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-rw-r--r--src/renderergl2/tr_backend.c38
-rw-r--r--src/renderergl2/tr_postprocess.c64
-rw-r--r--src/renderergl2/tr_postprocess.h6
3 files changed, 77 insertions, 31 deletions
diff --git a/src/renderergl2/tr_backend.c b/src/renderergl2/tr_backend.c
index 6b541fec..65355f95 100644
--- a/src/renderergl2/tr_backend.c
+++ b/src/renderergl2/tr_backend.c
@@ -1478,6 +1478,7 @@ const void *RB_ClearDepth(const void *data)
return (const void *)(cmd + 1);
}
+
/*
=============
RB_SwapBuffers
@@ -1600,7 +1601,6 @@ const void *RB_CapShadowMap(const void *data)
}
-
/*
=============
RB_PostProcess
@@ -1611,6 +1611,7 @@ const void *RB_PostProcess(const void *data)
{
const postProcessCommand_t *cmd = data;
FBO_t *srcFbo;
+ vec4i_t srcBox, dstBox;
qboolean autoExposure;
// finish any 2D drawing if needed
@@ -1623,29 +1624,51 @@ const void *RB_PostProcess(const void *data)
return (const void *)(cmd + 1);
}
+ if (cmd)
+ {
+ backEnd.refdef = cmd->refdef;
+ backEnd.viewParms = cmd->viewParms;
+ }
+
srcFbo = tr.renderFbo;
if (tr.msaaResolveFbo)
{
// Resolve the MSAA before anything else
+ // Can't resolve just part of the MSAA FBO, so multiple views will suffer a performance hit here
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
srcFbo = tr.msaaResolveFbo;
}
+ dstBox[0] = backEnd.viewParms.viewportX;
+ dstBox[1] = backEnd.viewParms.viewportY;
+ dstBox[2] = backEnd.viewParms.viewportWidth;
+ dstBox[3] = backEnd.viewParms.viewportHeight;
+
if (r_ssao->integer)
{
- FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, NULL, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
+ srcBox[0] = backEnd.viewParms.viewportX * tr.screenSsaoImage->width / (float)glConfig.vidWidth;
+ srcBox[1] = backEnd.viewParms.viewportY * tr.screenSsaoImage->height / (float)glConfig.vidHeight;
+ srcBox[2] = backEnd.viewParms.viewportWidth * tr.screenSsaoImage->width / (float)glConfig.vidWidth;
+ srcBox[3] = backEnd.viewParms.viewportHeight * tr.screenSsaoImage->height / (float)glConfig.vidHeight;
+
+ FBO_BlitFromTexture(tr.screenSsaoImage, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
}
+ srcBox[0] = backEnd.viewParms.viewportX;
+ srcBox[1] = backEnd.viewParms.viewportY;
+ srcBox[2] = backEnd.viewParms.viewportWidth;
+ srcBox[3] = backEnd.viewParms.viewportHeight;
+
if (srcFbo)
{
if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer))
{
autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
- RB_ToneMap(srcFbo, autoExposure);
+ RB_ToneMap(srcFbo, srcBox, tr.screenScratchFbo, dstBox, autoExposure);
}
else if (r_cameraExposure->value == 0.0f)
{
- FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ FBO_FastBlit(srcFbo, srcBox, tr.screenScratchFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
@@ -1656,15 +1679,15 @@ 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, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0);
+ FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, color, 0);
}
}
if (r_drawSunRays->integer)
- RB_SunRays();
+ RB_SunRays(tr.screenScratchFbo, srcBox, tr.screenScratchFbo, dstBox);
if (1)
- RB_BokehBlur(backEnd.refdef.blurFactor);
+ RB_BokehBlur(tr.screenScratchFbo, srcBox, tr.screenScratchFbo, dstBox, backEnd.refdef.blurFactor);
else
RB_GaussianBlur(backEnd.refdef.blurFactor);
@@ -1700,6 +1723,7 @@ const void *RB_PostProcess(const void *data)
return (const void *)(cmd + 1);
}
+
/*
====================
RB_ExecuteRenderCommands
diff --git a/src/renderergl2/tr_postprocess.c b/src/renderergl2/tr_postprocess.c
index 96c0af11..cab9d42b 100644
--- a/src/renderergl2/tr_postprocess.c
+++ b/src/renderergl2/tr_postprocess.c
@@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "tr_local.h"
-void RB_ToneMap(FBO_t *hdrFbo, int autoExposure)
+void RB_ToneMap(FBO_t *hdrFbo, vec4i_t hdrBox, FBO_t *ldrFbo, vec4i_t ldrBox, int autoExposure)
{
vec4i_t srcBox, dstBox;
vec4_t color;
@@ -40,9 +40,7 @@ void RB_ToneMap(FBO_t *hdrFbo, int autoExposure)
VectorSet4(dstBox, 0, 0, size, size);
- srcFbo = hdrFbo;
- dstFbo = tr.textureScratchFbo[0];
- FBO_Blit(srcFbo, NULL, NULL, dstFbo, dstBox, &tr.calclevels4xShader[0], NULL, 0);
+ FBO_Blit(hdrFbo, hdrBox, NULL, tr.textureScratchFbo[0], dstBox, &tr.calclevels4xShader[0], NULL, 0);
srcFbo = tr.textureScratchFbo[0];
dstFbo = tr.textureScratchFbo[1];
@@ -92,11 +90,20 @@ void RB_ToneMap(FBO_t *hdrFbo, int autoExposure)
else
GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP);
- FBO_Blit(hdrFbo, NULL, NULL, tr.screenScratchFbo, NULL, &tr.tonemapShader, color, 0);
+ FBO_Blit(hdrFbo, hdrBox, NULL, ldrFbo, ldrBox, &tr.tonemapShader, color, 0);
}
+/*
+=============
+RB_BokehBlur
+
+
+Blurs a part of one framebuffer to another.
