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illusion-arena-engine/code/renderer_oa/tr_bloom.c

2278 lines
62 KiB
C

/*
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.
*/
// tr_bloom.c: General post-processing shader stuff including bloom, leifx, and everything else
// that's postprocessed. Maintained by leilei and Hitchiker
#include "tr_local.h"
static cvar_t *r_bloom;
static cvar_t *r_bloom_sample_size;
static cvar_t *r_bloom_fast_sample;
static cvar_t *r_bloom_alpha;
static cvar_t *r_bloom_darken;
static cvar_t *r_bloom_intensity;
static cvar_t *r_bloom_diamond_size;
static cvar_t *r_bloom_cascade;
static cvar_t *r_bloom_cascade_blur;
static cvar_t *r_bloom_cascade_intensity;
static cvar_t *r_bloom_cascade_alpha;
static cvar_t *r_bloom_cascade_dry;
static cvar_t *r_bloom_dry;
extern cvar_t *r_overBrightBits;
extern cvar_t *r_gamma;
static cvar_t *r_bloom_reflection; // LEILEI
static cvar_t *r_bloom_sky_only; // LEILEI
extern float ScreenFrameCount;
static struct {
#ifdef GLSL_POSTPROCESSING
struct {
image_t *texture;
int width, height;
float readW, readH;
} effect;
struct {
image_t *texture;
int width, height;
float readW, readH;
} screen;
struct {
image_t *texture;
int width, height;
float readW, readH;
} depth;
struct {
int width, height;
} work;
// leilei - motion blur
struct {
image_t *texture;
int width, height;
float readW, readH;
} motion1;
struct {
image_t *texture;
int width, height;
float readW, readH;
} motion2;
struct {
image_t *texture;
int width, height;
float readW, readH;
} motion3;
struct {
image_t *texture;
int width, height;
float readW, readH;
} motion4;
struct {
image_t *texture;
int width, height;
float readW, readH;
} motion5;
struct {
image_t *texture;
int width, height;
float readW, readH;
} mpass1;
struct {
image_t *texture;
int width, height;
float readW, readH;
} mpass2;
struct {
image_t *texture;
int width, height;
float readW, readH;
} mpass3;
struct {
image_t *texture;
int width, height;
float readW, readH;
} mpass4;
struct {
image_t *texture;
int width, height;
float readW, readH;
} tv;
struct {
int width, height;
} tvwork;
struct {
image_t *texture;
int width, height;
float readW, readH;
} tveffect;
qboolean started;
#endif
} postproc;
cvar_t *r_film;
extern int force32upload;
int leifxmode;
int leifxpass;
int fakeit = 0;
int tvinterlace = 1;
int tvinter= 1;
extern int tvWidth;
extern int tvHeight;
extern float tvAspectW; // aspect correction
extern int vresWidth;
extern int vresHeight;
/*
==============================================================================
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 Star8x[8][8] = {
{ 0.4f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.1f, 0.4f, },
{ 0.1f, 0.6f, 0.2f, 0.0f, 0.0f, 0.2f, 0.6f, 0.1f, },
{ 0.0f, 0.2f, 0.7f, 0.6f, 0.6f, 0.7f, 0.2f, 0.0f, },
{ 0.0f, 0.0f, 0.6f, 0.9f, 0.9f, 0.6f, 0.0f, 0.0f, },
{ 0.0f, 0.0f, 0.6f, 0.9f, 0.9f, 0.6f, 0.0f, 0.0f, },
{ 0.0f, 0.2f, 0.7f, 0.6f, 0.6f, 0.7f, 0.2f, 0.0f, },
{ 0.1f, 0.6f, 0.2f, 0.0f, 0.0f, 0.2f, 0.6f, 0.1f, },
{ 0.4f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.1f, 0.4f, }
};
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 struct {
struct {
image_t *texture;
int width, height;
float readW, readH;
} effect;
struct {
image_t *texture;
int width, height;
float readW, readH;
} effect2;
struct {
image_t *texture;
int width, height;
float readW, readH;
} screen;
struct {
int width, height;
} work;
qboolean started;
} bloom;
static void ID_INLINE R_Bloom_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 ();
}
// LEILEI - Bloom Reflection
static void ID_INLINE R_Bloom_Quad_Lens(float offsert, 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;
offsert = offsert * 9; // bah
texWidth -= texX;
texHeight -= texY;
qglBegin( GL_QUADS );
qglTexCoord2f( texX, texHeight );
qglVertex2f( width + offsert, height + offsert );
qglTexCoord2f( texX, texY );
qglVertex2f( width + offsert, y - offsert);
qglTexCoord2f( texWidth, texY );
qglVertex2f( x - offsert, y - offsert);
qglTexCoord2f( texWidth, texHeight );
qglVertex2f( x - offsert, height + offsert);
qglEnd ();
}
// LEILEI - end
/*
=================
R_Bloom_InitTextures
=================
*/
static void R_Bloom_InitTextures( void )
{
byte *data;
// find closer power of 2 to screen size
for (bloom.screen.width = 1; bloom.screen.width< glConfig.vidWidth; bloom.screen.width *= 2);
for (bloom.screen.height = 1; bloom.screen.height < glConfig.vidHeight; bloom.screen.height *= 2);
bloom.screen.readW = glConfig.vidWidth / (float)bloom.screen.width;
bloom.screen.readH = glConfig.vidHeight / (float)bloom.screen.height;
// find closer power of 2 to effect size
bloom.work.width = r_bloom_sample_size->integer;
