen_texture_height, data, false, false );
Z_Free ( data );
//validate bloom size and init the bloom effect texture
R_Bloom_InitEffectTexture ();
//if screensize is more than 2x the bloom effect texture, set up for stepped downsampling
r_bloomdownsamplingtexture = 0;
r_screendownsamplingtexture_size = 0;
if( glwidth > (BLOOM_SIZE * 2) && !r_bloom_fast_sample.value )
{
r_screendownsamplingtexture_size = (int)(BLOOM_SIZE * 2);
data = Z_Malloc( r_screendownsamplingtexture_size * r_screendownsamplingtexture_size * 4 );
r_bloomdownsamplingtexture = GL_LoadTexture("***r_bloomdownsamplingtexture***", r_screendownsamplingtexture_size, r_screendownsamplingtexture_size, data, false, false );
Z_Free ( data );
}
//Init the screen backup texture
if( r_screendownsamplingtexture_size )
R_Bloom_InitBackUpTexture( r_screendownsamplingtexture_size, r_screendownsamplingtexture_size );
else
R_Bloom_InitBackUpTexture( BLOOM_SIZE, BLOOM_SIZE );
}
void R_BloomRegister(void)
{
Cvar_Register (&r_bloom, "bloom");
Cvar_Register (&r_bloom_alpha, "bloom");
Cvar_Register (&r_bloom_diamond_size, "bloom");
Cvar_Register (&r_bloom_intensity, "bloom");
Cvar_Register (&r_bloom_darken, "bloom");
Cvar_Register (&r_bloom_sample_size, "bloom");
Cvar_Register (&r_bloom_fast_sample, "bloom");
}
/*
=================
R_InitBloomTextures
=================
*/
void R_InitBloomTextures( void )
{
BLOOM_SIZE = 0;
if( !r_bloom.value )
return;
R_Bloom_InitTextures ();
}
/*
=================
R_Bloom_DrawEffect
=================
*/
void R_Bloom_DrawEffect( void )
{
GL_Bind(r_bloomeffecttexture);
qglEnable(GL_BLEND);
qglBlendFunc(GL_ONE, GL_ONE);
qglColor4f(r_bloom_alpha.value, r_bloom_alpha.value, r_bloom_alpha.value, 1.0f);
GL_TexEnv(GL_MODULATE);
qglBegin(GL_QUADS);
qglTexCoord2f( 0, sampleText_tch );
qglVertex2f( curView_x, curView_y );
qglTexCoord2f( 0, 0 );
qglVertex2f( curView_x, curView_y + curView_height );
qglTexCoord2f( sampleText_tcw, 0 );
qglVertex2f( curView_x + curView_width, curView_y + curView_height );
qglTexCoord2f( sampleText_tcw, sampleText_tch );
qglVertex2f( curView_x + curView_width, curView_y );
qglEnd();
qglDisable(GL_BLEND);
}
#if 0
/*
=================
R_Bloom_GeneratexCross - alternative bluring method
=================
*/
void R_Bloom_GeneratexCross( void )
{
int i;
static int BLOOM_BLUR_RADIUS = 8;
//static float BLOOM_BLUR_INTENSITY = 2.5f;
float BLOOM_BLUR_INTENSITY;
static float intensity;
static float range;
//set up sample size workspace
qglViewport( 0, 0, sample_width, sample_height );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, sample_width, sample_height, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
//copy small scene into r_bloomeffecttexture
GL_Bind(0, r_bloomeffecttexture);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
//start modifying the small scene corner
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglEnable(GL_BLEND);
//darkening passes
if( r_bloom_darken.value )
{
qglBlendFunc(GL_DST_COLOR, GL_ZERO);
GL_TexEnv(GL_MODULATE);
for(i=0; i<r_bloom_darken->integer ;i++) {
R_Bloom_SamplePass( 0, 0 );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
}
//bluring passes
if( BLOOM_BLUR_RADIUS ) {
qglBlendFunc(GL_ONE, GL_ONE);
range = (float)BLOOM_BLUR_RADIUS;
BLOOM_BLUR_INTENSITY = r_bloom_intensity.value;
//diagonal-cross draw 4 passes to add initial smooth
qglColor4f( 0.5f, 0.5f, 0.5f, 1.0);
R_Bloom_SamplePass( 1, 1 );
R_Bloom_SamplePass( -1, 1 );
R_Bloom_SamplePass( -1, -1 );
R_Bloom_SamplePass( 1, -1 );
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
for(i=-(BLOOM_BLUR_RADIUS+1);i<BLOOM_BLUR_RADIUS;i++) {
intensity = BLOOM_BLUR_INTENSITY/(range*2+1)*(1 - fabs(i*i)/(float)(range*range));
if( intensity < 0.05f ) continue;
qglColor4f( intensity, intensity, intensity, 1.0f);
R_Bloom_SamplePass( i, 0 );
//R_Bloom_SamplePass( -i, 0 );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
//for(i=0;i<BLOOM_BLUR_RADIUS;i++) {
