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Xash3DArchive/render/r_bloom.c

480 lines
14 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// r_bloom.c - lighting post process effect
//=======================================================================
#include "gl_local.h"
static float Diamond8x[8][8] =
{
0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f,
0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f,
0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f,
0.1f, 0.3f, 0.6f, 0.9f, 0.9f, 0.6f, 0.3f, 0.1f,
0.0f, 0.2f, 0.4f, 0.6f, 0.6f, 0.4f, 0.2f, 0.0f,
0.0f, 0.0f, 0.2f, 0.3f, 0.3f, 0.2f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f, 0.0f
};
static float Diamond6x[6][6] =
{
0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f,
0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f,
0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f,
0.1f, 0.5f, 0.9f, 0.9f, 0.5f, 0.1f,
0.0f, 0.3f, 0.5f, 0.5f, 0.3f, 0.0f,
0.0f, 0.0f, 0.1f, 0.1f, 0.0f, 0.0f
};
static float Diamond4x[4][4] =
{
0.3f, 0.4f, 0.4f, 0.3f,
0.4f, 0.9f, 0.9f, 0.4f,
0.4f, 0.9f, 0.9f, 0.4f,
0.3f, 0.4f, 0.4f, 0.3f
};
static int BLOOM_SIZE;
image_t *r_bloomscreentexture;
image_t *r_bloomeffecttexture;
image_t *r_bloombackuptexture;
image_t *r_bloomdownsamplingtexture;
static int r_screendownsamplingtexture_size;
static int screen_texture_width, screen_texture_height;
static int r_screenbackuptexture_size;
//current refdef size:
static int curView_x;
static int curView_y;
static int curView_width;
static int curView_height;
//texture coordinates of screen data inside screentexture
static float screenText_tcw;
static float screenText_tch;
static int sample_width;
static int sample_height;
//texture coordinates of adjusted textures
static float sampleText_tcw;
static float sampleText_tch;
//this macro is in sample size workspace coordinates
#define R_Bloom_SamplePass( xpos, ypos )\
qglBegin(GL_QUADS);\
qglTexCoord2f( 0, sampleText_tch);\
qglVertex2f( xpos, ypos);\
qglTexCoord2f( 0, 0);\
qglVertex2f( xpos, ypos+sample_height);\
qglTexCoord2f( sampleText_tcw, 0); \
qglVertex2f( xpos+sample_width, ypos+sample_height);\
qglTexCoord2f(sampleText_tcw, sampleText_tch);\
qglVertex2f(xpos+sample_width, ypos);\
qglEnd();
#define R_Bloom_Quad( x, y, width, height, textwidth, textheight )\
qglBegin(GL_QUADS);\
qglTexCoord2f( 0, textheight);\
qglVertex2f( x, y);\
qglTexCoord2f( 0, 0);\
qglVertex2f( x, y+height);\
qglTexCoord2f( textwidth, 0);\
qglVertex2f( x+width, y+height);\
qglTexCoord2f( textwidth, textheight);\
qglVertex2f( x+width, y);\
qglEnd();
/*
=================
R_Bloom_InitBackUpTexture
=================
*/
void R_Bloom_InitBackUpTexture( int width, int height )
{
byte *data;
rgbdata_t r_bloom;
data = Malloc( width * height * 4 );
memset( data, 0, width * height * 4 );
r_bloom.width = width;
r_bloom.height = height;
r_bloom.type = PF_PROCEDURE_TEX;
r_bloom.flags = 0;
r_bloom.numMips = 4;
r_bloom.palette = NULL;
r_bloom.buffer = data;
r_screenbackuptexture_size = width;
r_bloombackuptexture = R_LoadImage( "***r_bloombackuptexture***", &r_bloom, it_pic );
Free ( data );
}
/*
=================
R_Bloom_InitEffectTexture
=================
*/
void R_Bloom_InitEffectTexture( void )
{
byte *data;
float bloomsizecheck;
rgbdata_t r_bloomfx;
if( (int)r_bloom_sample_size->value < 32 )
ri.Cvar_SetValue ("r_bloom_sample_size", 32);
//make sure bloom size is a power of 2
BLOOM_SIZE = (int)r_bloom_sample_size->value;