bloom.work.height = bloom.work.width * ( glConfig.vidWidth / glConfig.vidHeight );
for (bloom.effect.width = 1; bloom.effect.width < bloom.work.width; bloom.effect.width *= 2);
for (bloom.effect.height = 1; bloom.effect.height < bloom.work.height; bloom.effect.height *= 2);
bloom.effect.readW = bloom.work.width / (float)bloom.effect.width;
bloom.effect.readH = bloom.work.height / (float)bloom.effect.height;
bloom.effect2.readW=bloom.effect.readW;
bloom.effect2.readH=bloom.effect.readH;
bloom.effect2.width=bloom.effect.width;
bloom.effect2.height=bloom.effect.height;
// disable blooms if we can't handle a texture of that size
if( bloom.screen.width > glConfig.maxTextureSize ||
bloom.screen.height > glConfig.maxTextureSize ||
bloom.effect.width > glConfig.maxTextureSize ||
bloom.effect.height > glConfig.maxTextureSize ||
bloom.work.width > glConfig.vidWidth ||
bloom.work.height > glConfig.vidHeight
) {
ri.Cvar_Set( "r_bloom", "0" );
Com_Printf( S_COLOR_YELLOW"WARNING: 'R_InitBloomTextures' too high resolution for light bloom, effect disabled\n" );
return;
}
// leilei - let's not do that bloom disabling anymore
force32upload = 1;
data = ri.Hunk_AllocateTempMemory( bloom.screen.width * bloom.screen.height * 4 );
Com_Memset( data, 0, bloom.screen.width * bloom.screen.height * 4 );
bloom.screen.texture = R_CreateImage( "***bloom screen texture***", data, bloom.screen.width, bloom.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
ri.Hunk_FreeTempMemory( data );
data = ri.Hunk_AllocateTempMemory( bloom.effect.width * bloom.effect.height * 4 );
Com_Memset( data, 0, bloom.effect.width * bloom.effect.height * 4 );
bloom.effect.texture = R_CreateImage( "***bloom effect texture***", data, bloom.effect.width, bloom.effect.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
bloom.effect2.texture = R_CreateImage( "***bloom effect texture 2***", data, bloom.effect.width, bloom.effect.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
ri.Hunk_FreeTempMemory( data );
bloom.started = qtrue;
force32upload = 0;
}
/*
=================
R_InitBloomTextures
=================
*/
void R_InitBloomTextures( void )
{
if( !r_bloom->integer )
return;
memset( &bloom, 0, sizeof( bloom ));
R_Bloom_InitTextures ();
}
/*
=================
R_Bloom_DrawEffect
=================
*/
static void R_Bloom_DrawEffect( void )
{
float alpha=r_bloom_alpha->value;
GL_Bind( bloom.effect.texture );
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
if(r_bloom_cascade->integer) {
alpha=r_bloom_cascade_alpha->value;
}
qglColor4f( alpha,alpha,alpha, 1.0f );
R_Bloom_Quad( glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
}
/*
=================
R_Bloom_LensEffect
LEILEI's Silly hack
=================
*/
static void R_Bloom_LensEffect( void )
{
GL_Bind( bloom.effect.texture );
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE );
qglColor4f( 0.78f, 0.23f, 0.34f, 0.07f );
R_Bloom_Quad_Lens(16, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.78f, 0.39f, 0.21f, 0.07f );
R_Bloom_Quad_Lens(32, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.78f, 0.59f, 0.21f, 0.07f );
R_Bloom_Quad_Lens(48, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.71f, 0.75f, 0.21f, 0.07f );
R_Bloom_Quad_Lens(64, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.52f, 0.78f, 0.21f, 0.07f );
R_Bloom_Quad_Lens(80, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.32f, 0.78f, 0.21f, 0.07f );
R_Bloom_Quad_Lens(96, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.21f, 0.78f, 0.28f, 0.07f );
R_Bloom_Quad_Lens(112, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.21f, 0.78f, 0.47f, 0.07f );
R_Bloom_Quad_Lens(128, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.21f, 0.77f, 0.66f, 0.07f );
R_Bloom_Quad_Lens(144, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.21f, 0.67f, 0.78f, 0.07f );
R_Bloom_Quad_Lens(160, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.21f, 0.47f, 0.78f, 0.07f );
R_Bloom_Quad_Lens(176, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.21f, 0.28f, 0.78f, 0.07f );
R_Bloom_Quad_Lens(192, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.35f, 0.21f, 0.78f, 0.07f );
R_Bloom_Quad_Lens(208, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.53f, 0.21f, 0.78f, 0.07f );
R_Bloom_Quad_Lens(224, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.72f, 0.21f, 0.75f, 0.07f );
R_Bloom_Quad_Lens(240, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
qglColor4f( 0.78f, 0.21f, 0.59f, 0.07f );
R_Bloom_Quad_Lens(256, glConfig.vidWidth, glConfig.vidHeight, 0, 0, bloom.effect.readW, bloom.effect.readW );
}
/*
=================
R_Bloom_Cascaded
=================
Tcpp: sorry for my poor English skill.
