1043 lines
32 KiB
C
1043 lines
32 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// tr_bloom.c: 2D lighting post process effect
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#include "tr_local.h"
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static cvar_t *r_bloom;
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static cvar_t *r_bloom_sample_size;
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static cvar_t *r_bloom_fast_sample;
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static cvar_t *r_bloom_alpha;
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static cvar_t *r_bloom_darken;
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static cvar_t *r_bloom_intensity;
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static cvar_t *r_bloom_diamond_size;
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static cvar_t *r_bloom_cascade;
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static cvar_t *r_bloom_cascade_blur;
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static cvar_t *r_bloom_cascade_intensity;
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static cvar_t *r_bloom_cascade_alpha;
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static cvar_t *r_bloom_cascade_dry;
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static cvar_t *r_bloom_dry;
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static cvar_t *r_bloom_reflection; // LEILEI
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static cvar_t *r_bloom_sky_only; // LEILEI
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cvar_t *r_film;
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int fakeit = 0;
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/*
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==============================================================================
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LIGHT BLOOMS
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==============================================================================
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*/
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static float Diamond8x[8][8] =
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{
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{ 0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, },
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{ 0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f, },
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{ 0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f, },
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{ 0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f, },
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{ 0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f, },
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{ 0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f, },
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{ 0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f, },
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{ 0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f }
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};
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static float Diamond6x[6][6] =
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{
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{ 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, },
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{ 0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f, },
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{ 0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f, },
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{ 0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f, },
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{ 0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f, },
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{ 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f }
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};
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static float Diamond4x[4][4] =
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{
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{ 0.3f, 0.4f, 0.4f, 0.3f, },
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{ 0.4f, 0.9f, 0.9f, 0.4f, },
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{ 0.4f, 0.9f, 0.9f, 0.4f, },
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{ 0.3f, 0.4f, 0.4f, 0.3f }
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};
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static struct {
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struct {
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image_t *texture;
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int width, height;
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float readW, readH;
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} effect;
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struct {
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image_t *texture;
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int width, height;
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float readW, readH;
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} effect2;
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struct {
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image_t *texture;
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int width, height;
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float readW, readH;
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} screen;
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struct {
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int width, height;
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} work;
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qboolean started;
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} bloom;
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static struct {
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struct {
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image_t *texture;
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int width, height;
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float readW, readH;
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} effect;
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struct {
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image_t *texture;
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int width, height;
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float readW, readH;
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} screen;
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struct {
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image_t *texture;
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int width, height;
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float readW, readH;
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} depth;
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struct {
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int width, height;
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} work;
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qboolean started;
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} postproc;
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static void ID_INLINE R_Bloom_Quad( int width, int height, float texX, float texY, float texWidth, float texHeight ) {
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int x = 0;
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int y = 0;
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x = 0;
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y += glConfig.vidHeight - height;
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width += x;
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height += y;
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texWidth += texX;
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texHeight += texY;
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qglBegin( GL_QUADS );
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qglTexCoord2f( texX, texHeight );
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qglVertex2f( x, y );
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qglTexCoord2f( texX, texY );
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qglVertex2f( x, height );
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qglTexCoord2f( texWidth, texY );
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qglVertex2f( width, height );
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qglTexCoord2f( texWidth, texHeight );
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qglVertex2f( width, y );
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qglEnd ();
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}
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// LEILEI - Bloom Reflection
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static void ID_INLINE R_Bloom_Quad_Lens(float offsert, int width, int height, float texX, float texY, float texWidth, float texHeight) {
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int x = 0;
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int y = 0;
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x = 0;
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y += glConfig.vidHeight - height;
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width += x;
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height += y;
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offsert = offsert * 9; // bah
