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-rw-r--r--src/renderergl2/tr_backend.c57
-rw-r--r--src/renderergl2/tr_cmds.c6
-rw-r--r--src/renderergl2/tr_fbo.c16
-rw-r--r--src/renderergl2/tr_image.c3
-rw-r--r--src/renderergl2/tr_local.h2
-rw-r--r--src/renderergl2/tr_postprocess.c40
-rw-r--r--src/renderergl2/tr_shade.c23
-rw-r--r--src/renderergl2/tr_sky.c2
8 files changed, 70 insertions, 79 deletions
diff --git a/src/renderergl2/tr_backend.c b/src/renderergl2/tr_backend.c
index 559243ca..b9cbedd9 100644
--- a/src/renderergl2/tr_backend.c
+++ b/src/renderergl2/tr_backend.c
@@ -450,7 +450,7 @@ void RB_BeginDrawingView (void) {
{
if (!tr.renderFbo || (backEnd.framePostProcessed && (backEnd.refdef.rdflags & RDF_NOWORLDMODEL)))
{
- FBO_Bind(tr.screenScratchFbo);
+ FBO_Bind(NULL);
}
else
{
@@ -860,7 +860,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
{
if (!tr.renderFbo || backEnd.framePostProcessed)
{
- FBO_Bind(tr.screenScratchFbo);
+ FBO_Bind(NULL);
}
else
{
@@ -947,7 +947,7 @@ const void *RB_StretchPic ( const void *data ) {
{
if (!tr.renderFbo || backEnd.framePostProcessed)
{
- FBO_Bind(tr.screenScratchFbo);
+ FBO_Bind(NULL);
}
else
{
@@ -1444,7 +1444,7 @@ const void *RB_ClearDepth(const void *data)
{
if (!tr.renderFbo || backEnd.framePostProcessed)
{
- FBO_Bind(tr.screenScratchFbo);
+ FBO_Bind(NULL);
}
else
{
@@ -1513,32 +1513,13 @@ const void *RB_SwapBuffers( const void *data ) {
{
// Resolving an RGB16F MSAA FBO to the screen messes with the brightness, so resolve to an RGB16F FBO first
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- FBO_FastBlit(tr.msaaResolveFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ FBO_FastBlit(tr.msaaResolveFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else if (tr.renderFbo)
{
- FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ FBO_FastBlit(tr.renderFbo, NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
}
-
- if (tr.screenScratchFbo)
- {
- vec4_t color;
-
- color[0] =
- color[1] =
- color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits);
- color[3] = 1.0f;
-
- // turn off colormask when copying final image
- if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
- qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-
- FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0);
-
- if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
- qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
- }
}
if ( !glState.finishCalled ) {
@@ -1655,11 +1636,11 @@ const void *RB_PostProcess(const void *data)
if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer))
{
autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
- RB_ToneMap(srcFbo, srcBox, tr.screenScratchFbo, dstBox, autoExposure);
+ RB_ToneMap(srcFbo, srcBox, NULL, dstBox, autoExposure);
}
else if (r_cameraExposure->value == 0.0f)
{
- FBO_FastBlit(srcFbo, srcBox, tr.screenScratchFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ FBO_FastBlit(srcFbo, srcBox, NULL, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
@@ -1670,15 +1651,15 @@ const void *RB_PostProcess(const void *data)
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
color[3] = 1.0f;
- FBO_Blit(srcFbo, srcBox, NULL, tr.screenScratchFbo, dstBox, NULL, color, 0);
+ FBO_Blit(srcFbo, srcBox, NULL, NULL, dstBox, NULL, color, 0);
}
}
if (r_drawSunRays->integer)
- RB_SunRays(tr.screenScratchFbo, srcBox, tr.screenScratchFbo, dstBox);
+ RB_SunRays(NULL, srcBox, NULL, dstBox);
if (1)
- RB_BokehBlur(tr.screenScratchFbo, srcBox, tr.screenScratchFbo, dstBox, backEnd.refdef.blurFactor);
+ RB_BokehBlur(NULL, srcBox, NULL, dstBox, backEnd.refdef.blurFactor);
else
RB_GaussianBlur(backEnd.refdef.blurFactor);
@@ -1686,27 +1667,27 @@ const void *RB_PostProcess(const void *data)
{
vec4i_t dstBox;
VectorSet4(dstBox, 0, 0, 128, 128);
- FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 128, 0, 128, 128);
- FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 256, 0, 128, 128);
- FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
}
if (0)
{
vec4i_t dstBox;
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
- FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
- FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
}
if (0)
{
vec4i_t dstBox;
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
- FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
+ FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
}
#if 0
@@ -1718,8 +1699,8 @@ const void *RB_PostProcess(const void *data)
if (cubemapIndex)
{
VectorSet4(dstBox, 0, glConfig.vidHeight - 256, 256, 256);
- //FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, tr.screenScratchFbo, dstBox, &tr.testcubeShader, NULL, 0);
- FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1], NULL, NULL, tr.screenScratchFbo, dstBox, &tr.testcubeShader, NULL, 0);
+ //FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
+ FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1], NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
}
}
#endif
diff --git a/src/renderergl2/tr_cmds.c b/src/renderergl2/tr_cmds.c
index e6741ee3..540b2a1d 100644
--- a/src/renderergl2/tr_cmds.c
+++ b/src/renderergl2/tr_cmds.c
@@ -528,12 +528,6 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) {
qglClear(GL_COLOR_BUFFER_BIT);
}
- if (tr.screenScratchFbo)
- {
- FBO_Bind(tr.screenScratchFbo);
- qglClear(GL_COLOR_BUFFER_BIT);
- }
-
FBO_Bind(NULL);
}
diff --git a/src/renderergl2/tr_fbo.c b/src/renderergl2/tr_fbo.c
index a1d1339b..d9fd917f 100644
--- a/src/renderergl2/tr_fbo.c
+++ b/src/renderergl2/tr_fbo.c
@@ -526,22 +526,6 @@ void FBO_Init(void)
R_CheckFBO(tr.targetLevelsFbo);
}
- if (r_softOverbright->integer)
- {
- //tr.screenScratchFbo = FBO_Create("_screenscratch", width, height);
- tr.screenScratchFbo = FBO_Create("_screenscratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
- FBO_Bind(tr.screenScratchFbo);
-
- //FBO_CreateBuffer(tr.screenScratchFbo, format, 0, 0);
- FBO_AttachTextureImage(tr.screenScratchImage, 0);
-
- // FIXME: hack: share zbuffer between render fbo and pre-screen fbo
- //FBO_CreateBuffer(tr.screenScratchFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
- R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);
-
- R_CheckFBO(tr.screenScratchFbo);
- }
-
for (i = 0; i < 2; i++)
{
tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
diff --git a/src/renderergl2/tr_image.c b/src/renderergl2/tr_image.c
index 2467aac8..2b5798ac 100644
--- a/src/renderergl2/tr_image.c
+++ b/src/renderergl2/tr_image.c
@@ -2932,9 +2932,6 @@ void R_CreateBuiltinImages( void ) {
if (r_drawSunRays->integer)
tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
- if (r_softOverbright->integer)
- tr.screenScratchImage = R_CreateImage("*screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
-
if (glRefConfig.framebufferObject)
{
tr.renderDepthImage = R_CreateImage("*renderdepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
diff --git a/src/renderergl2/tr_local.h b/src/renderergl2/tr_local.h
index da3edba2..6f56f139 100644
--- a/src/renderergl2/tr_local.h
+++ b/src/renderergl2/tr_local.h
@@ -1621,7 +1621,6 @@ typedef struct {
image_t *renderDepthImage;
image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
image_t *textureScratchImage[2];
- image_t *screenScratchImage;
image_t *quarterImage[2];
image_t *calcLevelsImage;
image_t *targetLevelsImage;
@@ -1640,7 +1639,6 @@ typedef struct {
FBO_t *depthFbo;
FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
FBO_t *textureScratchFbo[2];
- FBO_t *screenScratchFbo;
FBO_t *quarterFbo[2];
FBO_t *calcLevelsFbo;
FBO_t *targetLevelsFbo;
diff --git a/src/renderergl2/tr_postprocess.c b/src/renderergl2/tr_postprocess.c
index cab9d42b..dba19d4a 100644
--- a/src/renderergl2/tr_postprocess.c
+++ b/src/renderergl2/tr_postprocess.c
@@ -255,10 +255,20 @@ static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretc
float s1 = iscale + s0;
float t1 = iscale + t0;
- srcBox[0] = s0 * srcFbo->width;
- srcBox[1] = t0 * srcFbo->height;
- srcBox[2] = (s1 - s0) * srcFbo->width;
- srcBox[3] = (t1 - t0) * srcFbo->height;
+ if (srcFbo)
+ {
+ srcBox[0] = s0 * srcFbo->width;
+ srcBox[1] = t0 * srcFbo->height;
+ srcBox[2] = (s1 - s0) * srcFbo->width;
+ srcBox[3] = (t1 - t0) * srcFbo->height;
+ }
+ else
+ {