*/
static void R_Bloom_Cascaded( void )
{
int scale;
int oldWorkW, oldWorkH;
int newWorkW, newWorkH;
float bloomShiftX=r_bloom_cascade_blur->value/(float)bloom.effect.width;
float bloomShiftY=r_bloom_cascade_blur->value/(float)bloom.effect.height;
float intensity=r_bloom_cascade_intensity->value;
float intensity2;
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 );
/* 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;
case 9:
k = 4;
diamond = &Star8x[0][0];
scale = r_bloom_intensity->value * 0.3f;
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_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
=================
*/
extern int mpasses;
static void ID_INLINE R_Bloom_QuadTV( int width, int height, float texX, float texY, float texWidth, float texHeight, int aa )
{
int x = 0;
int y = 0;
float aspcenter = 0;
int aspoff = 0;
float raa = r_retroAA->value;
if (raa < 1) raa = 1;
float xpix = 1.0f / width / (4 / raa);
float ypix = 1.0f / height / (4 / raa);
float xaa;
float yaa;
x = 0;
y = 0;
if (aa == 0) {
xaa = 0;
yaa = 0;
}
if (aa == 1) {
xaa = -xpix;
yaa = ypix;
}
if (aa == 2) {
xaa = -xpix;
yaa = -ypix;
}
if (aa == 3) {
xaa = xpix;
yaa = -ypix;
}
if (aa == 4) {
xaa = xpix;
yaa = ypix;
}
//y += tvHeight - height;
width += x;
height += y;
texWidth += texX;
texHeight += texY;
if (tvAspectW != 1.0) {
aspcenter = tvWidth * ((1.0f - tvAspectW) / 2);
// leilei - also do a quad that is 100% black, hiding our actual rendered viewport
// qglViewport (0, 0, tvWidth, tvHeight );
// qglScissor (0, 0, tvWidth, tvHeight );
qglBegin( GL_QUADS );
if (r_tvFilter->integer) { // bilinear filter
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
else {
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
qglColor4f( 0.0, 0.0, 0.0, 1 );
qglVertex2f(0,0 );
qglVertex2f(0,height);
qglVertex2f(width,height);
qglVertex2f(width,0);
qglEnd ();
qglColor4f( 1.0, 1.0, 1.0, 1 );
}
//aspcenter = 0;
aspoff = tvWidth * tvAspectW;
if (!aa) {
qglViewport(aspcenter, 0, (tvWidth * tvAspectW), tvHeight );
qglScissor(aspcenter, 0, (tvWidth * tvAspectW), tvHeight );
}
qglBegin( GL_QUADS );
//GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
if (aa)
qglColor4f( 0.25, 0.25, 0.25, 1 );
qglTexCoord2f( texX + xaa, texHeight + yaa);
qglVertex2f( x, y );
qglTexCoord2f( texX + xaa, texY + yaa );
qglVertex2f( x, height );
qglTexCoord2f( texWidth + xaa, texY + yaa );
qglVertex2f( width, height );
qglTexCoord2f( texWidth + xaa, texHeight + yaa );
qglVertex2f( width, y );
qglEnd ();
}
static void R_Bloom_RestoreScreen_Postprocessed( void )
{
#ifdef GLSL_POSTPROCESSING
glslProgram_t *program = NULL;
if (leifxmode) {
if (leifxmode == 1) {
if (vertexShaders) R_GLSL_UseProgram(tr.leiFXDitherProgram);
program=tr.programs[tr.leiFXDitherProgram];
}
if (leifxmode == 2) {
if (vertexShaders) R_GLSL_UseProgram(tr.leiFXGammaProgram);
program=tr.programs[tr.leiFXGammaProgram];
}
if (leifxmode == 3) {
if (vertexShaders) R_GLSL_UseProgram(tr.leiFXFilterProgram);
program=tr.programs[tr.leiFXFilterProgram];
}
if (leifxmode == 888) {
if (vertexShaders) R_GLSL_UseProgram(tr.animeProgram);
program=tr.programs[tr.animeProgram];
}
if (leifxmode == 999) {
if (vertexShaders) R_GLSL_UseProgram(tr.animeFilmProgram);
program=tr.programs[tr.animeFilmProgram];
}
if (leifxmode == 777) {
if (vertexShaders) R_GLSL_UseProgram(tr.motionBlurProgram);
program=tr.programs[tr.motionBlurProgram];
}
if (leifxmode == 778) {
if (vertexShaders) R_GLSL_UseProgram(tr.motionBlurProgram);
program=tr.programs[tr.motionBlurProgram];
}
if (leifxmode == 779) {
if (vertexShaders) R_GLSL_UseProgram(tr.motionBlurPostProgram);
program=tr.programs[tr.motionBlurPostProgram];
}
if (leifxmode == 632) {
if (vertexShaders) R_GLSL_UseProgram(tr.NTSCEncodeProgram);
program=tr.programs[tr.NTSCEncodeProgram];
}
if (leifxmode == 633) {
if (vertexShaders) R_GLSL_UseProgram(tr.NTSCDecodeProgram);
program=tr.programs[tr.NTSCDecodeProgram];
}
if (leifxmode == 634) {
if (vertexShaders) R_GLSL_UseProgram(tr.NTSCBleedProgram);
program=tr.programs[tr.NTSCBleedProgram];
}
if (leifxmode == 666) {
if (vertexShaders) R_GLSL_UseProgram(tr.BrightnessProgram);
program=tr.programs[tr.BrightnessProgram];
}
if (leifxmode == 1236) {
if (vertexShaders) R_GLSL_UseProgram(tr.CRTProgram);
program=tr.programs[tr.CRTProgram];
}
if (leifxmode == 1997) {
if (vertexShaders) R_GLSL_UseProgram(tr.paletteProgram);
program=tr.programs[tr.paletteProgram];
}
}
else {
if (vertexShaders) R_GLSL_UseProgram(tr.postprocessingProgram);