bloomsizecheck = (float)BLOOM_SIZE;
while(bloomsizecheck > 1.0f) bloomsizecheck /= 2.0f;
if( bloomsizecheck != 1.0f )
{
BLOOM_SIZE = 32;
while( BLOOM_SIZE < (int)r_bloom_sample_size->value )
BLOOM_SIZE *= 2;
}
//make sure bloom size doesn't have stupid values
if( BLOOM_SIZE > screen_texture_width ||
BLOOM_SIZE > screen_texture_height )
BLOOM_SIZE = min( screen_texture_width, screen_texture_height );
if( BLOOM_SIZE != (int)r_bloom_sample_size->value )
ri.Cvar_SetValue ("r_bloom_sample_size", BLOOM_SIZE);
data = malloc( BLOOM_SIZE * BLOOM_SIZE * 4 );
memset( data, 0, BLOOM_SIZE * BLOOM_SIZE * 4 );
r_bloomfx.width = BLOOM_SIZE;
r_bloomfx.height = BLOOM_SIZE;
r_bloomfx.type = PF_PROCEDURE_TEX;
r_bloomfx.flags = 0;
r_bloomfx.numMips = 4;
r_bloomfx.palette = NULL;
r_bloomfx.buffer = data;
r_bloomeffecttexture = R_LoadImage( "***r_bloomeffecttexture***", &r_bloomfx, it_pic );
free ( data );
}
/*
=================
R_Bloom_InitTextures
=================
*/
void R_Bloom_InitTextures( void )
{
byte *data;
int size;
rgbdata_t r_bloomscr, r_downsample;
//find closer power of 2 to screen size
for (screen_texture_width = 1; screen_texture_width < vid.width; screen_texture_width *= 2);
for (screen_texture_height = 1; screen_texture_height < vid.height; screen_texture_height *= 2);
//disable blooms if we can't handle a texture of that size
/* if( screen_texture_width > gl_config.maxTextureSize ||
screen_texture_height > glConfig.maxTextureSize ) {
screen_texture_width = screen_texture_height = 0;
Cvar_SetValue ("r_bloom", 0);
Com_Printf( "WARNING: 'R_InitBloomScreenTexture' too high resolution for Light Bloom. Effect disabled\n" );
return;
}*/
//init the screen texture
size = screen_texture_width * screen_texture_height * 4;
data = malloc( size );
memset( data, 255, size );
r_bloomscr.width = screen_texture_width;
r_bloomscr.height = screen_texture_height;
r_bloomscr.type = 0;
r_bloomscr.flags = 0;
r_bloomscr.palette = NULL;
r_bloomscr.buffer = (byte *)data;
r_bloomscr.numMips = 4;
r_bloomscreentexture = R_LoadImage( "***r_bloomscreentexture***", &r_bloomscr, it_pic );
free ( data );
//validate bloom size and init the bloom effect texture
R_Bloom_InitEffectTexture ();
//if screensize is more than 2x the bloom effect texture, set up for stepped downsampling
r_bloomdownsamplingtexture = NULL;
r_screendownsamplingtexture_size = 0;
if( vid.width > (BLOOM_SIZE * 2) && !r_bloom_fast_sample->value )
{
r_screendownsamplingtexture_size = (int)(BLOOM_SIZE * 2);
data = malloc( r_screendownsamplingtexture_size * r_screendownsamplingtexture_size * 4 );
memset( data, 0, r_screendownsamplingtexture_size * r_screendownsamplingtexture_size * 4 );
r_downsample.width = r_screendownsamplingtexture_size;
r_downsample.height = r_screendownsamplingtexture_size;
r_downsample.type = PF_PROCEDURE_TEX;
r_downsample.flags = 0;
r_downsample.palette = NULL;
r_downsample.buffer = (byte *)data;
r_downsample.numMips = 4;
r_bloomdownsamplingtexture = R_LoadImage( "***r_bloomdownsampetexture***", &r_downsample, it_pic );
free ( data );
}
//Init the screen backup texture
if( r_screendownsamplingtexture_size )
R_Bloom_InitBackUpTexture( r_screendownsamplingtexture_size, r_screendownsamplingtexture_size );
else R_Bloom_InitBackUpTexture( BLOOM_SIZE, BLOOM_SIZE );
}
/*
=================
R_Bloom_DrawEffect
=================
*/
void R_Bloom_DrawEffect( void )
{
GL_Bind(r_bloomeffecttexture->texnum);
qglEnable(GL_BLEND);
qglBlendFunc(GL_ONE, GL_ONE);