for(i=-(BLOOM_BLUR_RADIUS+1);i<BLOOM_BLUR_RADIUS;i++) {
intensity = BLOOM_BLUR_INTENSITY/(range*2+1)*(1 - fabs(i*i)/(float)(range*range));
if( intensity < 0.05f ) continue;
qglColor4f( intensity, intensity, intensity, 1.0f);
R_Bloom_SamplePass( 0, i );
//R_Bloom_SamplePass( 0, -i );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
}
//restore full screen workspace
qglViewport( 0, 0, glState.width, glState.height );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, glState.width, glState.height, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
}
#endif
/*
=================
R_Bloom_GeneratexDiamonds
=================
*/
void R_Bloom_GeneratexDiamonds( void )
{
int i, j;
static float intensity;
//set up sample size workspace
qglViewport( 0, 0, sample_width, sample_height );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, sample_width, sample_height, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
//copy small scene into r_bloomeffecttexture
GL_Bind(r_bloomeffecttexture);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
//start modifying the small scene corner
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglEnable(GL_BLEND);
//darkening passes
if( r_bloom_darken.value )
{
qglBlendFunc(GL_DST_COLOR, GL_ZERO);
GL_TexEnv(GL_MODULATE);
for(i=0; i<r_bloom_darken.value ;i++) {
R_Bloom_SamplePass( 0, 0 );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
}
//bluring passes
//qglBlendFunc(GL_ONE, GL_ONE);
qglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
if( r_bloom_diamond_size.value > 7 || r_bloom_diamond_size.value <= 3)
{
if( r_bloom_diamond_size.value != 8 ) Cvar_SetValue( &r_bloom_diamond_size, 8 );
for(i=0; i<r_bloom_diamond_size.value; i++) {
for(j=0; j<r_bloom_diamond_size.value; j++) {
intensity = r_bloom_intensity.value * 0.3 * Diamond8x[i][j];
if( intensity < 0.01f ) continue;
qglColor4f( intensity, intensity, intensity, 1.0);
R_Bloom_SamplePass( i-4, j-4 );
}
}
} else if( r_bloom_diamond_size.value > 5 ) {
if( r_bloom_diamond_size.value != 6 ) Cvar_SetValue(&r_bloom_diamond_size, 6 );
for(i=0; i<r_bloom_diamond_size.value; i++) {
for(j=0; j<r_bloom_diamond_size.value; j++) {
intensity = r_bloom_intensity.value * 0.5 * Diamond6x[i][j];
if( intensity < 0.01f ) continue;
qglColor4f( intensity, intensity, intensity, 1.0);
R_Bloom_SamplePass( i-3, j-3 );
}
}
} else if( r_bloom_diamond_size.value > 3 ) {
if( r_bloom_diamond_size.value != 4 ) Cvar_SetValue(&r_bloom_diamond_size, 4 );
for(i=0; i<r_bloom_diamond_size.value; i++) {
for(j=0; j<r_bloom_diamond_size.value; j++) {
intensity = r_bloom_intensity.value * 0.8f * Diamond4x[i][j];
if( intensity < 0.01f ) continue;
qglColor4f( intensity, intensity, intensity, 1.0);
R_Bloom_SamplePass( i-2, j-2 );
}
}
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
//restore full screen workspace
qglViewport( 0, 0, glwidth, glheight );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, glwidth, glheight, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
}
/*
=================
R_Bloom_DownsampleView
=================
*/
void R_Bloom_DownsampleView( void )
{
qglDisable( GL_BLEND );
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
//stepped downsample
if( r_screendownsamplingtexture_size )
{
int midsample_width = r_screendownsamplingtexture_size * sampleText_tcw;
int midsample_height = r_screendownsamplingtexture_size * sampleText_tch;
//copy the screen and draw resized
GL_Bind(r_bloomscreentexture);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, curView_x, glheight - (curView_y + curView_height), curView_width, curView_height);
R_Bloom_Quad( 0, glheight-midsample_height, midsample_width, midsample_height, screenText_tcw, screenText_tch );
//now copy into Downsampling (mid-sized) texture
GL_Bind(r_bloomdownsamplingtexture);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, midsample_width, midsample_height);
//now draw again in bloom size
qglColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
R_Bloom_Quad( 0, glheight-sample_height, sample_width, sample_height, sampleText_tcw, sampleText_tch );
//now blend the big screen texture into the bloom generation space (hoping it adds some blur)
qglEnable( GL_BLEND );
qglBlendFunc(GL_ONE, GL_ONE);
qglColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
GL_Bind(r_bloomscreentexture);
R_Bloom_Quad( 0, glheight-sample_height, sample_width, sample_height, screenText_tcw, screenText_tch );
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglDisable( GL_BLEND );
} else { //downsample simple
GL_Bind(r_bloomscreentexture);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, curView_x, glheight - (curView_y + curView_height), curView_width, curView_height);
R_Bloom_Quad( 0, glheight-sample_height, sample_width, sample_height, screenText_tcw, screenText_tch );
}
}
/*
=================
R_BloomBlend
=================
*/
void R_BloomBlend (void)//refdef_t *fd, meshlist_t *meshlist )
{
if(!r_bloom.value)
return;
if( !BLOOM_SIZE || screen_texture_width < glwidth || screen_texture_height < glheight)
R_Bloom_InitTextures();
if( screen_texture_width < BLOOM_SIZE ||
screen_texture_height < BLOOM_SIZE )
return;
//set up full screen workspace
qglViewport( 0, 0, glwidth, glheight );
qglDisable( GL_DEPTH_TEST );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, glwidth, glheight, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
qglDisable(GL_CULL_FACE);
qglDisable( GL_BLEND );
qglEnable( GL_TEXTURE_2D );
qglColor4f( 1, 1, 1, 1 );
//set up current sizes
curView_x = scr_vrect.x*((float)glwidth/vid.width);
curView_y = scr_vrect.y*((float)glheight/vid.height);
curView_width = scr_vrect.width*((float)glwidth/vid.width);
curView_height = scr_vrect.height*((float)glheight/vid.height);
screenText_tcw = ((float)curView_width / (float)screen_texture_width);
screenText_tch = ((float)curView_height / (float)screen_texture_height);
if( scr_vrect.height > scr_vrect.width ) {
sampleText_tcw = ((float)scr_vrect.width / (float)scr_vrect.height);
sampleText_tch = 1.0f;
} else {
sampleText_tcw = 1.0f;
sampleText_tch = ((float)scr_vrect.height / (float)scr_vrect.width);
}
sample_width = BLOOM_SIZE * sampleText_tcw;
sample_height = BLOOM_SIZE * sampleText_tch;
//copy the screen space we'll use to work into the backup texture
GL_Bind(r_bloombackuptexture);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, r_screenbackuptexture_size * sampleText_tcw, r_screenbackuptexture_size * sampleText_tch);
//create the bloom image
R_Bloom_DownsampleView();
R_Bloom_GeneratexDiamonds();
//R_Bloom_GeneratexCross();
//restore the screen-backup to the screen
qglDisable(GL_BLEND);
GL_Bind(r_bloombackuptexture);
qglColor4f( 1, 1, 1, 1 );
R_Bloom_Quad( 0,
glheight - (r_screenbackuptexture_size * sampleText_tch),
r_screenbackuptexture_size * sampleText_tcw,
r_screenbackuptexture_size * sampleText_tch,
sampleText_tcw,
sampleText_tch );
R_Bloom_DrawEffect();
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}

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@ -127,7 +127,6 @@ cvar_t gl_dither = SCVAR("gl_dither", "1");
cvar_t gl_maxdist = SCVAR("gl_maxdist", "8192");
cvar_t gl_mindist = SCVARF("gl_mindist", "4", CVAR_CHEAT); //by setting to 64 or something, you can use this as a wallhack
cvar_t gl_bloom = SCVAR("gl_bloom", "0");
extern cvar_t gl_motionblur;
extern cvar_t gl_motionblurscale;
@ -2224,6 +2223,8 @@ void GLR_RenderView (void)
// render mirror view
R_Mirror ();
R_BloomBlend();
R_PolyBlend ();
// glDisable(GL_FOG);
@ -2437,87 +2438,6 @@ void GLR_RenderView (void)
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
/*
if (scenepp_bloom_program && gl_bloom.value)
{
float cs, ct;
int vwidth = 1, vheight = 1;
if (gl_config.arb_texture_non_power_of_two)
{ //we can use any size, supposedly
vwidth = glwidth;
vheight = glheight;
}
else
{ //limit the texture size to square and use padding.