// Feed GLSL postprocess program
program=tr.programs[tr.postprocessingProgram];
}
if (!program) {
//If leifsmode has been set to something invalid we have to bail out or we will dereference a null pointer
Com_Printf( S_COLOR_YELLOW"WARNING: 'leifxmode' has an invalid value\n" );
return;
}
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, (float)1.0/(float)glConfig.vidWidth);
if (program->u_ScreenToNextPixelY > -1) R_GLSL_SetUniform_u_ScreenToNextPixelY(program, (float)1.0/(float)glConfig.vidHeight);
// leilei - for TV shaders
if (program->u_ActualScreenSizeX > -1) R_GLSL_SetUniform_u_ActualScreenSizeX(program, tvWidth);
if (program->u_ActualScreenSizeY > -1) R_GLSL_SetUniform_u_ActualScreenSizeY(program, tvHeight);
//if (program->u_Time > -1) R_GLSL_SetUniform_Time(program, backEnd.refdef.time);
if (program->u_Time > -1) R_GLSL_SetUniform_Time(program, ScreenFrameCount);
// Brightness stuff
if (program->u_CC_Brightness > -1) R_GLSL_SetUniform_u_CC_Brightness(program, 1.0);
if (program->u_CC_Gamma > -1) R_GLSL_SetUniform_u_CC_Gamma(program, r_gamma->value);
if (program->u_CC_Overbright > -1) R_GLSL_SetUniform_u_CC_Overbright(program, r_overBrightBits->value);
if (program->u_CC_Saturation > -1) R_GLSL_SetUniform_u_CC_Saturation(program, 1.0);
if (program->u_CC_Contrast > -1) R_GLSL_SetUniform_u_CC_Contrast(program, 1.0);
//
if (leifxmode == 3) {
R_GLSL_SetUniform_u_CC_Brightness(program, leifxpass);
}
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 );
// motion blur crap
if( r_motionblur->integer > 2) {
if (program->u_mpasses > -1) R_GLSL_SetUniform_u_mpasses(program, mpasses);
GL_SelectTexture(2);
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
GL_Bind( postproc.motion1.texture );
GL_SelectTexture(3);
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
GL_Bind( postproc.motion2.texture );
GL_SelectTexture(4);
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
GL_Bind( postproc.motion3.texture );
GL_SelectTexture(5);
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
GL_Bind( postproc.motion4.texture );
GL_SelectTexture(6);
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
GL_Bind( postproc.motion5.texture );
GL_SelectTexture(11);
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
GL_Bind( postproc.mpass1.texture );
GL_SelectTexture(12);
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
GL_Bind( postproc.mpass1.texture );
GL_SelectTexture(13);
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
GL_Bind( postproc.mpass1.texture );
GL_SelectTexture(14);
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
GL_Bind( postproc.mpass1.texture );
}
qglColor4f( 1, 1, 1, 1 );
// if (leifxmode == 778)
// return;
if (leifxmode == 1234) {
{
R_Bloom_QuadTV( glConfig.vidWidth, glConfig.vidHeight, 0, 0, postproc.screen.readW,postproc.screen.readH, 0 );
}
}
else if (leifxmode == 1236) {
{
R_Bloom_QuadTV( glConfig.vidWidth, glConfig.vidHeight, 0, 0, postproc.screen.readW,postproc.screen.readH, 0 );
}
}
else if (leifxmode == 1233) {
R_Bloom_QuadTV( glConfig.vidWidth, glConfig.vidHeight, 0, 0, postproc.screen.readW,postproc.screen.readH, 1 );
GL_SelectTexture(0);
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
GL_Bind( postproc.screen.texture );
R_Bloom_QuadTV( glConfig.vidWidth, glConfig.vidHeight, 0, 0, postproc.screen.readW,postproc.screen.readH, 2 );
R_Bloom_QuadTV( glConfig.vidWidth, glConfig.vidHeight, 0, 0, postproc.screen.readW,postproc.screen.readH, 3 );
R_Bloom_QuadTV( glConfig.vidWidth, glConfig.vidHeight, 0, 0, postproc.screen.readW,postproc.screen.readH, 4 );
}
else {
R_Bloom_Quad( glConfig.vidWidth, glConfig.vidHeight, 0, 0,
postproc.screen.readW,postproc.screen.readH );
}
if (vertexShaders) R_GLSL_UseProgram(0);
GL_SelectTexture(0);
#endif
}
/*
=================
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 ();
}
void R_BloomInit( void )
{
memset( &bloom, 0, sizeof( bloom ));
r_bloom = ri.Cvar_Get( "r_bloom", "0", CVAR_ARCHIVE );
r_bloom_alpha = ri.Cvar_Get( "r_bloom_alpha", "0.3", CVAR_ARCHIVE );
r_bloom_diamond_size = ri.Cvar_Get( "r_bloom_diamond_size", "8", CVAR_ARCHIVE );
r_bloom_intensity = ri.Cvar_Get( "r_bloom_intensity", "1.3", CVAR_ARCHIVE );
r_bloom_darken = ri.Cvar_Get( "r_bloom_darken", "4", CVAR_ARCHIVE );
r_bloom_sample_size = ri.Cvar_Get( "r_bloom_sample_size", "256", CVAR_ARCHIVE|CVAR_LATCH ); // Tcpp: I prefer 256 to 128
r_bloom_fast_sample = ri.Cvar_Get( "r_bloom_fast_sample", "0", CVAR_ARCHIVE|CVAR_LATCH );