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texWidth -= texX;
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texHeight -= texY;
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qglBegin( GL_QUADS );
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qglTexCoord2f( texX, texHeight );
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qglVertex2f( width + offsert, height + offsert );
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qglTexCoord2f( texX, texY );
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qglVertex2f( width + offsert, y - offsert);
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qglTexCoord2f( texWidth, texY );
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qglVertex2f( x - offsert, y - offsert);
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qglTexCoord2f( texWidth, texHeight );
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qglVertex2f( x - offsert, height + offsert);
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qglEnd ();
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}
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// LEILEI - end
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/*
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=================
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R_Bloom_InitTextures
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=================
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*/
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static void R_Bloom_InitTextures( void )
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{
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byte *data;
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// find closer power of 2 to screen size
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for (bloom.screen.width = 1;bloom.screen.width< glConfig.vidWidth;bloom.screen.width *= 2);
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for (bloom.screen.height = 1;bloom.screen.height < glConfig.vidHeight;bloom.screen.height *= 2);
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bloom.screen.readW = glConfig.vidWidth / (float)bloom.screen.width;
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bloom.screen.readH = glConfig.vidHeight / (float)bloom.screen.height;
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// find closer power of 2 to effect size
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bloom.work.width = r_bloom_sample_size->integer;
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bloom.work.height = bloom.work.width * ( glConfig.vidWidth / glConfig.vidHeight );
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for (bloom.effect.width = 1;bloom.effect.width < bloom.work.width;bloom.effect.width *= 2);
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for (bloom.effect.height = 1;bloom.effect.height < bloom.work.height;bloom.effect.height *= 2);
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bloom.effect.readW = bloom.work.width / (float)bloom.effect.width;
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bloom.effect.readH = bloom.work.height / (float)bloom.effect.height;
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bloom.effect2.readW=bloom.effect.readW;
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bloom.effect2.readH=bloom.effect.readH;
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bloom.effect2.width=bloom.effect.width;
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bloom.effect2.height=bloom.effect.height;
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// disable blooms if we can't handle a texture of that size
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if( bloom.screen.width > glConfig.maxTextureSize ||
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bloom.screen.height > glConfig.maxTextureSize ||
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bloom.effect.width > glConfig.maxTextureSize ||
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bloom.effect.height > glConfig.maxTextureSize ||
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bloom.work.width > glConfig.vidWidth ||
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bloom.work.height > glConfig.vidHeight
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) {
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ri.Cvar_Set( "r_bloom", "0" );
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Com_Printf( S_COLOR_YELLOW"WARNING: 'R_InitBloomTextures' too high resolution for light bloom, effect disabled\n" );
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return;
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}
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// LEILEI
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// Disable bloom if we can't get a 32-bit texture
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// disable blooms if we can't handle a texture of that size
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if( r_texturebits->integer < 32 ) {
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ri.Cvar_Set( "r_bloom", "0" );
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Com_Printf( S_COLOR_YELLOW"WARNING: 'R_InitBloomTextures' no support for 32-bit textures, effect disabled\n" );
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return;
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}
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data = ri.Hunk_AllocateTempMemory( bloom.screen.width * bloom.screen.height * 4 );
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Com_Memset( data, 0, bloom.screen.width * bloom.screen.height * 4 );
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bloom.screen.texture = R_CreateImage( "***bloom screen texture***", data, bloom.screen.width, bloom.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
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ri.Hunk_FreeTempMemory( data );
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data = ri.Hunk_AllocateTempMemory( bloom.effect.width * bloom.effect.height * 4 );
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Com_Memset( data, 0, bloom.effect.width * bloom.effect.height * 4 );
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bloom.effect.texture = R_CreateImage( "***bloom effect texture***", data, bloom.effect.width, bloom.effect.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
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bloom.effect2.texture = R_CreateImage( "***bloom effect texture 2***", data, bloom.effect.width, bloom.effect.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
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ri.Hunk_FreeTempMemory( data );
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bloom.started = qtrue;
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}
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/*
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=================
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R_Postprocess_InitTextures
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=================
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*/
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static void R_Postprocess_InitTextures( void )
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{
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byte *data;
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// find closer power of 2 to screen size
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for (postproc.screen.width = 1;postproc.screen.width< glConfig.vidWidth;postproc.screen.width *= 2);
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for (postproc.screen.height = 1;postproc.screen.height < glConfig.vidHeight;postproc.screen.height *= 2);
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postproc.screen.readW = glConfig.vidWidth / (float)postproc.screen.width;
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postproc.screen.readH = glConfig.vidHeight / (float)postproc.screen.height;
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// find closer power of 2 to effect size
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postproc.work.width = r_bloom_sample_size->integer;
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postproc.work.height = postproc.work.width * ( glConfig.vidWidth / glConfig.vidHeight );
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for (postproc.effect.width = 1;postproc.effect.width < postproc.work.width;postproc.effect.width *= 2);
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for (postproc.effect.height = 1;postproc.effect.height < postproc.work.height;postproc.effect.height *= 2);
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postproc.effect.readW = postproc.work.width / (float)postproc.effect.width;
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postproc.effect.readH = postproc.work.height / (float)postproc.effect.height;
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// disable blooms if we can't handle a texture of that size
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if( postproc.screen.width > glConfig.maxTextureSize ||
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postproc.screen.height > glConfig.maxTextureSize
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) {
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ri.Cvar_Set( "r_postprocess", "none" );
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Com_Printf( S_COLOR_YELLOW"WARNING: 'R_InitPostprocessTextures' too high resolution for postprocessing, effect disabled\n" );
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postprocess=0;
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return;
