示例#1
0
void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
{
	ivec4_t srcBox;

	if (!src)
	{
		ri.Printf(PRINT_WARNING, "Tried to blit from a NULL FBO!\n");
		return;
	}

	// framebuffers are 0 bottom, Y up.
	if (inSrcBox)
	{
		srcBox[0] = inSrcBox[0];
		srcBox[1] = src->height - inSrcBox[1] - inSrcBox[3];
		srcBox[2] = inSrcBox[2];
		srcBox[3] = inSrcBox[3];
	}
	else
	{
		VectorSet4(srcBox, 0, src->height, src->width, -src->height);
	}

	FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
}
示例#2
0
文件: tr_fbo.c 项目: eilgin/ioq3
void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
{
	vec4i_t srcBox;

	if (!src)
		return;

	// framebuffers are 0 bottom, Y up.
	if (inSrcBox)
	{
		srcBox[0] = inSrcBox[0];
		srcBox[1] = src->height - inSrcBox[1] - inSrcBox[3];
		srcBox[2] = inSrcBox[2];
		srcBox[3] = inSrcBox[3];
	}
	else
	{
		VectorSet4(srcBox, 0, src->height, src->width, -src->height);
	}

	FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
}
示例#3
0
void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
{
	vec4_t srcTexCorners;

	if (!src)
	{
		ri.Printf(PRINT_WARNING, "Tried to blit from a NULL FBO!\n");
		return;
	}

	if (inSrcBox)
	{
		srcTexCorners[0] =  inSrcBox[0]                / (float)src->width;
		srcTexCorners[1] = (inSrcBox[1] + inSrcBox[3]) / (float)src->height;
		srcTexCorners[2] = (inSrcBox[0] + inSrcBox[2]) / (float)src->width;
		srcTexCorners[3] =  inSrcBox[1]                / (float)src->height;
	}
	else
	{
		VectorSet4(srcTexCorners, 0.0f, 0.0f, 1.0f, 1.0f);
	}

	FBO_BlitFromTexture(src->colorImage[0], srcTexCorners, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
}
示例#4
0
/*
=============
RB_PostProcess

=============
*/
const void *RB_PostProcess(const void *data)
{
	const postProcessCommand_t *cmd = data;
	FBO_t *srcFbo;
	ivec4_t srcBox, dstBox;
	qboolean autoExposure;

	// finish any 2D drawing if needed
	if(tess.numIndexes)
		RB_EndSurface();

	if (!glRefConfig.framebufferObject || !r_postProcess->integer)
	{
		// do nothing
		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)
	{
		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[1] = tr.screenSsaoImage->height - srcBox[1];
		srcBox[3] = -srcBox[3];

		FBO_Blit(tr.screenSsaoFbo, 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) && qglActiveTextureARB)
		{
			autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
			RB_ToneMap(srcFbo, srcBox, NULL, dstBox, autoExposure);
		}
		else if (r_cameraExposure->value == 0.0f)
		{
			FBO_FastBlit(srcFbo, srcBox, NULL, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
		}
		else
		{
			vec4_t color;

			color[0] =
			color[1] =
			color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
			color[3] = 1.0f;

			FBO_Blit(srcFbo, srcBox, NULL, NULL, dstBox, NULL, color, 0);
		}
	}

	if (r_drawSunRays->integer)
		RB_SunRays(NULL, srcBox, NULL, dstBox);

	if (1)
		RB_BokehBlur(NULL, srcBox, NULL, dstBox, backEnd.refdef.blurFactor);
	else
		RB_GaussianBlur(backEnd.refdef.blurFactor);

	if (0 && r_sunlightMode->integer)
	{
		ivec4_t dstBox;
		VectorSet4(dstBox, 0, 0, 128, 128);
		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, NULL, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 256, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 384, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
	}

	if (0)
	{
		ivec4_t dstBox;
		VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
		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, NULL, dstBox, NULL, NULL, 0);
	}

	if (0)
	{
		ivec4_t dstBox;
		VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
		FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
	}

#if 0
	if (r_cubeMapping->integer && tr.numCubemaps)
	{
		ivec4_t dstBox;
		int cubemapIndex = R_CubemapForPoint( backEnd.viewParms.or.origin );

		if (cubemapIndex)
		{
			VectorSet4(dstBox, 0, glConfig.vidHeight - 256, 256, 256);
			//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

	backEnd.framePostProcessed = qtrue;

	return (const void *)(cmd + 1);
}
示例#5
0
/*
=============
RB_DrawSurfs

=============
*/
const void	*RB_DrawSurfs( const void *data ) {
	const drawSurfsCommand_t	*cmd;

