#5889: Do post-processing only on viewport portion of frame buffer.

This commit is contained in:
SmileTheory 2013-04-26 18:44:22 -07:00
parent b6d64b7dc4
commit aff3f18101
3 changed files with 77 additions and 31 deletions

View file

@ -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
void RB_BokehBlur(float blur)
Blurs a part of one framebuffer to another.
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);
}
}