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}
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data = ri.Hunk_AllocateTempMemory( postproc.screen.width * postproc.screen.height * 4 );
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Com_Memset( data, 0, postproc.screen.width * postproc.screen.height * 4 );
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postproc.screen.texture = R_CreateImage( "***postproc screen texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
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ri.Hunk_FreeTempMemory( data );
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// GLSL Depth Buffer
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data = ri.Hunk_AllocateTempMemory( postproc.screen.width * postproc.screen.height *34);
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Com_Memset( data, 0, postproc.screen.width * postproc.screen.height * 34 );
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depthimage=1;
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postproc.depth.texture = R_CreateImage( "***depthbuffer texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
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depthimage=0;
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ri.Hunk_FreeTempMemory( data );
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postproc.started = qtrue;
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}
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/*
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=================
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R_InitBloomTextures
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=================
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*/
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void R_InitBloomTextures( void )
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{
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if( !r_bloom->integer )
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return;
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memset( &bloom, 0, sizeof( bloom ));
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R_Bloom_InitTextures ();
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}
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/*
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=================
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R_InitPostprocessTextures
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=================
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*/
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void R_InitPostprocessTextures( void )
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{
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if( !postprocess )
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return;
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memset( &postproc, 0, sizeof( postproc ));
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R_Postprocess_InitTextures ();
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}
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/*
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=================
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R_Bloom_DrawEffect
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=================
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*/
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static void R_Bloom_DrawEffect( void )
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{
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float alpha=r_bloom_alpha->value;
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GL_Bind( bloom.effect.texture );
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GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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if(r_bloom_cascade->integer){
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alpha=r_bloom_cascade_alpha->value;
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}
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qglColor4f( alpha,alpha,alpha, 1.0f );
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R_Bloom_Quad( glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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}
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/*
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=================
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R_Bloom_LensEffect
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LEILEI's Silly hack
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=================
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*/
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static void R_Bloom_LensEffect( void )
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{
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GL_Bind( bloom.effect.texture );
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GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE );
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qglColor4f( 0.78f, 0.23f, 0.34f, 0.07f );
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R_Bloom_Quad_Lens(16, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.78f, 0.39f, 0.21f, 0.07f );
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R_Bloom_Quad_Lens(32, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.78f, 0.59f, 0.21f, 0.07f );
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R_Bloom_Quad_Lens(48, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.71f, 0.75f, 0.21f, 0.07f );
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R_Bloom_Quad_Lens(64, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.52f, 0.78f, 0.21f, 0.07f );
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R_Bloom_Quad_Lens(80, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.32f, 0.78f, 0.21f, 0.07f );
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R_Bloom_Quad_Lens(96, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.21f, 0.78f, 0.28f, 0.07f );
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R_Bloom_Quad_Lens(112, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.21f, 0.78f, 0.47f, 0.07f );
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R_Bloom_Quad_Lens(128, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.21f, 0.77f, 0.66f, 0.07f );
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R_Bloom_Quad_Lens(144, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.21f, 0.67f, 0.78f, 0.07f );
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R_Bloom_Quad_Lens(160, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.21f, 0.47f, 0.78f, 0.07f );
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R_Bloom_Quad_Lens(176, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.21f, 0.28f, 0.78f, 0.07f );
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R_Bloom_Quad_Lens(192, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.35f, 0.21f, 0.78f, 0.07f );
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R_Bloom_Quad_Lens(208, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.53f, 0.21f, 0.78f, 0.07f );
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R_Bloom_Quad_Lens(224, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.72f, 0.21f, 0.75f, 0.07f );
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R_Bloom_Quad_Lens(240, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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qglColor4f( 0.78f, 0.21f, 0.59f, 0.07f );
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R_Bloom_Quad_Lens(256, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
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}
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/*
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=================
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R_Bloom_Cascaded
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=================
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Tcpp: sorry for my poor English skill.
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*/
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static void R_Bloom_Cascaded( void ){
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int scale;
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int oldWorkW, oldWorkH;
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int newWorkW, newWorkH;
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float bloomShiftX=r_bloom_cascade_blur->value/(float)bloom.effect.width;
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float bloomShiftY=r_bloom_cascade_blur->value/(float)bloom.effect.height;
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float intensity=r_bloom_cascade_intensity->value;
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float intensity2;
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qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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//Take the backup texture and downscale it
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GL_Bind( bloom.screen.texture );
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
R_Bloom_Quad( bloom.work.width, bloom.work.height, 0, 0, bloom.screen.readW, bloom.screen.readH );
|
|
//Copy downscaled framebuffer into a texture
|
|
GL_Bind( bloom.effect.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
|
|
/* Copy the result to the effect texture */
|
|
GL_Bind( bloom.effect2.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
|
|
// do blurs..
|
|
scale=32;
|
|
while(bloom.work.width<scale)
|
|
scale>>=1;
|
|
while(bloom.work.height<scale)
|
|
scale>>=1;
|
|
|
|
// prepare the first level.