	// finish any 2D drawing if needed
	if ( tess.numIndexes ) {
		RB_EndSurface();
	}

	cmd = (const drawSurfsCommand_t *)data;

	backEnd.refdef = cmd->refdef;
	backEnd.viewParms = cmd->viewParms;

	// clear the z buffer, set the modelview, etc
	RB_BeginDrawingView ();

	if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
	{
		qglEnable(GL_DEPTH_CLAMP);
	}

	if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
	{
		FBO_t *oldFbo = glState.currentFBO;

		backEnd.depthFill = qtrue;
		qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
		RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
		qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
		backEnd.depthFill = qfalse;

		if (tr.msaaResolveFbo)
		{
			// If we're using multisampling, resolve the depth first
			FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
		}
		else if (tr.renderFbo == NULL)
		{
			// If we're rendering directly to the screen, copy the depth to a texture
			GL_BindToTMU(tr.renderDepthImage, 0);
			qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
		}

		if (r_ssao->integer)
		{
			// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
			FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
		}

		if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT)
		{
			vec4_t quadVerts[4];
			vec2_t texCoords[4];
			vec4_t box;

			FBO_Bind(tr.screenShadowFbo);

			box[0] = backEnd.viewParms.viewportX      * tr.screenShadowFbo->width  / (float)glConfig.vidWidth;
			box[1] = backEnd.viewParms.viewportY      * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
			box[2] = backEnd.viewParms.viewportWidth  * tr.screenShadowFbo->width  / (float)glConfig.vidWidth;
			box[3] = backEnd.viewParms.viewportHeight * tr.screenShadowFbo->height / (float)glConfig.vidHeight;

			qglViewport(box[0], box[1], box[2], box[3]);
			qglScissor(box[0], box[1], box[2], box[3]);

			box[0] = backEnd.viewParms.viewportX               / (float)glConfig.vidWidth;
			box[1] = backEnd.viewParms.viewportY               / (float)glConfig.vidHeight;
			box[2] = box[0] + backEnd.viewParms.viewportWidth  / (float)glConfig.vidWidth;
			box[3] = box[1] + backEnd.viewParms.viewportHeight / (float)glConfig.vidHeight;

			texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
			texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
			texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
			texCoords[3][0] = box[0]; texCoords[3][1] = box[1];

			box[0] = -1.0f;
			box[1] = -1.0f;
			box[2] =  1.0f;
			box[3] =  1.0f;

			VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
			VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
			VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
			VectorSet4(quadVerts[3], box[0], box[1], 0, 1);

			GL_State( GLS_DEPTHTEST_DISABLE );

			GLSL_BindProgram(&tr.shadowmaskShader);

			GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
			
			if (r_shadowCascadeZFar->integer != 0)
			{
				GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
				GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
				GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
				GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP4);

				GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP,  backEnd.refdef.sunShadowMvp[0]);
				GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
				GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
				GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP4, backEnd.refdef.sunShadowMvp[3]);
			}
			else
			{
				GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP);
				GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[3]);
			}
			
			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);
				GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT,    viewVector);
				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_ssao->integer)
		{
			vec4_t quadVerts[4];
			vec2_t texCoords[4];

			FBO_Bind(tr.quarterFbo[0]);

			qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
			qglScissor(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);

			VectorSet4(quadVerts[0], -1,  1, 0, 1);
			VectorSet4(quadVerts[1],  1,  1, 0, 1);
			VectorSet4(quadVerts[2],  1, -1, 0, 1);
			VectorSet4(quadVerts[3], -1, -1, 0, 1);

			texCoords[0][0] = 0; texCoords[0][1] = 1;
			texCoords[1][0] = 1; texCoords[1][1] = 1;
			texCoords[2][0] = 1; texCoords[2][1] = 0;
			texCoords[3][0] = 0; texCoords[3][1] = 0;

			GL_State( GLS_DEPTHTEST_DISABLE );

			GLSL_BindProgram(&tr.ssaoShader);

			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);
			}

			RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);


			FBO_Bind(tr.quarterFbo[1]);

			qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
			qglScissor(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);

			GLSL_BindProgram(&tr.depthBlurShader[0]);

			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);
			}

			RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);


