Files
illusion-arena-engine/code/renderer_oa/tr_bloom.c
leilei- f9d4ebbb40 Paletted texture support (GL_EXT_paletted_texture, r_textureBits 8, expects gfx/palette.lmp)
Quarter-broken texture resampling from Darkplaces
Half-broken otherblendmodes=alpha fixes for Pvr
Postprocess Bloom works on S3TC and texturebits 0
Fix memory allocation typo with postprocess
2014-03-18 08:06:20 -04:00

1042 lines
32 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: 2D lighting post process effect
#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;
static cvar_t *r_bloom_reflection; // LEILEI
static cvar_t *r_bloom_sky_only; // LEILEI
cvar_t *r_film;
extern int force32upload;
int fakeit = 0;
/*
==============================================================================
LIGHT BLOOMS
==============================================================================
*/
static float Diamond8x[8][8] =
{
{ 0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, },
{ 0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f, },
{ 0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f, },
{ 0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f, },
{ 0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f, },
{ 0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f, },
{ 0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f, },
{ 0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f }
};
static float Diamond6x[6][6] =
{
{ 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, },
{ 0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f, },
{ 0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f, },
{ 0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f, },
{ 0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f, },
{ 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f }
};
static float Diamond4x[4][4] =
{
{ 0.3f, 0.4f, 0.4f, 0.3f, },
{ 0.4f, 0.9f, 0.9f, 0.4f, },
{ 0.4f, 0.9f, 0.9f, 0.4f, },
{ 0.3f, 0.4f, 0.4f, 0.3f }
};
static 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 struct {
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;
qboolean started;
} postproc;
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_Postprocess_InitTextures
=================
*/
static void R_Postprocess_InitTextures( void )
{
byte *data;
// find closer power of 2 to screen size
for (postproc.screen.width = 1;postproc.screen.width< glConfig.vidWidth;postproc.screen.width *= 2);
for (postproc.screen.height = 1;postproc.screen.height < glConfig.vidHeight;postproc.screen.height *= 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;
// 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 );
// 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;
}
/*
=================
R_InitBloomTextures
=================
*/
void R_InitBloomTextures( void )
{
if( !r_bloom->integer )
return;
memset( &bloom, 0, sizeof( bloom ));
R_Bloom_InitTextures ();
}
/*
=================
R_InitPostprocessTextures
=================
*/
void R_InitPostprocessTextures( void )
{
if( !postprocess )
return;
memset( &postproc, 0, sizeof( postproc ));
R_Postprocess_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;
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();
}
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 );
}
void R_PostprocessingInit(void) {
memset( &postproc, 0, sizeof( postproc ));
}
/*
==============================================================================
Alternate brightness
Because X11 sucks.
==============================================================================
*/
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 );
}