r_bloom_cascade = ri.Cvar_Get( "r_bloom_cascade", "0", CVAR_ARCHIVE );
r_bloom_cascade_blur = ri.Cvar_Get( "r_bloom_cascade_blur", ".4", CVAR_ARCHIVE );
r_bloom_cascade_intensity= ri.Cvar_Get( "r_bloom_cascade_intensity", "20", CVAR_ARCHIVE );
r_bloom_cascade_alpha = ri.Cvar_Get( "r_bloom_cascade_alpha", "0.15", CVAR_ARCHIVE );
r_bloom_cascade_dry = ri.Cvar_Get( "r_bloom_cascade_dry", "0.8", CVAR_ARCHIVE );
r_bloom_dry = ri.Cvar_Get( "r_bloom_dry", "1", CVAR_ARCHIVE );
r_bloom_reflection = ri.Cvar_Get( "r_bloom_reflection", "0", CVAR_ARCHIVE );
r_bloom_sky_only = ri.Cvar_Get( "r_bloom_sky_only", "0", CVAR_ARCHIVE );
}
// =================================================================
// GLSL POST PROCESSING
// =================================================================
/*
=================
R_Postprocess_InitTextures
=================
*/
static void R_Postprocess_InitTextures( void )
{
#ifdef GLSL_POSTPROCESSING
byte *data;
int vidinted = glConfig.vidHeight * 0.55f;
int intdiv = 1;
force32upload = 1;
// find closer power of 2 to screen size
for (postproc.screen.width = 1; postproc.screen.width< glConfig.vidWidth; postproc.screen.width *= 2);
// if (r_tvMode->integer > 1) // interlaced
// for (postproc.screen.height = 1;postproc.screen.height < vidinted;postproc.screen.height *= 2);
//else
for (postproc.screen.height = 1; postproc.screen.height < glConfig.vidHeight; postproc.screen.height *= 2);
// if (r_tvMode->integer > 1)
// intdiv = 2;
postproc.screen.readW = glConfig.vidWidth / (float)postproc.screen.width;
postproc.screen.readH = glConfig.vidHeight / (float)postproc.screen.height;
// find closer power of 2 to effect size
postproc.work.width = r_bloom_sample_size->integer;
postproc.work.height = postproc.work.width * ( glConfig.vidWidth / glConfig.vidHeight );
for (postproc.effect.width = 1; postproc.effect.width < postproc.work.width; postproc.effect.width *= 2);
for (postproc.effect.height = 1; postproc.effect.height < postproc.work.height; postproc.effect.height *= 2);
postproc.effect.readW = postproc.work.width / (float)postproc.effect.width;
postproc.effect.readH = postproc.work.height / (float)postproc.effect.height;
// postproc.screen.readH /= intdiv; // interlacey
// disable blooms if we can't handle a texture of that size
if( postproc.screen.width > glConfig.maxTextureSize ||
postproc.screen.height > glConfig.maxTextureSize
) {
ri.Cvar_Set( "r_postprocess", "none" );
Com_Printf( S_COLOR_YELLOW"WARNING: 'R_InitPostprocessTextures' too high resolution for postprocessing, effect disabled\n" );
postprocess=0;
return;
}
force32upload = 1;
data = ri.Hunk_AllocateTempMemory( postproc.screen.width * postproc.screen.height * 4 );
Com_Memset( data, 0, postproc.screen.width * postproc.screen.height * 4 );
postproc.screen.texture = R_CreateImage( "***postproc screen texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
ri.Hunk_FreeTempMemory( data );
// leilei - tv output texture
if (r_tvMode->integer > -1) {
// find closer power of 2 to screen size
for (postproc.tv.width = 1; postproc.tv.width< tvWidth; postproc.tv.width *= 2);
for (postproc.tv.height = 1; postproc.tv.height < tvHeight; postproc.tv.height *= 2);
//postproc.tv.height /= intdiv; // interlacey
postproc.tv.readW = tvWidth / (float)postproc.tv.width;
postproc.tv.readH = tvHeight / (float)postproc.tv.height;
// find closer power of 2 to effect size
postproc.tvwork.width = r_bloom_sample_size->integer;
postproc.tvwork.height = postproc.tvwork.width * ( tvWidth / tvHeight );
// postproc.tvwork.height /= intdiv; // interlacey
for (postproc.tveffect.width = 1; postproc.tveffect.width < postproc.tvwork.width; postproc.tveffect.width *= 2) {}
if (intdiv > 1) {
for (postproc.tveffect.height = 1; (postproc.tveffect.height/2) < postproc.tvwork.height; postproc.tveffect.height *= 2) {}
}
else {
for (postproc.tveffect.height = 1; postproc.tveffect.height < postproc.tvwork.height; postproc.tveffect.height *= 2) {}
}
postproc.tveffect.readW = postproc.tvwork.width / (float)postproc.tveffect.width;
postproc.tveffect.readH = postproc.tvwork.height / (float)postproc.tveffect.height;
data = ri.Hunk_AllocateTempMemory( tvWidth * tvHeight * 4 );
Com_Memset( data, 0, tvWidth * tvHeight * 4 );
postproc.tv.texture = R_CreateImage( "***tv output screen texture***", data, tvWidth, tvHeight, qfalse, qfalse, GL_CLAMP_TO_EDGE );
ri.Hunk_FreeTempMemory( data );
}
// leilei - motion blur textures!