			FBO_Bind(tr.screenSsaoFbo);

			qglViewport(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
			qglScissor(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);

			GLSL_BindProgram(&tr.depthBlurShader[1]);

			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);
			}


			RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
		}

		// reset viewport and scissor
		FBO_Bind(oldFbo);
		SetViewportAndScissor();
	}

	if (glRefConfig.framebufferObject && (backEnd.viewParms.flags & VPF_DEPTHCLAMP) && glRefConfig.depthClamp)
	{
		qglDisable(GL_DEPTH_CLAMP);
	}

	if (!(backEnd.viewParms.flags & VPF_DEPTHSHADOW))
	{
		RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );

		if (r_drawSun->integer)
		{
			RB_DrawSun(0.1, tr.sunShader);
		}

		if (r_drawSunRays->integer)
		{
			FBO_t *oldFbo = glState.currentFBO;
			FBO_Bind(tr.sunRaysFbo);
			
			qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
			qglClear( GL_COLOR_BUFFER_BIT );

			if (glRefConfig.occlusionQuery)
			{
				tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
				qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
			}

			RB_DrawSun(0.3, tr.sunFlareShader);

			if (glRefConfig.occlusionQuery)
			{
				qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
			}

			FBO_Bind(oldFbo);
		}

		// darken down any stencil shadows
		RB_ShadowFinish();		

		// add light flares on lights that aren't obscured
		RB_RenderFlares();
	}

	if (glRefConfig.framebufferObject && tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
	{
		FBO_Bind(NULL);
		GL_SelectTexture(TB_CUBEMAP);
		GL_BindToTMU(tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex], TB_CUBEMAP);
		qglGenerateMipmapEXT(GL_TEXTURE_CUBE_MAP);
		GL_SelectTexture(0);
	}

	return (const void *)(cmd + 1);
}
示例#6
0
/*
=============
RB_PostProcess

=============
*/
const void *RB_PostProcess(const void *data)
{
	const postProcessCommand_t *cmd = data;
	FBO_t *srcFbo;
	ivec4_t srcBox, dstBox;
	qboolean autoExposure;

	// finish any 2D drawing if needed
	if(tess.numIndexes)
		RB_EndSurface();

	if (!glRefConfig.framebufferObject || !r_postProcess->integer)
	{
		// do nothing
		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)
	{
		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_Blit(tr.screenSsaoFbo, 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, srcBox, NULL, dstBox, autoExposure);
		}
		else if (r_cameraExposure->value == 0.0f)
		{
			FBO_FastBlit(srcFbo, srcBox, NULL, dstBox, GL_COLOR_BUFFER_BIT, GL_NEAREST);
		}
		else
		{
			vec4_t color;

			color[0] =
			color[1] =
			color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
			color[3] = 1.0f;

			FBO_Blit(srcFbo, srcBox, NULL, NULL, dstBox, NULL, color, 0);
		}
	}

	if (r_drawSunRays->integer)
		RB_SunRays(NULL, srcBox, NULL, dstBox);

	if (1)
		RB_BokehBlur(NULL, srcBox, NULL, dstBox, backEnd.refdef.blurFactor);
	else
		RB_GaussianBlur(backEnd.refdef.blurFactor);

#if 0
	if (0)
	{
		vec4_t quadVerts[4];
		vec2_t texCoords[4];
		ivec4_t iQtrBox;
		vec4_t box;
		vec4_t viewInfo;
		static float scale = 5.0f;

		scale -= 0.005f;
		if (scale < 0.01f)
			scale = 5.0f;

		FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);

		iQtrBox[0] = backEnd.viewParms.viewportX      * tr.quarterImage[0]->width / (float)glConfig.vidWidth;
		iQtrBox[1] = backEnd.viewParms.viewportY      * tr.quarterImage[0]->height / (float)glConfig.vidHeight;
		iQtrBox[2] = backEnd.viewParms.viewportWidth  * tr.quarterImage[0]->width / (float)glConfig.vidWidth;
		iQtrBox[3] = backEnd.viewParms.viewportHeight * tr.quarterImage[0]->height / (float)glConfig.vidHeight;

		qglViewport(iQtrBox[0], iQtrBox[1], iQtrBox[2], iQtrBox[3]);
		qglScissor(iQtrBox[0], iQtrBox[1], iQtrBox[2], iQtrBox[3]);

