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diff --git a/src/renderergl2/tr_postprocess.cpp b/src/renderergl2/tr_postprocess.cpp
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+/*
+===========================================================================
+Copyright (C) 2011 Andrei Drexler, Richard Allen, James Canete
+Copyright (C) 2015-2019 GrangerHub
+
+This file is part of Tremulous.
+
+Tremulous 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 3 of the License,
+or (at your option) any later version.
+
+Tremulous 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 Tremulous; if not, see <https://www.gnu.org/licenses/>
+
+===========================================================================
+*/
+
+#include "tr_local.h"
+
+void RB_ToneMap(FBO_t *hdrFbo, ivec4_t hdrBox, FBO_t *ldrFbo, ivec4_t ldrBox, int autoExposure)
+{
+ ivec4_t srcBox, dstBox;
+ vec4_t color;
+ static int lastFrameCount = 0;
+
+ if (autoExposure)
+ {
+ if (lastFrameCount == 0 || tr.frameCount < lastFrameCount || tr.frameCount - lastFrameCount > 5)
+ {
+ // determine average log luminance
+ FBO_t *srcFbo, *dstFbo, *tmp;
+ int size = 256;
+
+ lastFrameCount = tr.frameCount;
+
+ VectorSet4(dstBox, 0, 0, size, size);
+
+ FBO_Blit(hdrFbo, hdrBox, NULL, tr.textureScratchFbo[0], dstBox, &tr.calclevels4xShader[0], NULL, 0);
+
+ srcFbo = tr.textureScratchFbo[0];
+ dstFbo = tr.textureScratchFbo[1];
+
+ // downscale to 1x1 texture
+ while (size > 1)
+ {
+ VectorSet4(srcBox, 0, 0, size, size);
+ //size >>= 2;
+ size >>= 1;
+ VectorSet4(dstBox, 0, 0, size, size);
+
+ if (size == 1)
+ dstFbo = tr.targetLevelsFbo;
+
+ //FBO_Blit(targetFbo, srcBox, NULL, tr.textureScratchFbo[nextScratch], dstBox, &tr.calclevels4xShader[1], NULL, 0);
+ FBO_FastBlit(srcFbo, srcBox, dstFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+ tmp = srcFbo;
+ srcFbo = dstFbo;
+ dstFbo = tmp;
+ }
+ }
+
+ // blend with old log luminance for gradual change
+ VectorSet4(srcBox, 0, 0, 0, 0);
+
+ color[0] =
+ color[1] =
+ color[2] = 1.0f;
+ if (glRefConfig.textureFloat)
+ color[3] = 0.03f;
+ else
+ color[3] = 0.1f;
+
+ FBO_Blit(tr.targetLevelsFbo, srcBox, NULL, tr.calcLevelsFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ }
+
+ // tonemap
+ color[0] =
+ color[1] =
+ color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
+ color[3] = 1.0f;
+
+ if (autoExposure)
+ GL_BindToTMU(tr.calcLevelsImage, TB_LEVELSMAP);
+ else
+ GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP);
+
+ FBO_Blit(hdrFbo, hdrBox, NULL, ldrFbo, ldrBox, &tr.tonemapShader, color, 0);
+}
+
+/*
+=============
+RB_BokehBlur
+
+
+Blurs a part of one framebuffer to another.
+
+Framebuffers can be identical.
+=============
+*/
+void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float blur)
+{
+// ivec4_t srcBox, dstBox;
+ vec4_t color;
+
+ blur *= 10.0f;
+
+ if (blur < 0.004f)
+ return;
+
+ if (glRefConfig.framebufferObject)
+ {
+ // bokeh blur
+ if (blur > 0.0f)
+ {
+ ivec4_t quarterBox;
+
+ quarterBox[0] = 0;
+ quarterBox[1] = tr.quarterFbo[0]->height;
+ quarterBox[2] = tr.quarterFbo[0]->width;
+ quarterBox[3] = -tr.quarterFbo[0]->height;
+
+ // create a quarter texture
+ //FBO_Blit(NULL, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0);
+ FBO_FastBlit(src, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ }
+
+#ifndef HQ_BLUR
+ if (blur > 1.0f)
+ {
+ // create a 1/16th texture
+ //FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, NULL, 0);
+ FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ }
+#endif
+
+ if (blur > 0.0f && blur <= 1.0f)
+ {
+ // Crossfade original with quarter texture
+ VectorSet4(color, 1, 1, 1, blur);
+
+ FBO_Blit(tr.quarterFbo[0], NULL, NULL, dst, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ }
+#ifndef HQ_BLUR
+ // ok blur, but can see some pixelization
+ else if (blur > 1.0f && blur <= 2.0f)
+ {
+ // crossfade quarter texture with 1/16th texture
+ FBO_Blit(tr.quarterFbo[0], NULL, NULL, dst, dstBox, NULL, NULL, 0);
+
+ VectorSet4(color, 1, 1, 1, blur - 1.0f);
+
+ FBO_Blit(tr.textureScratchFbo[0], NULL, NULL, dst, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ }
+ else if (blur > 2.0f)
+ {
+ // blur 1/16th texture then replace
+ int i;
+
+ for (i = 0; i < 2; i++)
+ {
+ vec2_t blurTexScale;
+ float subblur;
+
+ subblur = ((blur - 2.0f) / 2.0f) / 3.0f * (float)(i + 1);
+
+ blurTexScale[0] =
+ blurTexScale[1] = subblur;
+
+ color[0] =
+ color[1] =
+ color[2] = 0.5f;
+ color[3] = 1.0f;
+
+ if (i != 0)
+ FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
+ else
+ FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0);
+ }
+
+ FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, dst, dstBox, NULL, NULL, 0);
+ }
+#else // higher quality blur, but slower
+ else if (blur > 1.0f)
+ {
+ // blur quarter texture then replace
+ int i;
+
+ src = tr.quarterFbo[0];
+ dst = tr.quarterFbo[1];
+
+ VectorSet4(color, 0.5f, 0.5f, 0.5f, 1);
+
+ for (i = 0; i < 2; i++)
+ {
+ vec2_t blurTexScale;
+ float subblur;
+
+ subblur = (blur - 1.0f) / 2.0f * (float)(i + 1);
+
+ blurTexScale[0] =
+ blurTexScale[1] = subblur;
+
+ color[0] =
+ color[1] =
+ color[2] = 1.0f;
+ if (i != 0)
+ color[3] = 1.0f;
+ else
+ color[3] = 0.5f;
+
+ FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ }
+
+ FBO_Blit(tr.quarterFbo[1], NULL, NULL, dst, dstBox, NULL, NULL, 0);
+ }
+#endif
+ }
+}
+
+
+static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretch, float x, float y, float w, float h, float xcenter, float ycenter, float alpha)
+{
+ ivec4_t srcBox, dstBox;
+ int srcWidth, srcHeight;
+ vec4_t color;
+ const float inc = 1.f / passes;
+ const float mul = powf(stretch, inc);
+ float scale;
+
+ alpha *= inc;
+ VectorSet4(color, alpha, alpha, alpha, 1.0f);
+
+ srcWidth = srcFbo ? srcFbo->width : glConfig.vidWidth;
+ srcHeight = srcFbo ? srcFbo->height : glConfig.vidHeight;
+
+ VectorSet4(srcBox, 0, 0, srcWidth, srcHeight);
+
+ VectorSet4(dstBox, x, y, w, h);
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0);
+
+ --passes;
+ scale = mul;
+ while (passes > 0)
+ {
+ float iscale = 1.f / scale;
+ float s0 = xcenter * (1.f - iscale);
+ float t0 = (1.0f - ycenter) * (1.f - iscale);
+
+ srcBox[0] = s0 * srcWidth;
+ srcBox[1] = t0 * srcHeight;
+ srcBox[2] = iscale * srcWidth;
+ srcBox[3] = iscale * srcHeight;
+
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
+
+ scale *= mul;
+ --passes;
+ }
+}
+
+
+static bool RB_UpdateSunFlareVis(void)
+{
+ GLuint sampleCount = 0;
+ if (!glRefConfig.occlusionQuery)
+ return true;
+
+ tr.sunFlareQueryIndex ^= 1;
+ if (!tr.sunFlareQueryActive[tr.sunFlareQueryIndex])
+ return true;
+
+ /* debug code */
+ if (0)
+ {
+ int iter;
+ for (iter=0 ; ; ++iter)
+ {
+ GLint available = 0;
+ qglGetQueryObjectiv(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT_AVAILABLE, &available);
+ if (available)
+ break;
+ }
+
+ ri.Printf(PRINT_DEVELOPER, "Waited %d iterations\n", iter);
+ }
+
+ qglGetQueryObjectuiv(tr.sunFlareQuery[tr.sunFlareQueryIndex], GL_QUERY_RESULT, &sampleCount);
+ return sampleCount > 0;
+}
+
+void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
+{
+ vec4_t color;
+ float dot;
+ const float cutoff = 0.25f;
+ bool colorize = true;
+
+// float w, h, w2, h2;
+ mat4_t mvp;
+ vec4_t pos, hpos;
+
+ dot = DotProduct(tr.sunDirection, backEnd.viewParms.orientation.axis[0]);
+ if (dot < cutoff)
+ return;
+
+ if (!RB_UpdateSunFlareVis())
+ return;
+
+ // From RB_DrawSun()
+ {
+ float dist;
+ mat4_t trans, model;
+
+ Mat4Translation( backEnd.viewParms.orientation.origin, trans );
+ Mat4Multiply( backEnd.viewParms.world.modelMatrix, trans, model );
+ Mat4Multiply(backEnd.viewParms.projectionMatrix, model, mvp);
+
+ dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
+
+ VectorScale( tr.sunDirection, dist, pos );
+ }
+
+ // project sun point
+ //Mat4Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp);
+ Mat4Transform(mvp, pos, hpos);
+
+ // transform to UV coords
+ hpos[3] = 0.5f / hpos[3];
+
+ pos[0] = 0.5f + hpos[0] * hpos[3];
+ pos[1] = 0.5f + hpos[1] * hpos[3];
+
+ // initialize quarter buffers
+ {
+ float mul = 1.f;
+ ivec4_t rayBox, quarterBox;
+ int srcWidth = srcFbo ? srcFbo->width : glConfig.vidWidth;
+ int srcHeight = srcFbo ? srcFbo->height : glConfig.vidHeight;
+