while (vwidth < glwidth)
vwidth *= 2;
while (vheight < glheight)
vheight *= 2;
}
GL_Bind(scenepp_texture);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
cs = (float)glwidth / vwidth;
ct = (float)glheight / vheight;
// go 2d
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_CULL_FACE);
qglDisable (GL_ALPHA_TEST);
qglDisable (GL_BLEND);
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
qglOrtho (0, glwidth, 0, glheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
//grab the scene
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
GLSlang_UseProgram(scenepp_bloom_program1);
//regurgitate the scene, but darker
qglBegin(GL_QUADS);
qglTexCoord2f(0, 0);
qglVertex2f(0, 0);
qglTexCoord2f(cs, 0);
qglVertex2f(glwidth, 0);
qglTexCoord2f(cs, ct);
qglVertex2f(glwidth, glheight);
qglTexCoord2f(0, ct);
qglVertex2f(0, glheight);
qglEnd();
GL_Bind(scenepp_texture2);
//grab the dark scene
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
GLSlang_UseProgram(scenepp_bloom_program2);
//smear it all over the place, on a +/-8 pixel basis.
//blend with the origional scene in the fragment program too.
GL_MBind(1, scenepp_texture);
qglBegin(GL_QUADS);
qglTexCoord2f(0, 0);
qglVertex2f(0, 0);
qglTexCoord2f(cs, 0);
qglVertex2f(glwidth, 0);
qglTexCoord2f(cs, ct);
qglVertex2f(glwidth, glheight);
qglTexCoord2f(0, ct);
qglVertex2f(0, glheight);
qglEnd();
GL_MBind(0, scenepp_texture);
GLSlang_UseProgram(0);
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
}
*/
}
#endif

View File

@ -468,6 +468,8 @@ void GLR_ReInit (void)
else
normalisationCubeMap = 0;
R_InitBloomTextures();
}
/*
typedef struct

View File

@ -19,6 +19,7 @@ void (APIENTRY *qglColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte
void (APIENTRY *qglColor4ubv) (const GLubyte *v);
void (APIENTRY *qglColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (APIENTRY *qglCopyTexImage2D) (GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void (APIENTRY *qglCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void (APIENTRY *qglCullFace) (GLenum mode);
void (APIENTRY *qglDepthFunc) (GLenum func);
void (APIENTRY *qglDepthMask) (GLboolean flag);
@ -487,6 +488,7 @@ void GL_Init(void *(*getglfunction) (char *name))
qglColor4ubv = (void *)getglcore("glColor4ubv");
qglColorMask = (void *)getglcore("glColorMask");
qglCopyTexImage2D = (void *)getglcore("glCopyTexImage2D");
qglCopyTexSubImage2D= (void *)getglcore("glCopyTexSubImage2D");
qglCullFace = (void *)getglcore("glCullFace");
qglDepthFunc = (void *)getglcore("glDepthFunc");
qglDepthMask = (void *)getglcore("glDepthMask");