if (r_motionblur->integer > 2) {
data = ri.Hunk_AllocateTempMemory( postproc.screen.width * postproc.screen.height * 4 );
Com_Memset( data, 0, postproc.screen.width * postproc.screen.height * 4 );
postproc.motion1.texture = R_CreateImage( "***motionblur1 texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
postproc.motion2.texture = R_CreateImage( "***motionblur2 texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
postproc.motion3.texture = R_CreateImage( "***motionblur3 texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
postproc.motion4.texture = R_CreateImage( "***motionblur4 texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
postproc.motion5.texture = R_CreateImage( "***motionblur5 texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
postproc.mpass1.texture = R_CreateImage( "***motionaccum1 texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
postproc.mpass2.texture = R_CreateImage( "***motionaccum1 texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
postproc.mpass3.texture = R_CreateImage( "***motionaccum1 texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
postproc.mpass4.texture = R_CreateImage( "***motionaccum1 texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
ri.Hunk_FreeTempMemory( data );
}
// GLSL Depth Buffer
data = ri.Hunk_AllocateTempMemory( postproc.screen.width * postproc.screen.height *4);
Com_Memset( data, 0, postproc.screen.width * postproc.screen.height * 4 );
depthimage=1;
postproc.depth.texture = R_CreateImage( "***depthbuffer texture***", data, postproc.screen.width, postproc.screen.height, qfalse, qfalse, GL_CLAMP_TO_EDGE );
depthimage=0;
ri.Hunk_FreeTempMemory( data );
postproc.started = qtrue;
force32upload = 0;
#endif
}
/*
=================
R_InitPostprocessTextures
=================
*/
void R_InitPostprocessTextures( void )
{
#ifdef GLSL_POSTPROCESSING
if( !postprocess )
return;
memset( &postproc, 0, sizeof( postproc ));
R_Postprocess_InitTextures ();
#endif
}
/*
=================
R_Postprocess_BackupScreen
Backup the full original screen to a texture for downscaling and later restoration
=================
*/
static void R_Postprocess_BackupScreen( void )
{
#ifdef GLSL_POSTPROCESSING
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 );
#endif
}
/*
=================
R_PostprocessScreen
=================
*/
void R_PostprocessScreen( void )
{
#ifdef GLSL_POSTPROCESSING
if( !postprocess )
return;
if ( backEnd.donepostproc )
return;
if ( !backEnd.doneSurfaces )
return;
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
backEnd.donepostproc = qtrue;
if( !postproc.started ) {
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
if ( !backEnd.projection2D )
RB_SetGL2D();
qglColor4f( 1, 1, 1, 1 );
//Backup the old screen in a texture
R_Postprocess_BackupScreen();
//Redraw texture using GLSL program
R_Bloom_RestoreScreen_Postprocessed();
#endif
}
void R_PostprocessingInit(void)
{
#ifdef GLSL_POSTPROCESSING
memset( &postproc, 0, sizeof( postproc ));
#endif
}
// =================================================================
// LEIFX FILTER EFFECTS
//
// Some require external GLSL scripts (placed in baseoa/glsl)
// Some don't but are unstable on non-GL2 hardware anyway.
//
// =================================================================
static void ID_INLINE R_LeiFX_Pointless_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 ();
}
void R_LeiFX_Stupid_Hack (void)
{
GL_State( GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_SRC_COLOR);
GL_Bind( tr.whiteImage );
GL_Cull( CT_TWO_SIDED );
qglColor4f( 1, 1, 1, 1 );
R_LeiFX_Pointless_Quad( 0, 0, 0, 0, 1, 1 );
}
void R_LeiFXPostprocessDitherScreen( void )
{
#ifdef GLSL_POSTPROCESSING
if( !r_leifx->integer)
return;
if ( backEnd.doneleifx)
return;
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
// if ( !backEnd.doneSurfaces )
// return;
// backEnd.doneleifx = qtrue;
if( !postproc.started ) {
force32upload = 1;
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
if ( !backEnd.projection2D )
RB_SetGL2D();
// postprocess = 1;
leifxmode = 1;
// The stupidest hack in america
R_LeiFX_Stupid_Hack();
if (r_leifx->integer > 1) {
leifxmode = 1; // reduct and dither - 1 pass
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
}
force32upload = 0;
#endif
}
void R_LeiFXPostprocessFilterScreen( void )
{
#ifdef GLSL_POSTPROCESSING
if( !r_leifx->integer)
return;
if ( backEnd.doneleifx)
return;
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
// if ( !backEnd.doneSurfaces )
// return;
if( !postproc.started ) {
force32upload = 1;
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
if ( !backEnd.projection2D ) {
RB_SetGL2D();
}
force32upload = 1;
// postprocess = 1;
/* if (r_leifx->integer == 3){
leifxmode = 2; // gamma - 1 pass
// The stupidest hack in america
R_LeiFX_Stupid_Hack();
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
}
*/ // Gamma disabled because r_alternateBrightness 2 makes it redundant now.
if (r_leifx->integer > 3) {
leifxmode = 3; // filter - 4 pass
// The stupidest hack in america
R_LeiFX_Stupid_Hack();
leifxpass = 0;
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
leifxpass = 1;
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
leifxpass = 2;
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
leifxpass = 3;
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
}
backEnd.doneleifx = qtrue;
force32upload = 0;
#endif
}
// =================================================================
// NTSC EFFECTS
//
// Thanks to the libretro team for their gpl ntsc shader code
//
// =================================================================
void R_NTSCScreen( void )
{
#ifdef GLSL_POSTPROCESSING
if( !r_ntsc->integer)
return;
if ( backEnd.donentsc)
return;
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
// if ( !backEnd.doneSurfaces )
// return;
if( !postproc.started ) {
force32upload = 1;
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
if ( !backEnd.projection2D ) {
RB_SetGL2D();
}
force32upload = 1;
int ntsc_bleed = 0;
int ntsc_encode = 0;
int ntsc_decode = 0;
// TODO: Switch it up
if (r_ntsc->integer == 1) {
ntsc_bleed = 1;
}
else if (r_ntsc->integer == 2) {
ntsc_bleed = 1;
ntsc_encode = 1;
ntsc_decode = 1;
}
else if (r_ntsc->integer == 3) {
ntsc_bleed = 0;
ntsc_encode = 1;
ntsc_decode = 1;
}
