GL_DepthMask(true);
GL_DepthTest(false);
R_Mesh_Matrix(&r_identitymatrix);
+ // vertex coordinates for a quad that covers the screen exactly
varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
float xoffset, yoffset, r;
c_bloom++;
+ // set the (poorly named) screenwidth and screenheight variables to
+ // a power of 2 at least as large as the screen, these will define the
+ // size of the texture to allocate
for (screenwidth = 1;screenwidth < vid.realwidth;screenwidth *= 2);
for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2);
+ // allocate textures as needed
+ if (!r_bloom_texture_screen)
+ r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ if (!r_bloom_texture_bloom)
+ r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ // set bloomwidth and bloomheight to the bloom resolution that will be
+ // used (often less than the screen resolution for faster rendering)
bloomwidth = min(r_view_width, r_bloom_resolution.integer);
bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
+ // set up a texcoord array for the full resolution screen image
+ // (we have to keep this around to copy back during final render)
varray_texcoord2f[0][0] = 0;
varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
varray_texcoord2f[0][5] = 0;
varray_texcoord2f[0][6] = 0;
varray_texcoord2f[0][7] = 0;
+ // set up a texcoord array for the reduced resolution bloom image
+ // (which will be additive blended over the screen image)
varray_texcoord2f[1][0] = 0;
varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
varray_texcoord2f[1][5] = 0;
varray_texcoord2f[1][6] = 0;
varray_texcoord2f[1][7] = 0;
- if (!r_bloom_texture_screen)
- r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
- if (!r_bloom_texture_bloom)
- r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
memset(&m, 0, sizeof(m));
m.pointer_vertex = varray_vertex3f;
m.pointer_texcoord[0] = varray_texcoord2f[0];
m.tex[0] = R_GetTexture(r_bloom_texture_screen);
R_Mesh_State(&m);
- // copy view to a texture
+ // copy view into the full resolution screen image texture
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
c_bloomcopies++;
c_bloomcopypixels += r_view_width * r_view_height;
// now scale it down to the bloom size and raise to a power of itself
- qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+ // to darken it (this leaves the really bright stuff bright, and
+ // everything else becomes very dark)
// TODO: optimize with multitexture or GLSL
+ qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(1, 1, 1, 1);
R_Mesh_Draw(4, 2, polygonelements);
c_bloomdraws++;
c_bloomdrawpixels += bloomwidth * bloomheight;
+ // render multiple times with a multiply blendfunc to raise to a power
GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
for (x = 1;x < r_bloom_power.integer;x++)
{
c_bloomdraws++;
c_bloomdrawpixels += bloomwidth * bloomheight;
}
- // copy the bloom view to a texture
+ // we now have a darkened bloom image in the framebuffer, copy it into
+ // the bloom image texture for more processing
memset(&m, 0, sizeof(m));
m.pointer_vertex = varray_vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
c_bloomcopies++;
c_bloomcopypixels += bloomwidth * bloomheight;
- // blend on at multiple offsets vertically
+ // blend on at multiple vertical offsets to achieve a vertical blur
// TODO: do offset blends using GLSL
range = r_bloom_blur.integer * bloomwidth / 320;
GL_BlendFunc(GL_ONE, GL_ZERO);
{
xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
+ // compute a texcoord array with the specified x and y offset
varray_texcoord2f[2][0] = xoffset+0;
varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
varray_texcoord2f[2][5] = yoffset+0;
varray_texcoord2f[2][6] = xoffset+0;
varray_texcoord2f[2][7] = yoffset+0;
- r = r_bloom_intensity.value/(range*2+1)*(1 - fabs(x*x)/(float)(range*range));
+ // this r value looks like a 'dot' particle, fading sharply to
+ // black at the edges
+ // (probably not realistic but looks good enough)
+ r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
if (r < 0.01f)
continue;
GL_Color(r, r, r, 1);
c_bloomdrawpixels += bloomwidth * bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
- // copy the blurred bloom view to a texture
+ // copy the vertically blurred bloom view to a texture
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
c_bloomcopies++;
c_bloomcopypixels += bloomwidth * bloomheight;
- // blend on at multiple offsets horizontally
+ // blend the vertically blurred image at multiple offsets horizontally
+ // to finish the blur effect
// TODO: do offset blends using GLSL
range = r_bloom_blur.integer * bloomwidth / 320;
GL_BlendFunc(GL_ONE, GL_ZERO);
{
xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
+ // compute a texcoord array with the specified x and y offset
varray_texcoord2f[2][0] = xoffset+0;
varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
varray_texcoord2f[2][5] = yoffset+0;
varray_texcoord2f[2][6] = xoffset+0;
varray_texcoord2f[2][7] = yoffset+0;
- r = r_bloom_intensity.value/(range*2+1)*(1 - fabs(x*x)/(float)(range*range));
+ // this r value looks like a 'dot' particle, fading sharply to
+ // black at the edges
+ // (probably not realistic but looks good enough)
+ r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
if (r < 0.01f)
continue;
GL_Color(r, r, r, 1);
c_bloomcopypixels += bloomwidth * bloomheight;
// go back to full view area
qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
- // put the original view back in place
+ // put the original screen image back in place and blend the bloom
+ // texture on it
memset(&m, 0, sizeof(m));
m.pointer_vertex = varray_vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_screen);