|
|
newWorkW=bloom.work.width/scale;
|
|
newWorkH=bloom.work.height/scale;
|
|
|
|
GL_Bind( bloom.effect2.texture );
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
intensity2=intensity/(float)scale;
|
|
qglColor4f( intensity2, intensity2, intensity2, 1.0 );
|
|
R_Bloom_Quad( newWorkW, newWorkH,
|
|
0, 0,
|
|
bloom.effect2.readW, bloom.effect2.readH );
|
|
|
|
// go through levels.
|
|
while(scale>1){
|
|
float oldScaleInv=1.f/(float)scale;
|
|
scale>>=1;
|
|
oldWorkH=newWorkH;
|
|
oldWorkW=newWorkW;
|
|
newWorkW=bloom.work.width/scale;
|
|
newWorkH=bloom.work.height/scale;
|
|
|
|
// get effect texture.
|
|
GL_Bind( bloom.effect.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWorkW, oldWorkH);
|
|
|
|
// maginfy the previous level.
|
|
if(r_bloom_cascade_blur->value<.01f){
|
|
// don't blur.
|
|
qglColor4f( 1.f, 1.f, 1.f, 1.0 );
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
R_Bloom_Quad( newWorkW, newWorkH,
|
|
0, 0,
|
|
bloom.effect.readW*oldScaleInv, bloom.effect.readH*oldScaleInv );
|
|
}else{
|
|
// blur.
|
|
qglColor4f( .25f, .25f, .25f, 1.0 );
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
R_Bloom_Quad( newWorkW, newWorkH,
|
|
-bloomShiftX, -bloomShiftY,
|
|
bloom.effect.readW*oldScaleInv, bloom.effect.readH*oldScaleInv );
|
|
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
|
R_Bloom_Quad( newWorkW, newWorkH,
|
|
bloomShiftX, -bloomShiftY,
|
|
bloom.effect.readW*oldScaleInv, bloom.effect.readH*oldScaleInv );
|
|
R_Bloom_Quad( newWorkW, newWorkH,
|
|
-bloomShiftX, bloomShiftY,
|
|
bloom.effect.readW*oldScaleInv, bloom.effect.readH*oldScaleInv );
|
|
R_Bloom_Quad( newWorkW, newWorkH,
|
|
bloomShiftX, bloomShiftY,
|
|
bloom.effect.readW*oldScaleInv, bloom.effect.readH*oldScaleInv );
|
|
}
|
|
|
|
// add the input.
|
|
intensity2=intensity/(float)scale;
|
|
qglColor4f( intensity2, intensity2, intensity2, 1.0 );
|
|
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
|
GL_Bind( bloom.effect2.texture );
|
|
|
|
R_Bloom_Quad( newWorkW, newWorkH,
|
|
0, 0,
|
|
bloom.effect2.readW, bloom.effect2.readH );
|
|
|
|
|
|
}
|
|
|
|
GL_Bind( bloom.effect.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_Bloom_GeneratexDiamonds
|
|
=================
|
|
*/
|
|
static void R_Bloom_WarsowEffect( void )
|
|
{
|
|
int i, j, k;
|
|
float intensity, scale, *diamond;
|
|
|
|
|
|
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
//Take the backup texture and downscale it
|
|
GL_Bind( bloom.screen.texture );
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
R_Bloom_Quad( bloom.work.width, bloom.work.height, 0, 0, bloom.screen.readW, bloom.screen.readH );
|
|
//Copy downscaled framebuffer into a texture
|
|
GL_Bind( bloom.effect.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
// darkening passes with repeated filter
|
|
if( r_bloom_darken->integer ) {
|
|
int i;
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
|
|
|
|
for( i = 0; i < r_bloom_darken->integer; i++ ) {
|
|
R_Bloom_Quad( bloom.work.width, bloom.work.height,
|
|
0, 0,
|
|
bloom.effect.readW, bloom.effect.readH );
|
|
}
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
}
|
|
/* Copy the result to the effect texture */
|
|
GL_Bind( bloom.effect.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
|
|
// bluring passes, warsow uses a repeated semi blend on a selectable diamond grid
|
|
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE_MINUS_SRC_COLOR );
|
|
if( r_bloom_diamond_size->integer > 7 || r_bloom_diamond_size->integer <= 3 ) {
|
|
if( r_bloom_diamond_size->integer != 8 )
|
|
ri.Cvar_Set( "r_bloom_diamond_size", "8" );
|
|
} else if( r_bloom_diamond_size->integer > 5 ) {
|
|
if( r_bloom_diamond_size->integer != 6 )
|
|
ri.Cvar_Set( "r_bloom_diamond_size", "6" );
|
|
} else if( r_bloom_diamond_size->integer > 3 ) {
|
|
if( r_bloom_diamond_size->integer != 4 )
|
|
ri.Cvar_Set( "r_bloom_diamond_size", "4" );
|
|
}
|
|
|
|
switch( r_bloom_diamond_size->integer ) {
|
|
case 4:
|
|
k = 2;