else if (r_ntsc->integer == 4) {
ntsc_bleed = 1;
ntsc_encode = 1;
ntsc_decode = 1;
}
else if (r_ntsc->integer > 6) {
ntsc_bleed = 666;
ntsc_encode = 0;
ntsc_decode = 0;
}
else {
ntsc_bleed = 0;
ntsc_encode = 1;
ntsc_decode = 0;
}
// qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
// qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
R_LeiFX_Stupid_Hack();
if (ntsc_encode) {
leifxmode = 632; // Encode to composite
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
}
if (ntsc_decode) {
leifxmode = 633; // Decode to RGB
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
}
if (ntsc_bleed) {
leifxmode = 634; // Encode to YUV and decode to RGB
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
}
if (ntsc_bleed == 666) {
leifxmode = 634; // Encode to YUV and decode to RGB EXCESSIVELY
int passasses = r_ntsc->integer;
int j;
for (j=0; j<passasses; j++) {
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
}
}
backEnd.donentsc = qtrue;
force32upload = 0;
#endif
}
// =================================================================
// ALTERNATE SCREEN BRIGHTNESS
// =================================================================
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 ();
}
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 )
{
int mode = 0; // 0 = none; 1 = blend; 2 = shader
if( !r_alternateBrightness->integer)
return;
if ( backEnd.doneAltBrightness)
return;
if (r_alternateBrightness->integer == 1)
mode = 1; // force use blend
#ifdef GLSL_POSTPROCESSING
if (r_alternateBrightness->integer == 2) {
// Automatically determine from capabilities
if ( vertexShaders ) {
mode = 2;
}
else {
mode = 1;
}
}
// the modern pixel shader way
if (mode == 2) {
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
if( !postproc.started ) {
force32upload = 1;
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
if ( !backEnd.projection2D )
RB_SetGL2D();
force32upload = 1;
leifxmode = 666; // anime effect - outlines, desat, bloom and other crap to go with it
R_LeiFX_Stupid_Hack();
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
backEnd.doneAltBrightness = qtrue;
force32upload = 0;
}
// the fixed function quad blending way
else if (mode == 1)
#endif
{
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
}
// Blend method
// do a loop for every overbright bit enabled
for (eh=0; eh<ah; eh++)
R_BrightItUp(GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ONE, 1.0f);
backEnd.doneAltBrightness = qtrue;
}
}
}
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
//
// Really a bunch of blend planes trying to really fake
// some cinematic looks on fixed function hardware. Fillrate
// heavy.
//
// =================================================================
void R_FilmScreen( void )
{
vec3_t tone, toneinv, tonecont;
if( !r_film->integer )
return;
if ( backEnd.doneFilm )
return;
if ( !backEnd.projection2D )
RB_SetGL2D();
backEnd.doneFilm = qtrue;
// set up our colors, this is our default
tone[0] = 0.8f;
tone[1] = 0.9f;
tone[2] = 1.0f;
//VectorCopy( backEnd.currentEntity->ambientLight, tone );
if (backEnd.currentEntity) {
if (backEnd.currentEntity->ambientLight[0] > 0.001f && backEnd.currentEntity->ambientLight[1] > 0.001f && backEnd.currentEntity->ambientLight[2] > 0.001f) {
tone[0] = backEnd.currentEntity->ambientLight[0];
tone[1] = backEnd.currentEntity->ambientLight[1];
tone[2] = backEnd.currentEntity->ambientLight[2];
}
}
// VectorNormalize(tone);
tone[0] *= 0.3 + 0.7;
tone[1] *= 0.3 + 0.7;
tone[2] *= 0.3 + 0.7;
// tone[0] = 1.6f;
// tone[1] = 1.2f;
// tone[2] = 0.7f;
// TODO: Get overexposure to flares raising this faking "HDR"
tonecont[0] = 0.0f;
tonecont[1] = 0.0f;
tonecont[2] = 0.0f;
// inverted
toneinv[0] = tone[0] * -1 + 1 + tonecont[0];
toneinv[1] = tone[1] * -1 + 1 + tonecont[1];
toneinv[2] = tone[2] * -1 + 1 + tonecont[2];
// 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 );
qglColor4f( (0.9f + (tone[0] * 0.5)), (0.9f + (tone[1] * 0.5)), (0.9f + (tone[2] * 0.5)), 1.0f );
R_Brighter_Quad( glConfig.vidWidth, glConfig.vidHeight, 0.25f, 0.25f, 0.48f, 0.48f );
// invert.
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 );
qglColor4f( (0.8f + (toneinv[0] * 0.5)), (0.8f + (toneinv[1] * 0.5)), (0.8f + (toneinv[2] * 0.5)), 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 );
qglColor4f( (0.73f + (toneinv[0] * 0.4)), (0.73f + (toneinv[1] * 0.4)), (0.73f + (toneinv[2] * 0.4)), 1.0f );
R_Brighter_Quad( glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1, 1 );
}
// =================================================================
// OLD-STYLE ANTIALIASING
// =================================================================
// leilei - old 2000 console-style antialiasing/antiflickering
void R_RetroAAScreen( void )
{
// this should not need glsl either, but
#ifdef GLSL_POSTPROCESSING
if( !r_retroAA->integer)
return;
if ( backEnd.doneraa)
return;
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
if( !postproc.started ) {
force32upload = 1;
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
if ( !backEnd.projection2D )
RB_SetGL2D();
force32upload = 1;
leifxmode = 1233; // just show it through to tvWidth/tvHeight
//R_Postprocess_BackupScreen();
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
backEnd.doneraa = qtrue;
force32upload = 0;
#endif
}
// =================================================================
// !GLSL!
// ANIME SHADERS
// =================================================================
void R_AnimeScreen( void )
{
#ifdef GLSL_POSTPROCESSING
if( !r_anime->integer)
return;
if ( backEnd.doneanime)
return;
if ( !backEnd.doneSurfaces )
return;
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
if( !postproc.started ) {
force32upload = 1;
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
if ( !backEnd.projection2D )
RB_SetGL2D();
force32upload = 1;
leifxmode = 888; // anime effect - outlines, desat, bloom and other crap to go with it
R_LeiFX_Stupid_Hack();
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
leifxmode = 999; // film effect - to blur things slightly, and add some grain and chroma stuff
R_LeiFX_Stupid_Hack();
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
backEnd.doneanime = qtrue;
force32upload = 0;
#endif
}
// =================================================================
// !GLSL!