qglColor4f(r_bloom_alpha->value, r_bloom_alpha->value, r_bloom_alpha->value, 1.0f);
GL_TexEnv(GL_MODULATE);
qglBegin(GL_QUADS);
qglTexCoord2f( 0, sampleText_tch );
qglVertex2f( curView_x, curView_y );
qglTexCoord2f( 0, 0 );
qglVertex2f( curView_x, curView_y + curView_height );
qglTexCoord2f( sampleText_tcw, 0 );
qglVertex2f( curView_x + curView_width, curView_y + curView_height );
qglTexCoord2f( sampleText_tcw, sampleText_tch );
qglVertex2f( curView_x + curView_width, curView_y );
qglEnd();
qglDisable(GL_BLEND);
}
/*
=================
R_Bloom_GeneratexDiamonds
=================
*/
void R_Bloom_GeneratexDiamonds( void )
{
int i, j;
static float intensity;
//set up sample size workspace
qglViewport( 0, 0, sample_width, sample_height );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, sample_width, sample_height, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
//copy small scene into r_bloomeffecttexture
GL_Bind(r_bloomeffecttexture->texnum);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
//start modifying the small scene corner
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglEnable(GL_BLEND);
//darkening passes
if( r_bloom_darken->value )
{
qglBlendFunc(GL_DST_COLOR, GL_ZERO);
GL_TexEnv(GL_MODULATE);
for(i=0; i<r_bloom_darken->value ;i++) {
R_Bloom_SamplePass( 0, 0 );
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
}
//bluring passes
//qglBlendFunc(GL_ONE, GL_ONE);
qglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
if( r_bloom_diamond_size->value > 7 || r_bloom_diamond_size->value <= 3)
{
if( (int)r_bloom_diamond_size->value != 8 ) ri.Cvar_SetValue( "r_bloom_diamond_size", 8 );
for(i=0; i<r_bloom_diamond_size->value; i++) {
for(j=0; j<r_bloom_diamond_size->value; j++) {
intensity = r_bloom_intensity->value * 0.3 * Diamond8x[i][j];
if( intensity < 0.01f ) continue;
qglColor4f( intensity, intensity, intensity, 1.0);
R_Bloom_SamplePass( i-4, j-4 );
}
}
} else if( r_bloom_diamond_size->value > 5 ) {
if( r_bloom_diamond_size->value != 6 ) ri.Cvar_SetValue( "r_bloom_diamond_size", 6 );
for(i=0; i<r_bloom_diamond_size->value; i++) {
for(j=0; j<r_bloom_diamond_size->value; j++) {
intensity = r_bloom_intensity->value * 0.5 * Diamond6x[i][j];
if( intensity < 0.01f ) continue;
qglColor4f( intensity, intensity, intensity, 1.0);
R_Bloom_SamplePass( i-3, j-3 );
}
}
} else if( r_bloom_diamond_size->value > 3 ) {
if( (int)r_bloom_diamond_size->value != 4 ) ri.Cvar_SetValue( "r_bloom_diamond_size", 4 );
for(i=0; i<r_bloom_diamond_size->value; i++) {
for(j=0; j<r_bloom_diamond_size->value; j++) {
intensity = r_bloom_intensity->value * 0.8f * Diamond4x[i][j];
if( intensity < 0.01f ) continue;
qglColor4f( intensity, intensity, intensity, 1.0);
R_Bloom_SamplePass( i-2, j-2 );
}
}
}
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sample_width, sample_height);
//restore full screen workspace
qglViewport( 0, 0, vid.width, vid.height );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, vid.width, vid.height, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
}
/*
=================
R_Bloom_DownsampleView
=================
*/
void R_Bloom_DownsampleView( void )
{
qglDisable( GL_BLEND );
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
//stepped downsample
if( r_screendownsamplingtexture_size )
{
int midsample_width = r_screendownsamplingtexture_size * sampleText_tcw;
int midsample_height = r_screendownsamplingtexture_size * sampleText_tch;
//copy the screen and draw resized