|
|
diamond = &Diamond4x[0][0];
|
|
scale = r_bloom_intensity->value * 0.8f;
|
|
break;
|
|
case 6:
|
|
k = 3;
|
|
diamond = &Diamond6x[0][0];
|
|
scale = r_bloom_intensity->value * 0.5f;
|
|
break;
|
|
default:
|
|
// case 8:
|
|
k = 4;
|
|
diamond = &Diamond8x[0][0];
|
|
scale = r_bloom_intensity->value * 0.3f;
|
|
break;
|
|
}
|
|
|
|
for( i = 0; i < r_bloom_diamond_size->integer; i++ ) {
|
|
for( j = 0; j < r_bloom_diamond_size->integer; j++, diamond++ ) {
|
|
float x, y;
|
|
intensity = *diamond * scale;
|
|
if( intensity < 0.01f )
|
|
continue;
|
|
qglColor4f( intensity, intensity, intensity, 1.0 );
|
|
x = (i - k) * ( 2 / 640.0f ) * bloom.effect.readW;
|
|
y = (j - k) * ( 2 / 480.0f ) * bloom.effect.readH;
|
|
|
|
R_Bloom_Quad( bloom.work.width, bloom.work.height, x, y, bloom.effect.readW, bloom.effect.readH );
|
|
}
|
|
}
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_Bloom_BackupScreen
|
|
Backup the full original screen to a texture for downscaling and later restoration
|
|
=================
|
|
*/
|
|
static void R_Bloom_BackupScreen( void ) {
|
|
GL_Bind( bloom.screen.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
}
|
|
/*
|
|
=================
|
|
R_Postprocess_BackupScreen
|
|
Backup the full original screen to a texture for downscaling and later restoration
|
|
=================
|
|
*/
|
|
static void R_Postprocess_BackupScreen( void ) {
|
|
|
|
GL_Bind( postproc.screen.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
|
|
GL_Bind( postproc.depth.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
|
|
|
|
}
|
|
/*
|
|
=================
|
|
R_Bloom_RestoreScreen
|
|
Restore the temporary framebuffer section we used with the backup texture
|
|
=================
|
|
*/
|
|
static void R_Bloom_RestoreScreen( void ) {
|
|
float dry=r_bloom_dry->value;
|
|
if(r_bloom_cascade->integer)
|
|
dry=r_bloom_cascade_dry->value;
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
GL_Bind( bloom.screen.texture );
|
|
qglColor4f( dry,dry,dry, 1 );
|
|
if(dry<.99f){
|
|
R_Bloom_Quad( bloom.screen.width, bloom.screen.height, 0, 0,
|
|
1.f,
|
|
1.f );
|
|
}else{
|
|
R_Bloom_Quad( bloom.work.width, bloom.work.height, 0, 0,
|
|
bloom.work.width / (float)bloom.screen.width,
|
|
bloom.work.height / (float)bloom.screen.height );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_Bloom_RestoreScreen_Postprocessed
|
|
Restore the temporary framebuffer section we used with the backup texture
|
|
=================
|
|
*/
|
|
static void R_Bloom_RestoreScreen_Postprocessed( void ) {
|
|
glslProgram_t *program;
|
|
if (vertexShaders) R_GLSL_UseProgram(tr.postprocessingProgram);
|
|
// Feed GLSL postprocess program
|
|
program=tr.programs[tr.postprocessingProgram];
|
|
if (program->u_ScreenSizeX > -1) R_GLSL_SetUniform_u_ScreenSizeX(program, glConfig.vidWidth);
|
|
|
|
if (program->u_ScreenSizeY > -1) R_GLSL_SetUniform_u_ScreenSizeY(program, glConfig.vidHeight);
|
|
|
|
if (program->u_ScreenToNextPixelX > -1) R_GLSL_SetUniform_u_ScreenToNextPixelX(program, 0.00125);
|
|
|
|
if (program->u_ScreenToNextPixelY > -1) R_GLSL_SetUniform_u_ScreenToNextPixelY(program, (float)1.0/(float)glConfig.vidHeight);
|
|
|
|
if (program->u_zFar > -1) R_GLSL_SetUniform_u_zFar(program, tr.viewParms.zFar);
|
|
GL_SelectTexture(0);
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
GL_Bind( postproc.screen.texture );
|
|
GL_SelectTexture(7);
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
GL_Bind( postproc.depth.texture );
|
|
qglColor4f( 1, 1, 1, 1 );
|
|
R_Bloom_Quad( glConfig.vidWidth, glConfig.vidHeight, 0, 0,
|
|
postproc.screen.readW,postproc.screen.readH );
|
|
if (vertexShaders) R_GLSL_UseProgram(0);
|
|
GL_SelectTexture(0);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_Bloom_DownsampleView
|
|
Scale the copied screen back to the sample size used for subsequent passes
|
|
=================
|
|
*/
|
|
/*static void R_Bloom_DownsampleView( void )
|
|
{
|
|
// TODO, Provide option to control the color strength here /
