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-rw-r--r--src/renderergl2/glsl/depthblur_fp.glsl20
-rw-r--r--src/renderergl2/tr_backend.c74
-rw-r--r--src/renderergl2/tr_fbo.c8
-rw-r--r--src/renderergl2/tr_image.c7
-rw-r--r--src/renderergl2/tr_init.c4
-rw-r--r--src/renderergl2/tr_local.h3
6 files changed, 73 insertions, 43 deletions
diff --git a/src/renderergl2/glsl/depthblur_fp.glsl b/src/renderergl2/glsl/depthblur_fp.glsl
index 93895b4e..15f7be27 100644
--- a/src/renderergl2/glsl/depthblur_fp.glsl
+++ b/src/renderergl2/glsl/depthblur_fp.glsl
@@ -1,13 +1,13 @@
uniform sampler2D u_ScreenImageMap;
uniform sampler2D u_ScreenDepthMap;
-uniform vec4 u_ViewInfo; // zfar / znear, zfar
+uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
varying vec2 var_ScreenTex;
//float gauss[5] = float[5](0.30, 0.23, 0.097, 0.024, 0.0033);
float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);
//float gauss[3] = float[3](0.60, 0.19, 0.0066);
-#define GAUSS_SIZE 4
+#define BLUR_SIZE 4
float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNear)
{
@@ -17,7 +17,7 @@ float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNea
vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar)
{
- float scale = 1.0 / 256.0;
+ vec2 scale = u_ViewInfo.zw;
#if defined(USE_HORIZONTAL_BLUR)
vec2 direction = vec2(1.0, 0.0) * scale;
@@ -27,22 +27,32 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
float depthCenter = zFar * getLinearDepth(depthMap, tex, zFarDivZNear);
vec2 centerSlope = vec2(dFdx(depthCenter), dFdy(depthCenter)) / vec2(dFdx(tex.x), dFdy(tex.y));
-
+
+#if defined(USE_GAUSS)
vec4 result = texture2D(imageMap, tex) * gauss[0];
float total = gauss[0];
+#else
+ vec4 result = texture2D(imageMap, tex);
+ float total = 1.0;
+#endif
int i, j;
for (i = 0; i < 2; i++)
{
- for (j = 1; j < GAUSS_SIZE; j++)
+ for (j = 1; j < BLUR_SIZE; j++)
{
vec2 offset = direction * j;
float depthSample = zFar * getLinearDepth(depthMap, tex + offset, zFarDivZNear);
float depthExpected = depthCenter + dot(centerSlope, offset);
if(abs(depthSample - depthExpected) < 5.0)
{
+#if defined(USE_GAUSS)
result += texture2D(imageMap, tex + offset) * gauss[j];
total += gauss[j];
+#else
+ result += texture2D(imageMap, tex + offset);
+ total += 1.0;
+#endif
}
}
diff --git a/src/renderergl2/tr_backend.c b/src/renderergl2/tr_backend.c
index f7720443..e0715d04 100644
--- a/src/renderergl2/tr_backend.c
+++ b/src/renderergl2/tr_backend.c
@@ -957,6 +957,9 @@ const void *RB_DrawSurfs( const void *data ) {
if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
{
FBO_t *oldFbo = glState.currentFBO;
+ vec4_t viewInfo;
+
+ VectorSet4(viewInfo, backEnd.viewParms.zFar / r_znear->value, backEnd.viewParms.zFar, 0.0, 0.0);
backEnd.depthFill = qtrue;
qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@@ -1043,15 +1046,12 @@ const void *RB_DrawSurfs( const void *data ) {
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
{
- vec4_t viewInfo;
vec3_t viewVector;
float zmax = backEnd.viewParms.zFar;
float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f);
float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f);
- float zmin = r_znear->value;
-
VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector);
VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
@@ -1059,13 +1059,39 @@ const void *RB_DrawSurfs( const void *data ) {
VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector);
- VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
-
GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo);
}
-
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
+
+ if (r_shadowBlur->integer)
+ {
+ viewInfo[2] = 1.0f / (float)(tr.screenScratchFbo->width);
+ viewInfo[3] = 1.0f / (float)(tr.screenScratchFbo->height);
+
+ FBO_Bind(tr.screenScratchFbo);
+
+ GLSL_BindProgram(&tr.depthBlurShader[0]);
+
+ GL_BindToTMU(tr.screenShadowImage, TB_COLORMAP);
+ GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
+
+ GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
+
+ RB_InstantQuad2(quadVerts, texCoords);
+
+
+ FBO_Bind(tr.screenShadowFbo);
+
+ GLSL_BindProgram(&tr.depthBlurShader[1]);
+
+ GL_BindToTMU(tr.screenScratchImage, TB_COLORMAP);
+ GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
+
+ GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
+
+ RB_InstantQuad2(quadVerts, texCoords);
+ }
}
if (r_ssao->integer)
@@ -1073,6 +1099,9 @@ const void *RB_DrawSurfs( const void *data ) {
vec4_t quadVerts[4];
vec2_t texCoords[4];
+ viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
+ viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
+
FBO_Bind(tr.quarterFbo[0]);
qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
@@ -1094,16 +1123,7 @@ const void *RB_DrawSurfs( const void *data ) {
GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP);
- {