		VectorSet4(box, 0.0f, 0.0f, 1.0f, 1.0f);

		texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
		texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
		texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
		texCoords[3][0] = box[0]; texCoords[3][1] = box[1];

		VectorSet4(box, -1.0f, -1.0f, 1.0f, 1.0f);

		VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
		VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
		VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
		VectorSet4(quadVerts[3], box[0], box[1], 0, 1);

		GL_State(GLS_DEPTHTEST_DISABLE);


		VectorSet4(viewInfo, backEnd.viewParms.zFar / r_znear->value, backEnd.viewParms.zFar, 0.0, 0.0);

		viewInfo[2] = scale / (float)(tr.quarterImage[0]->width);
		viewInfo[3] = scale / (float)(tr.quarterImage[0]->height);

		FBO_Bind(tr.quarterFbo[1]);
		GLSL_BindProgram(&tr.depthBlurShader[2]);
		GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
		GLSL_SetUniformVec4(&tr.depthBlurShader[2], UNIFORM_VIEWINFO, viewInfo);
		RB_InstantQuad2(quadVerts, texCoords);

		FBO_Bind(tr.quarterFbo[0]);
		GLSL_BindProgram(&tr.depthBlurShader[3]);
		GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
		GLSL_SetUniformVec4(&tr.depthBlurShader[3], UNIFORM_VIEWINFO, viewInfo);
		RB_InstantQuad2(quadVerts, texCoords);

		SetViewportAndScissor();

		FBO_FastBlit(tr.quarterFbo[1], NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
		FBO_Bind(NULL);
	}
#endif

	if (0 && r_sunlightMode->integer)
	{
		ivec4_t dstBox;
		VectorSet4(dstBox, 0, 0, 128, 128);
		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, NULL, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 256, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 384, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
	}

	if (0)
	{
		ivec4_t dstBox;
		VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
		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, NULL, dstBox, NULL, NULL, 0);
	}

	if (0)
	{
		ivec4_t dstBox;
		VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
		FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
	}

#if 0
	if (r_cubeMapping->integer && tr.numCubemaps)
	{
		ivec4_t dstBox;
		int cubemapIndex = R_CubemapForPoint( backEnd.viewParms.or.origin );

		if (cubemapIndex)
		{
			VectorSet4(dstBox, 0, glConfig.vidHeight - 256, 256, 256);
			//FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
			FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1].image, NULL, NULL, NULL, dstBox, &tr.testcubeShader, NULL, 0);
		}
	}
#endif

	backEnd.framePostProcessed = qtrue;

	return (const void *)(cmd + 1);
}
示例#7
0
/*
=============
RB_PostProcess

=============
*/
const void *RB_PostProcess(const void *data)
{
	const postProcessCommand_t *cmd = data;
	FBO_t *srcFbo;
	qboolean autoExposure;

	// finish any 2D drawing if needed
	if(tess.numIndexes)
		RB_EndSurface();

	if (!glRefConfig.framebufferObject || !r_postProcess->integer)
	{
		// do nothing
		return (const void *)(cmd + 1);
	}

	srcFbo = tr.renderFbo;
	if (tr.msaaResolveFbo)
	{
		// Resolve the MSAA before anything else
		FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
		srcFbo = tr.msaaResolveFbo;
	}

	if (r_ssao->integer)
	{
		FBO_BlitFromTexture(tr.screenSsaoImage, NULL, NULL, srcFbo, NULL, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
	}

	if (srcFbo)
	{
		if (r_hdr->integer && (r_toneMap->integer || r_forceToneMap->integer))
		{
			autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
			RB_ToneMap(srcFbo, autoExposure);
		}
		else if (r_cameraExposure->value == 0.0f)
		{
			FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
		}
		else
		{
			vec4_t color;

			color[0] =
			color[1] =
			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);
		}
	}

	if (r_drawSunRays->integer)
		RB_SunRays();

	if (1)
		RB_BokehBlur(backEnd.refdef.blurFactor);
	else
		RB_GaussianBlur(backEnd.refdef.blurFactor);

	if (0)
	{
		vec4i_t dstBox;
		VectorSet4(dstBox, 0, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 128, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
		VectorSet4(dstBox, 256, 0, 128, 128);
		FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, tr.screenScratchFbo, 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);
		VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
		FBO_BlitFromTexture(tr.screenShadowImage, NULL, NULL, tr.screenScratchFbo, 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);
	}

	backEnd.framePostProcessed = qtrue;

	return (const void *)(cmd + 1);
}