|
|
// qglColor4f( r_bloom_darken->value, r_bloom_darken->value, r_bloom_darken->value, 1.0f );
|
|
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
GL_Bind( bloom.screen.texture );
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
//Downscale it
|
|
R_Bloom_Quad( bloom.work.width, bloom.work.height, 0, 0, bloom.screen.readW, bloom.screen.readH );
|
|
#if 1
|
|
GL_Bind( bloom.effect.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
// darkening passes
|
|
if( r_bloom_darken->integer ) {
|
|
int i;
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );
|
|
|
|
for( i = 0; i < r_bloom_darken->integer; i++ ) {
|
|
R_Bloom_Quad( bloom.work.width, bloom.work.height,
|
|
0, 0,
|
|
bloom.effect.readW, bloom.effect.readH );
|
|
}
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
}
|
|
#endif
|
|
// Copy the result to the effect texture /
|
|
GL_Bind( bloom.effect.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
}
|
|
|
|
static void R_Bloom_CreateEffect( void ) {
|
|
int dir, x;
|
|
int range;
|
|
|
|
//First step will zero dst, rest will one add
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
|
|
// GL_Bind( bloom.screen.texture );
|
|
GL_Bind( bloom.effect.texture );
|
|
range = 4;
|
|
for (dir = 0;dir < 2;dir++)
|
|
{
|
|
// blend on at multiple vertical offsets to achieve a vertical blur
|
|
// TODO: do offset blends using GLSL
|
|
for (x = -range;x <= range;x++)
|
|
{
|
|
float xoffset, yoffset, r;
|
|
if (!dir){
|
|
xoffset = 0;
|
|
yoffset = x*1.5;
|
|
} else {
|
|
xoffset = x*1.5;
|
|
yoffset = 0;
|
|
}
|
|
xoffset /= bloom.work.width;
|
|
yoffset /= bloom.work.height;
|
|
// this r value looks like a 'dot' particle, fading sharply to
|
|
// black at the edges
|
|
// (probably not realistic but looks good enough)
|
|
//r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
|
|
//r = (dir ? 1.0f : brighten)/(range*2+1);
|
|
r = 2.0f /(range*2+1)*(1 - x*x/(float)(range*range));
|
|
// r *= r_bloom_darken->value;
|
|
qglColor4f(r, r, r, 1);
|
|
R_Bloom_Quad( bloom.work.width, bloom.work.height,
|
|
xoffset, yoffset,
|
|
bloom.effect.readW, bloom.effect.readH );
|
|
// bloom.screen.readW, bloom.screen.readH );
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
|
|
}
|
|
}
|
|
GL_Bind( bloom.effect.texture );
|
|
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, bloom.work.width, bloom.work.height );
|
|
}*/
|
|
|
|
/*
|
|
=================
|
|
R_BloomScreen
|
|
=================
|
|
*/
|
|
void R_BloomScreen( void )
|
|
{
|
|
if( !r_bloom->integer )
|
|
return;
|
|
if(r_bloom_sky_only->integer)
|
|
return;
|
|
if ( backEnd.doneBloom )
|
|
return;
|
|
if ( !backEnd.doneSurfaces )
|
|
return;
|
|
backEnd.doneBloom = qtrue;
|
|
if( !bloom.started ) {
|
|
R_Bloom_InitTextures();
|
|
if( !bloom.started )
|
|
return;
|
|
}
|
|
|
|
if ( !backEnd.projection2D )
|
|
RB_SetGL2D();
|
|
#if 0
|
|
// set up full screen workspace
|
|
GL_TexEnv( GL_MODULATE );
|
|
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglMatrixMode( GL_PROJECTION );
|
|
qglLoadIdentity ();
|
|
qglOrtho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
qglLoadIdentity ();
|
|
|
|
GL_Cull( CT_TWO_SIDED );
|
|
#endif
|
|
|
|
qglColor4f( 1, 1, 1, 1 );
|
|
|
|
//Backup the old screen in a texture
|
|
R_Bloom_BackupScreen();
|
|
// create the bloom texture using one of a few methods
|
|
if(r_bloom_cascade->integer)
|
|
R_Bloom_Cascaded();
|
|
else
|
|
R_Bloom_WarsowEffect ();
|
|
// R_Bloom_CreateEffect();
|
|
// restore the screen-backup to the screen
|
|
R_Bloom_RestoreScreen();
|
|
// Do the final pass using the bloom texture for the final effect
|
|
R_Bloom_DrawEffect ();
|
|
|
|
// LEILEI - Lens Bloom Hack
|
|
// The concept of this is to inverse the coordinates on both X and Y,
|
|
// then scale outward using the offset value applied, as well as the modulated color
|
|
// applied to give a rainbow streak effect. Most effective with high bloom darkness
|
|
// values.
