1 /* Emacs style mode select -*- C++ -*-
2 *-----------------------------------------------------------------------------
3 *
4 *
5 * PrBoom: a Doom port merged with LxDoom and LSDLDoom
6 * based on BOOM, a modified and improved DOOM engine
7 * Copyright (C) 1999 by
8 * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
9 * Copyright (C) 1999-2000 by
10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
11 * Copyright 2005, 2006 by
12 * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
13 *
14 * This program is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU General Public License
16 * as published by the Free Software Foundation; either version 2
17 * of the License, or (at your option) any later version.
18 *
19 * This program is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 * GNU General Public License for more details.
23 *
24 * You should have received a copy of the GNU General Public License
25 * along with this program; if not, write to the Free Software
26 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
27 * 02111-1307, USA.
28 *
29 * DESCRIPTION:
30 * Thanks Roman "Vortex" Marchenko
31 *---------------------------------------------------------------------
32 */
33
34 #ifdef HAVE_CONFIG_H
35 #include "config.h"
36 #endif
37
38 #include "gl_opengl.h"
39
40 #include <SDL.h>
41
42 #include "gl_intern.h"
43
44 #include "i_main.h"
45 #include "lprintf.h"
46
47 dboolean gl_use_FBO = false;
48
49 #ifdef USE_FBO_TECHNIQUE
50 GLuint glSceneImageFBOTexID = 0;
51 GLuint glDepthBufferFBOTexID = 0;
52 GLuint glSceneImageTextureFBOTexID = 0;
53 int SceneInTexture = false;
54 static dboolean gld_CreateScreenSizeFBO(void);
55 #endif
56
57 //e6y: motion bloor
58 int gl_motionblur;
59 int gl_use_motionblur = false;
60 const char *gl_motionblur_minspeed;
61 const char *gl_motionblur_att_a;
62 const char *gl_motionblur_att_b;
63 const char *gl_motionblur_att_c;
64 int MotionBlurOn;
65 int gl_motionblur_minspeed_pow2 = 0x32 * 0x32 + 0x28 * 0x28;
66 float gl_motionblur_a = 55.0f;
67 float gl_motionblur_b = 1.8f;
68 float gl_motionblur_c = 0.9f;
69
70 //e6y
71 int gl_invul_bw_method;
72
73 #ifdef USE_FBO_TECHNIQUE
74
75 void gld_InitMotionBlur(void);
76
gld_InitFBO(void)77 void gld_InitFBO(void)
78 {
79 gld_FreeScreenSizeFBO();
80
81 gl_use_motionblur = gl_ext_framebuffer_object && gl_motionblur && gl_ext_blend_color;
82
83 gl_use_FBO = (gl_ext_framebuffer_object) && (gl_version >= OPENGL_VERSION_1_3) &&
84 (gl_use_motionblur || !gl_boom_colormaps || gl_has_hires);
85
86 if (gl_use_FBO)
87 {
88 if (gld_CreateScreenSizeFBO())
89 {
90 // motion blur setup
91 gld_InitMotionBlur();
92 }
93 else
94 {
95 gld_FreeScreenSizeFBO();
96 gl_use_FBO = false;
97 gl_ext_framebuffer_object = false;
98 }
99 }
100 }
101
gld_CreateScreenSizeFBO(void)102 static dboolean gld_CreateScreenSizeFBO(void)
103 {
104 int status = 0;
105 GLenum internalFormat;
106 dboolean attach_stencil = gl_ext_packed_depth_stencil;// && (gl_has_hires || gl_use_motionblur);
107
108 if (!gl_ext_framebuffer_object)
109 return false;
110
111 GLEXT_glGenFramebuffersEXT(1, &glSceneImageFBOTexID);
112 GLEXT_glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, glSceneImageFBOTexID);
113
114 GLEXT_glGenRenderbuffersEXT(1, &glDepthBufferFBOTexID);
115 GLEXT_glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, glDepthBufferFBOTexID);
116
117 internalFormat = (attach_stencil ? GL_DEPTH_STENCIL_EXT : GL_DEPTH_COMPONENT);
118 GLEXT_glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalFormat, SCREENWIDTH, SCREENHEIGHT);
119
120 // attach a renderbuffer to depth attachment point
121 GLEXT_glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, glDepthBufferFBOTexID);
122
123 if (attach_stencil)
124 {
125 // attach a renderbuffer to stencil attachment point
126 GLEXT_glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, glDepthBufferFBOTexID);
127 }
128
129 glGenTextures(1, &glSceneImageTextureFBOTexID);
130 glBindTexture(GL_TEXTURE_2D, glSceneImageTextureFBOTexID);
131 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, SCREENWIDTH, SCREENHEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
132 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
133 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
134 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
135 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
136
137 // e6y
138 // Some ATI�s drivers have a bug whereby adding the depth renderbuffer
139 // and then a texture causes the application to crash.
140 // This should be kept in mind when doing any FBO related work and
141 // tested for as it is possible it could be fixed in a future driver revision
142 // thus rendering the problem non-existent.
143 PRBOOM_TRY(EXEPTION_glFramebufferTexture2DEXT)
144 {
145 GLEXT_glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, glSceneImageTextureFBOTexID, 0);
146 status = GLEXT_glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
147 }
148 PRBOOM_EXCEPT(EXEPTION_glFramebufferTexture2DEXT)
149
150 if (status == GL_FRAMEBUFFER_COMPLETE_EXT)
151 {
152 GLEXT_glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
153 }
154 else
155 {
156 lprintf(LO_ERROR, "gld_CreateScreenSizeFBO: Cannot create framebuffer object (error code: %d)\n", status);
157 }
158
159 return (status == GL_FRAMEBUFFER_COMPLETE_EXT);
160 }
161
gld_FreeScreenSizeFBO(void)162 void gld_FreeScreenSizeFBO(void)
163 {
164 if (!gl_ext_framebuffer_object)
165 return;
166
167 GLEXT_glDeleteFramebuffersEXT(1, &glSceneImageFBOTexID);
168 glSceneImageFBOTexID = 0;
169
170 GLEXT_glDeleteRenderbuffersEXT(1, &glDepthBufferFBOTexID);
171 glDepthBufferFBOTexID = 0;
172
173 glDeleteTextures(1, &glSceneImageTextureFBOTexID);
174 glSceneImageTextureFBOTexID = 0;
175 }
176
gld_InitMotionBlur(void)177 void gld_InitMotionBlur(void)
178 {
179 if (gl_use_motionblur)
180 {
181 float f;
182
183 sscanf(gl_motionblur_minspeed, "%f", &f);
184 sscanf(gl_motionblur_att_a, "%f", &gl_motionblur_a);
185 sscanf(gl_motionblur_att_b, "%f", &gl_motionblur_b);
186 sscanf(gl_motionblur_att_c, "%f", &gl_motionblur_c);
187
188 gl_motionblur_minspeed_pow2 = (int)(f * f);
189 }
190 }
191 #endif
192