// MOTION BLUR EFFECT
// =================================================================
// leilei - motion blur hack
void R_MotionBlur_BackupScreen(int which)
{
#ifdef GLSL_POSTPROCESSING
if( r_motionblur->integer < 3)
return;
if (which == 1) {
GL_Bind( postproc.motion1.texture ); // gather thee samples
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
if (which == 2) {
GL_Bind( postproc.motion2.texture );
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
if (which == 3) {
GL_Bind( postproc.motion3.texture );
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
if (which == 4) {
GL_Bind( postproc.motion4.texture );
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
if (which == 5) {
GL_Bind( postproc.motion5.texture );
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
if (which == 11) {
GL_Bind( postproc.mpass1.texture ); // to accum
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
if (which == 12) {
GL_Bind( postproc.mpass1.texture ); // to accum
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
if (which == 13) {
GL_Bind( postproc.mpass1.texture ); // to accum
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
if (which == 14) {
GL_Bind( postproc.mpass1.texture ); // to accum
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
if (which == 18) {
GL_Bind( postproc.screen.texture ); // to accum
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight );
}
#endif
}
void R_MblurScreen( void )
{
#ifdef GLSL_POSTPROCESSING
if( r_motionblur->integer < 3)
return;
if ( backEnd.donemblur)
return;
if ( !backEnd.doneSurfaces )
return;
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
if( !postproc.started ) {
force32upload = 1;
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
if ( !backEnd.projection2D )
RB_SetGL2D();
force32upload = 1;
leifxmode = 777; // accumulate frames for the motion blur buffer
R_LeiFX_Stupid_Hack();
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
force32upload = 0;
#else
// NO! Use the accumulation buffer instead.
#endif
}
void R_MblurScreenPost( void )
{
#ifdef GLSL_POSTPROCESSING
if( r_motionblur->integer < 3)
return;
if ( !backEnd.doneSurfaces )
return;
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
if( !postproc.started ) {
force32upload = 1;
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
backEnd.donemblur = qtrue;
if ( !backEnd.projection2D )
RB_SetGL2D();
force32upload = 1;
leifxmode = 770; // accumulate frames for the motion blur buffer
R_LeiFX_Stupid_Hack();
// R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
force32upload = 0;
#else
// NO!
#endif
}
// =================================================================
// TV MODE
// =================================================================
static void R_Postprocess_BackupScreenTV( void )
{
#ifdef GLSL_POSTPROCESSING
int intdiv;
intdiv = 1;
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_Bind( postproc.screen.texture );
qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
#endif
}
static void R_Postprocess_ScaleTV( void )
{
#ifdef GLSL_POSTPROCESSING
GL_TexEnv( GL_MODULATE );
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
#endif
}
// tvmode doesn't do any actual postprocessing yet (ntsc, shadow mask etc)
float tvtime;
void R_TVScreen( void )
{
// leilei - this might not actually need glsl but we're doing this anyway.
#ifdef GLSL_POSTPROCESSING
if( r_tvMode->integer < 0)
return;
if ( backEnd.donetv)
return;
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
if( !postproc.started ) {
force32upload = 1;
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
// if ( !backEnd.projection2D )
// RB_SetGL2D();
force32upload = 1;
// postprocess = 1;
if (backEnd.refdef.time > tvtime) {
tvinterlace *= -1;
tvtime = backEnd.refdef.time + (1000.0f / 60); // 60hz
}
tvinter = tvinterlace;
if (tvinter < 0) tvinter = 0;
if (r_tvMode->integer < 100) tvinter = 0;
tvinter = 0;
leifxmode = 1234; // just show it through to tvWidth/tvHeight
//if (r_tvMode->integer > 2)
// leifxmode = 1236; // run it through a shader
//R_Postprocess_BackupScreen();
if (r_tvMode->integer > 100) {
R_Postprocess_ScaleTV();
}
else {
R_Postprocess_BackupScreenTV();
R_Bloom_RestoreScreen_Postprocessed();
}
backEnd.donetv = qtrue;
force32upload = 0;
#else
// NO!
#endif
}
// =================================================================
// PALLETIZING
//
// Processes the screen into having a 8-bit indexed color
// palette to suit a throwback mode better
//
// =================================================================
void R_PaletteScreen( void )
{
#ifdef GLSL_POSTPROCESSING
if( !r_palletize->integer)
return;
if ( backEnd.donepalette)
return;
if ( !backEnd.doneSurfaces )
return;
if ( !vertexShaders )
return; // leilei - cards without support for this should not ever activate this
if( !postproc.started ) {
force32upload = 1;
R_Postprocess_InitTextures();
if( !postproc.started )
return;
}
if ( !backEnd.projection2D )
RB_SetGL2D();
force32upload = 1;
leifxmode = 1997; // anime effect - outlines, desat, bloom and other crap to go with it
R_LeiFX_Stupid_Hack();
R_Postprocess_BackupScreen();
R_Bloom_RestoreScreen_Postprocessed();
backEnd.donepalette = qtrue;
force32upload = 0;
#else
// NO!
#endif
}
// =================================================================
// WATER BUFFER TEST
// =================================================================
static struct {
// NO!
} water;
// leilei - experimental water effect
static void R_Water_InitTextures( void )
{
// NO!
}
void R_InitWaterTextures( void )
{
// NO!
}
static void R_Water_BackupScreen( void )
{
// NO!
}
static void R_WaterWorks( void )
{
// NO!
}
static void R_Water_RestoreScreen( void )
{
// NO!
}
void R_WaterInit( void )
{
// NO!
}
void R_WaterScreen( void )
{
// NO!
}