- vec4_t viewInfo;
-
- float zmax = backEnd.viewParms.zFar;
- float zmin = r_znear->value;
-
- VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
-
- GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
- }
+ GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
@@ -1118,16 +1138,7 @@ const void *RB_DrawSurfs( const void *data ) {
GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
- {
- vec4_t viewInfo;
-
- float zmax = backEnd.viewParms.zFar;
- float zmin = r_znear->value;
-
- VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
-
- GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
- }
+ GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
@@ -1142,16 +1153,7 @@ const void *RB_DrawSurfs( const void *data ) {
GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
- {
- vec4_t viewInfo;
-
- float zmax = backEnd.viewParms.zFar;
- float zmin = r_znear->value;
-
- VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
-
- GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
- }
+ GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
diff --git a/src/renderergl2/tr_fbo.c b/src/renderergl2/tr_fbo.c
index 12293766..80d59f62 100644
--- a/src/renderergl2/tr_fbo.c
+++ b/src/renderergl2/tr_fbo.c
@@ -310,6 +310,14 @@ void FBO_Init(void)
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
+ if (r_shadowBlur->integer)
+ {
+ tr.screenScratchFbo = FBO_Create("screenScratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
+ FBO_AttachImage(tr.screenScratchFbo, tr.screenScratchImage, GL_COLOR_ATTACHMENT0_EXT, 0);
+ FBO_AttachImage(tr.screenScratchFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
+ R_CheckFBO(tr.screenScratchFbo);
+ }
+
if (r_drawSunRays->integer)
{
tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
diff --git a/src/renderergl2/tr_image.c b/src/renderergl2/tr_image.c
index d567193b..7e2d452e 100644
--- a/src/renderergl2/tr_image.c
+++ b/src/renderergl2/tr_image.c
@@ -2755,6 +2755,12 @@ void R_CreateBuiltinImages( void ) {
tr.renderImage = R_CreateImage("_render", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
+ if (r_shadowBlur->integer)
+ tr.screenScratchImage = R_CreateImage("screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
+
+ if (r_shadowBlur->integer || r_ssao->integer)
+ tr.hdrDepthImage = R_CreateImage("*hdrDepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_INTENSITY32F_ARB);
+
if (r_drawSunRays->integer)
tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
@@ -2802,7 +2808,6 @@ void R_CreateBuiltinImages( void ) {
if (r_ssao->integer)
{
tr.screenSsaoImage = R_CreateImage("*screenSsao", NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
- tr.hdrDepthImage = R_CreateImage("*hdrDepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_INTENSITY32F_ARB);
}
if (r_shadows->integer == 4)
diff --git a/src/renderergl2/tr_init.c b/src/renderergl2/tr_init.c
index 18eecf0b..06c4f0ae 100644
--- a/src/renderergl2/tr_init.c
+++ b/src/renderergl2/tr_init.c
@@ -161,6 +161,7 @@ cvar_t *r_sunlightMode;
cvar_t *r_drawSunRays;
cvar_t *r_sunShadows;
cvar_t *r_shadowFilter;
+cvar_t *r_shadowBlur;
cvar_t *r_shadowMapSize;
cvar_t *r_shadowCascadeZNear;
cvar_t *r_shadowCascadeZFar;
@@ -1180,7 +1181,8 @@ void R_Register( void )
r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH );
- r_shadowMapSize = ri.Cvar_Get( "r_shadowMapSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowBlur = ri.Cvar_Get("r_shadowBlur", "0", CVAR_ARCHIVE | CVAR_LATCH);
+ r_shadowMapSize = ri.Cvar_Get("r_shadowMapSize", "1024", CVAR_ARCHIVE | CVAR_LATCH);
r_shadowCascadeZNear = ri.Cvar_Get( "r_shadowCascadeZNear", "8", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowCascadeZFar = ri.Cvar_Get( "r_shadowCascadeZFar", "1024", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowCascadeZBias = ri.Cvar_Get( "r_shadowCascadeZBias", "0", CVAR_ARCHIVE | CVAR_LATCH );
diff --git a/src/renderergl2/tr_local.h b/src/renderergl2/tr_local.h
index 62bf1e03..e2a3fe17 100644
--- a/src/renderergl2/tr_local.h
+++ b/src/renderergl2/tr_local.h
@@ -1521,6 +1521,7 @@ typedef struct {
image_t *sunRaysImage;
image_t *renderDepthImage;
image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
+ image_t *screenScratchImage;
image_t *textureScratchImage[2];
image_t *quarterImage[2];
image_t *calcLevelsImage;
@@ -1539,6 +1540,7 @@ typedef struct {
FBO_t *sunRaysFbo;
FBO_t *depthFbo;
FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
+ FBO_t *screenScratchFbo;
FBO_t *textureScratchFbo[2];
FBO_t *quarterFbo[2];
FBO_t *calcLevelsFbo;
@@ -1809,6 +1811,7 @@ extern cvar_t *r_sunlightMode;
extern cvar_t *r_drawSunRays;
extern cvar_t *r_sunShadows;
extern cvar_t *r_shadowFilter;
+extern cvar_t *r_shadowBlur;
extern cvar_t *r_shadowMapSize;
extern cvar_t *r_shadowCascadeZNear;
extern cvar_t *r_shadowCascadeZFar;