-void RB_BokehBlur(float blur)
+Framebuffers can be identical.
+=============
+*/
+void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float blur)
{
// vec4i_t srcBox, dstBox;
vec4_t color;
@@ -111,9 +118,16 @@ void RB_BokehBlur(float blur)
// bokeh blur
if (blur > 0.0f)
{
+ vec4i_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(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ FBO_FastBlit(src, srcBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
#ifndef HQ_BLUR
@@ -130,18 +144,18 @@ void RB_BokehBlur(float blur)
// Crossfade original with quarter texture
VectorSet4(color, 1, 1, 1, blur);
- FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ 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, tr.screenScratchFbo, NULL, NULL, NULL, 0);
+ 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, tr.screenScratchFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
+ 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)
{
@@ -169,7 +183,7 @@ void RB_BokehBlur(float blur)
FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0);
}
- FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, tr.screenScratchFbo, NULL, &tr.textureColorShader, NULL, 0);
+ FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, dst, dstBox, &tr.textureColorShader, NULL, 0);
}
#else // higher quality blur, but slower
else if (blur > 1.0f)
@@ -203,7 +217,7 @@ void RB_BokehBlur(float blur)
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, tr.screenScratchFbo, NULL, &tr.textureColorShader, NULL, 0);
+ FBO_Blit(tr.quarterFbo[1], NULL, NULL, dst, dstBox, &tr.textureColorShader, NULL, 0);
}
#endif
}
@@ -284,9 +298,8 @@ static qboolean RB_UpdateSunFlareVis(void)
return sampleCount > 0;
}
-void RB_SunRays(void)
+void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
{
- vec4i_t srcBox, dstBox;
vec4_t color;
float dot;
const float cutoff = 0.25f;
@@ -325,27 +338,38 @@ void RB_SunRays(void)
hpos[3] = 0.5f / hpos[3];
pos[0] = 0.5f + hpos[0] * hpos[3];
- pos[1] = 0.5f - hpos[1] * hpos[3];
+ pos[1] = 0.5f + hpos[1] * hpos[3];
// initialize quarter buffers
{
float mul = 1.f;
vec2_t texScale;
+ vec4i_t rayBox, quarterBox;
texScale[0] =
texScale[1] = 1.0f;
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;
+
+ 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(tr.screenScratchFbo, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
- FBO_Blit(tr.sunRaysFbo, NULL, NULL, tr.quarterFbo[0], NULL, NULL, color, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
+ 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, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ FBO_FastBlit(tr.sunRaysFbo, rayBox, tr.quarterFbo[0], quarterBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
}
}
@@ -371,9 +395,7 @@ void RB_SunRays(void)
VectorSet4(color, mul, mul, mul, 1);
- VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
- VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
- FBO_Blit(tr.quarterFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
+ FBO_Blit(tr.quarterFbo[0], NULL, texScale, dstFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
}
}
diff --git a/src/renderergl2/tr_postprocess.h b/src/renderergl2/tr_postprocess.h
index 1e5ebefe..6c34ecc2 100644
--- a/src/renderergl2/tr_postprocess.h
+++ b/src/renderergl2/tr_postprocess.h
@@ -25,9 +25,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "tr_fbo.h"
-void RB_ToneMap(FBO_t *hdrFbo, int autoExposure);
-void RB_BokehBlur(float blur);
-void RB_SunRays(void);
+void RB_ToneMap(FBO_t *hdrFbo, vec4i_t hdrBox, FBO_t *ldrFbo, vec4i_t ldrBox, int autoExposure);
+void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float blur);
+void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox);
void RB_GaussianBlur(float blur);
#endif