|
|
if(r_bloom_reflection->integer)
|
|
R_Bloom_LensEffect ();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_PostprocessScreen
|
|
=================
|
|
*/
|
|
void R_PostprocessScreen( void )
|
|
{
|
|
if( !postprocess )
|
|
return;
|
|
if ( backEnd.donepostproc )
|
|
return;
|
|
if ( !backEnd.doneSurfaces )
|
|
return;
|
|
backEnd.donepostproc = qtrue;
|
|
if( !postproc.started ) {
|
|
R_Postprocess_InitTextures();
|
|
if( !postproc.started )
|
|
return;
|
|
}
|
|
|
|
if ( !backEnd.projection2D )
|
|
RB_SetGL2D();
|
|
#if 0
|
|
// set up full screen workspace
|
|
GL_TexEnv( GL_MODULATE );
|
|
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglMatrixMode( GL_PROJECTION );
|
|
qglLoadIdentity ();
|
|
qglOrtho( 0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1 );
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
qglLoadIdentity ();
|
|
|
|
GL_Cull( CT_TWO_SIDED );
|
|
#endif
|
|
|
|
qglColor4f( 1, 1, 1, 1 );
|
|
|
|
//Backup the old screen in a texture
|
|
R_Postprocess_BackupScreen();
|
|
//Redraw texture using GLSL program
|
|
R_Bloom_RestoreScreen_Postprocessed();
|
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}
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void R_BloomInit( void ) {
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memset( &bloom, 0, sizeof( bloom ));
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r_bloom = ri.Cvar_Get( "r_bloom", "0", CVAR_ARCHIVE );
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r_bloom_alpha = ri.Cvar_Get( "r_bloom_alpha", "0.3", CVAR_ARCHIVE );
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r_bloom_diamond_size = ri.Cvar_Get( "r_bloom_diamond_size", "8", CVAR_ARCHIVE );
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r_bloom_intensity = ri.Cvar_Get( "r_bloom_intensity", "1.3", CVAR_ARCHIVE );
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r_bloom_darken = ri.Cvar_Get( "r_bloom_darken", "4", CVAR_ARCHIVE );
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r_bloom_sample_size = ri.Cvar_Get( "r_bloom_sample_size", "256", CVAR_ARCHIVE|CVAR_LATCH ); // Tcpp: I prefer 256 to 128
|
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r_bloom_fast_sample = ri.Cvar_Get( "r_bloom_fast_sample", "0", CVAR_ARCHIVE|CVAR_LATCH );
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r_bloom_cascade = ri.Cvar_Get( "r_bloom_cascade", "0", CVAR_ARCHIVE );
|
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r_bloom_cascade_blur = ri.Cvar_Get( "r_bloom_cascade_blur", ".4", CVAR_ARCHIVE );
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r_bloom_cascade_intensity= ri.Cvar_Get( "r_bloom_cascade_intensity", "20", CVAR_ARCHIVE );
|
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r_bloom_cascade_alpha = ri.Cvar_Get( "r_bloom_cascade_alpha", "0.15", CVAR_ARCHIVE );
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r_bloom_cascade_dry = ri.Cvar_Get( "r_bloom_cascade_dry", "0.8", CVAR_ARCHIVE );
|
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r_bloom_dry = ri.Cvar_Get( "r_bloom_dry", "1", CVAR_ARCHIVE );
|
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r_bloom_reflection = ri.Cvar_Get( "r_bloom_reflection", "0", CVAR_ARCHIVE );
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r_bloom_sky_only = ri.Cvar_Get( "r_bloom_sky_only", "0", CVAR_ARCHIVE );
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}
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|
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void R_PostprocessingInit(void) {
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memset( &postproc, 0, sizeof( postproc ));
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}
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/*
|
|
==============================================================================
|
|
|
|
Alternate brightness
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|
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Because X11 sucks.