+ VectorSet4(color, mul, mul, mul, 1);
+
+ rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcWidth;
+ rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcHeight;
+ rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcWidth;
+ rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcHeight;
+
+ quarterBox[0] = 0;
+ quarterBox[1] = tr.quarterFbo[0]->height;
+ quarterBox[2] = tr.quarterFbo[0]->width;
+ quarterBox[3] = -tr.quarterFbo[0]->height;
+
+ // first, downsample the framebuffer
+ if (colorize)
+ {
+ FBO_FastBlit(srcFbo, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ FBO_Blit(tr.sunRaysFbo, rayBox, NULL, tr.quarterFbo[0], quarterBox, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
+ }
+ else
+ {
+ FBO_FastBlit(tr.sunRaysFbo, rayBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ }
+ }
+
+ // radial blur passes, ping-ponging between the two quarter-size buffers
+ {
+ const float stretch_add = 2.f/3.f;
+ float stretch = 1.f + stretch_add;
+ int i;
+ for (i=0; i<2; ++i)
+ {
+ RB_RadialBlur(tr.quarterFbo[i&1], tr.quarterFbo[(~i) & 1], 5, stretch, 0.f, 0.f, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height, pos[0], pos[1], 1.125f);
+ stretch += stretch_add;
+ }
+ }
+
+ // add result back on top of the main buffer
+ {
+ float mul = 1.f;
+
+ VectorSet4(color, mul, mul, mul, 1);
+
+ FBO_Blit(tr.quarterFbo[0], NULL, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
+ }
+}
+
+static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, bool horizontal)
+{
+ float dx, dy;
+ float xmul, ymul;
+ float weights[3] = {
+ 0.227027027f,
+ 0.316216216f,
+ 0.070270270f,
+ };
+ float offsets[3] = {
+ 0.f,
+ 1.3846153846f,
+ 3.2307692308f,
+ };
+
+ xmul = horizontal;
+ ymul = 1.f - xmul;
+
+ xmul *= strength;
+ ymul *= strength;
+
+ {
+ ivec4_t srcBox, dstBox;
+ vec4_t color;
+
+ VectorSet4(color, weights[0], weights[0], weights[0], 1.0f);
+ VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
+ VectorSet4(dstBox, 0, 0, dstFbo->width, dstFbo->height);
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, 0);
+
+ VectorSet4(color, weights[1], weights[1], weights[1], 1.0f);
+ dx = offsets[1] * xmul;
+ dy = offsets[1] * ymul;
+ VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
+ VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
+
+ VectorSet4(color, weights[2], weights[2], weights[2], 1.0f);
+ dx = offsets[2] * xmul;
+ dy = offsets[2] * ymul;
+ VectorSet4(srcBox, dx, dy, srcFbo->width, srcFbo->height);
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
+ VectorSet4(srcBox, -dx, -dy, srcFbo->width, srcFbo->height);
+ FBO_Blit(srcFbo, srcBox, NULL, dstFbo, dstBox, NULL, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
+ }
+}
+
+static void RB_HBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength)
+{
+ RB_BlurAxis(srcFbo, dstFbo, strength, true);
+}
+
+static void RB_VBlur(FBO_t *srcFbo, FBO_t *dstFbo, float strength)
+{
+ RB_BlurAxis(srcFbo, dstFbo, strength, false);
+}
+
+void RB_GaussianBlur(float blur)
+{
+ //float mul = 1.f;
+ float factor = Com_Clamp(0.f, 1.f, blur);
+
+ if (factor <= 0.f)
+ return;
+
+ {
+ ivec4_t srcBox, dstBox;
+ vec4_t color;
+
+ VectorSet4(color, 1, 1, 1, 1);
+
+ // first, downsample the framebuffer
+ FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ FBO_FastBlit(tr.quarterFbo[0], NULL, tr.textureScratchFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+
+ // set the alpha channel
+ qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
+ FBO_BlitFromTexture(tr.whiteImage, NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, color, GLS_DEPTHTEST_DISABLE);
+ qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ // blur the tiny buffer horizontally and vertically
+ RB_HBlur(tr.textureScratchFbo[0], tr.textureScratchFbo[1], factor);
+ RB_VBlur(tr.textureScratchFbo[1], tr.textureScratchFbo[0], factor);
+
+ // finally, merge back to framebuffer
+ VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
+ VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
+ color[3] = factor;
+ FBO_Blit(tr.textureScratchFbo[0], srcBox, NULL, NULL, dstBox, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ }
+}