+ srcBox[0] = s0 * glConfig.vidWidth;
+ srcBox[1] = t0 * glConfig.vidHeight;
+ srcBox[2] = (s1 - s0) * glConfig.vidWidth;
+ srcBox[3] = (t1 - t0) * glConfig.vidHeight;
+ }
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
@@ -351,10 +361,20 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
VectorSet4(color, mul, mul, mul, 1);
- rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcFbo->width;
- rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcFbo->height;
- rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcFbo->width;
- rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcFbo->height;
+ if (srcFbo)
+ {
+ rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / srcFbo->width;
+ rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / srcFbo->height;
+ rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / srcFbo->width;
+ rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / srcFbo->height;
+ }
+ else
+ {
+ rayBox[0] = srcBox[0] * tr.sunRaysFbo->width / glConfig.vidWidth;
+ rayBox[1] = srcBox[1] * tr.sunRaysFbo->height / glConfig.vidHeight;
+ rayBox[2] = srcBox[2] * tr.sunRaysFbo->width / glConfig.vidWidth;
+ rayBox[3] = srcBox[3] * tr.sunRaysFbo->height / glConfig.vidHeight;
+ }
quarterBox[0] = 0;
quarterBox[1] = tr.quarterFbo[0]->height;
@@ -480,7 +500,7 @@ void RB_GaussianBlur(float blur)
VectorSet4(color, 1, 1, 1, 1);
// first, downsample the framebuffer
- FBO_FastBlit(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ 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
@@ -498,6 +518,6 @@ void RB_GaussianBlur(float blur)
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, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ FBO_Blit(tr.textureScratchFbo[0], srcBox, texScale, NULL, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
}
diff --git a/src/renderergl2/tr_shade.c b/src/renderergl2/tr_shade.c
index d6837b2a..a23ae119 100644
--- a/src/renderergl2/tr_shade.c
+++ b/src/renderergl2/tr_shade.c
@@ -444,7 +444,7 @@ static void ProjectDlightTexture( void ) {
}
-static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t vertColor )
+static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t vertColor, int blend )
{
baseColor[0] =
baseColor[1] =
@@ -602,6 +602,23 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
break;
}
+ // multiply color by overbrightbits if this isn't a blend
+ if (r_softOverbright->integer && tr.overbrightBits
+ && !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_DST_COLOR)
+ && !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR)
+ && !((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR)
+ && !((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR))
+ {
+ float scale = 1 << tr.overbrightBits;
+
+ baseColor[0] *= scale;
+ baseColor[1] *= scale;
+ baseColor[2] *= scale;
+ vertColor[0] *= scale;
+ vertColor[1] *= scale;
+ vertColor[2] *= scale;
+ }
+
// FIXME: find some way to implement this.
#if 0
// if in greyscale rendering mode turn all color values into greyscale.
@@ -770,7 +787,7 @@ static void ForwardDlight( void ) {
vec4_t baseColor;
vec4_t vertColor;
- ComputeShaderColors(pStage, baseColor, vertColor);
+ ComputeShaderColors(pStage, baseColor, vertColor, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor);
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor);
@@ -1142,7 +1159,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
vec4_t baseColor;
vec4_t vertColor;
- ComputeShaderColors(pStage, baseColor, vertColor);
+ ComputeShaderColors(pStage, baseColor, vertColor, pStage->stateBits);
if ((backEnd.refdef.colorScale != 1.0f) && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
{
diff --git a/src/renderergl2/tr_sky.c b/src/renderergl2/tr_sky.c
index 7c15f732..cb3b9434 100644
--- a/src/renderergl2/tr_sky.c
+++ b/src/renderergl2/tr_sky.c
@@ -450,7 +450,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
color[0] =
color[1] =
- color[2] = tr.identityLight * backEnd.refdef.colorScale;
+ color[2] = (r_softOverbright->integer ? 1.0 : tr.identityLight) * backEnd.refdef.colorScale;
color[3] = 1.0f;
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);