GL_Bind(r_bloomscreentexture->texnum);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, curView_x, vid.height - (curView_y + curView_height), curView_width, curView_height);
R_Bloom_Quad( 0, vid.height-midsample_height, midsample_width, midsample_height, screenText_tcw, screenText_tch );
//now copy into Downsampling (mid-sized) texture
GL_Bind(r_bloomdownsamplingtexture->texnum);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, midsample_width, midsample_height);
//now draw again in bloom size
qglColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
R_Bloom_Quad( 0, vid.height-sample_height, sample_width, sample_height, sampleText_tcw, sampleText_tch );
//now blend the big screen texture into the bloom generation space (hoping it adds some blur)
qglEnable( GL_BLEND );
qglBlendFunc(GL_ONE, GL_ONE);
qglColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
GL_Bind(r_bloomscreentexture->texnum);
R_Bloom_Quad( 0, vid.height-sample_height, sample_width, sample_height, screenText_tcw, screenText_tch );
qglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
qglDisable( GL_BLEND );
} else { //downsample simple
GL_Bind(r_bloomscreentexture->texnum);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, curView_x, vid.height - (curView_y + curView_height), curView_width, curView_height);
R_Bloom_Quad( 0, vid.height-sample_height, sample_width, sample_height, screenText_tcw, screenText_tch );
}
}
/*
=================
R_BloomBlend
=================
*/
void R_SetupGL (void);
void R_BloomBlend ( refdef_t *fd )
{
if( !(fd->rdflags & RDF_BLOOM)|| !r_bloom->value )
return;
if( screen_texture_width < BLOOM_SIZE ||
screen_texture_height < BLOOM_SIZE )
return;
//set up full screen workspace
qglViewport( 0, 0, vid.width, vid.height );
qglDisable( GL_DEPTH_TEST );
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity ();
qglOrtho(0, vid.width, vid.height, 0, -10, 100);
qglMatrixMode( GL_MODELVIEW );
qglLoadIdentity ();
qglDisable(GL_CULL_FACE);
qglDepthMask(false);
qglDisable( GL_BLEND );
qglEnable( GL_TEXTURE_2D );
qglColor4f( 1, 1, 1, 1 );
//set up current sizes
curView_x = fd->x;
curView_y = fd->y;
curView_width = fd->width;
curView_height = fd->height;
screenText_tcw = ((float)fd->width / (float)screen_texture_width);
screenText_tch = ((float)fd->height / (float)screen_texture_height);
if( fd->height > fd->width )
{
sampleText_tcw = ((float)fd->width / (float)fd->height);
sampleText_tch = 1.0f;
}
else
{
sampleText_tcw = 1.0f;
sampleText_tch = ((float)fd->height / (float)fd->width);
}
sample_width = BLOOM_SIZE * sampleText_tcw;
sample_height = BLOOM_SIZE * sampleText_tch;
//copy the screen space we'll use to work into the backup texture
GL_Bind(r_bloombackuptexture->texnum);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, r_screenbackuptexture_size * sampleText_tcw, r_screenbackuptexture_size * sampleText_tch);
//create the bloom image
R_Bloom_DownsampleView();
R_Bloom_GeneratexDiamonds();
//restore the screen-backup to the screen
qglDisable(GL_BLEND);
GL_Bind(r_bloombackuptexture->texnum);
qglColor4f( 1, 1, 1, 1 );
R_Bloom_Quad( 0,
vid.height - (r_screenbackuptexture_size * sampleText_tch),
r_screenbackuptexture_size * sampleText_tcw,
r_screenbackuptexture_size * sampleText_tch,
sampleText_tcw, sampleText_tch );
R_Bloom_DrawEffect();
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglEnable (GL_TEXTURE_2D);
qglEnable( GL_DEPTH_TEST );
qglColor4f(1,1,1,1);
qglDepthMask(true);
}