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|
|
|
==============================================================================
|
|
*/
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|
|
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extern cvar_t *r_alternateBrightness;
|
|
// shamelessly ripped off from tr_bloom.c
|
|
static void ID_INLINE R_Brighter_Quad( int width, int height, float texX, float texY, float texWidth, float texHeight ) {
|
|
int x = 0;
|
|
int y = 0;
|
|
x = 0;
|
|
y += glConfig.vidHeight - height;
|
|
width += x;
|
|
height += y;
|
|
|
|
texWidth += texX;
|
|
texHeight += texY;
|
|
|
|
qglBegin( GL_QUADS );
|
|
qglTexCoord2f( texX, texHeight );
|
|
qglVertex2f( x, y );
|
|
|
|
qglTexCoord2f( texX, texY );
|
|
qglVertex2f( x, height );
|
|
|
|
qglTexCoord2f( texWidth, texY );
|
|
qglVertex2f( width, height );
|
|
|
|
qglTexCoord2f( texWidth, texHeight );
|
|
qglVertex2f( width, y );
|
|
qglEnd ();
|
|
}
|
|
|
|
extern cvar_t *r_overBrightBits;
|
|
|
|
void R_BrightItUp (int dst, int src, float intensity)
|
|
{
|
|
GL_State( GLS_DEPTHTEST_DISABLE | dst | src);
|
|
GL_Bind( tr.whiteImage );
|
|
GL_Cull( CT_TWO_SIDED );
|
|
|
|
float alpha=intensity; // why
|
|
qglColor4f( alpha,alpha,alpha, 1.0f );
|
|
if (!fakeit)
|
|
R_Brighter_Quad( glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1, 1 );
|
|
|
|
}
|
|
|
|
void R_BrightScreen( void )
|
|
{
|
|
|
|
|
|
if( !r_alternateBrightness->value)
|
|
return;
|
|
if ( backEnd.doneAltBrightness )
|
|
return;
|
|
if ( !backEnd.projection2D )
|
|
RB_SetGL2D();
|
|
//if (!fakeit)
|
|
backEnd.doneAltBrightness = qtrue;
|
|
|
|
// Handle Overbrights first
|
|
int eh, ah;
|
|
if (r_overBrightBits->integer)
|
|
{
|
|
|
|
ah = r_overBrightBits->integer;
|
|
if (ah < 1) ah = 1; if (ah > 2) ah = 2; // clamp so it never looks stupid
|
|
|
|
// do a loop for every overbright bit enabled
|
|
for (eh=0; eh<r_overBrightBits->integer; eh++){
|
|
R_BrightItUp(GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ONE, 1.0f); }
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
void R_AltBrightnessInit( void ) {
|
|
|
|
r_alternateBrightness = ri.Cvar_Get( "r_alternateBrightness", "0", CVAR_ARCHIVE | CVAR_LATCH);
|
|
r_film = ri.Cvar_Get( "r_film", "0", CVAR_ARCHIVE );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
Film postprocess
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
void R_FilmScreen( void )
|
|
{
|
|
|
|
if( !r_film->integer )
|
|
return;
|
|
if ( backEnd.doneFilm )
|
|
return;
|
|
if ( !backEnd.projection2D )
|
|
RB_SetGL2D();
|
|
backEnd.doneFilm = qtrue;
|
|
|
|
|
|
// darken vignette.
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);GL_Bind( tr.dlightImage ); GL_Cull( CT_TWO_SIDED );
|
|
qglColor4f( 0.941177, 0.952941, 0.968628, 1.0f );
|
|
R_Brighter_Quad( glConfig.vidWidth, glConfig.vidHeight, 0.35f, 0.35f, 0.2f, 0.2f );
|
|
|
|
|
|
|
|
// brighten.
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE);GL_Bind( tr.dlightImage ); GL_Cull( CT_TWO_SIDED );
|
|
qglColor4f( 0.941177, 0.952941, 0.968628, 1.0f );
|
|
R_Brighter_Quad( glConfig.vidWidth, glConfig.vidHeight, 0.25f, 0.25f, 0.48f, 0.48f );
|
|
|
|
// invoort.
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE_MINUS_DST_COLOR | GLS_DSTBLEND_ONE_MINUS_SRC_COLOR);GL_Bind( tr.whiteImage ); GL_Cull( CT_TWO_SIDED );
|
|
qglColor4f(0.85098, 0.85098, 0.815686, 1.0f );
|
|
R_Brighter_Quad( glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1, 1 );
|
|
|
|
// brighten.
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_SRC_COLOR);GL_Bind( tr.whiteImage ); GL_Cull( CT_TWO_SIDED );
|
|
qglColor4f( 0.615686, 0.615686, 0.615686, 1.0f );
|
|
R_Brighter_Quad( glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1, 1 );
|
|
|
|
|
|
// invoort.
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE_MINUS_DST_COLOR | GLS_DSTBLEND_ONE_MINUS_SRC_COLOR);GL_Bind( tr.whiteImage ); GL_Cull( CT_TWO_SIDED );
|
|
qglColor4f(1.0f, 1.0f, 1.0f , 1.0f );
|
|
R_Brighter_Quad( glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1, 1 );
|
|
|
|
// brighten.
|
|
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_SRC_COLOR);GL_Bind( tr.whiteImage ); GL_Cull( CT_TWO_SIDED );
|
|
qglColor4f( 0.866667, 0.847059, 0.776471, 1.0f );
|
|
R_Brighter_Quad( glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1, 1 );
|
|
|
|
|
|
|
|
|
|
|
|
}
|