- // 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);
- for (x = -range;x <= range;x++)
- {
- 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
- texcoord2f[2][0] = xoffset+0;
- texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
- texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
- texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
- texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
- texcoord2f[2][5] = yoffset+0;
- texcoord2f[2][6] = xoffset+0;
- texcoord2f[2][7] = yoffset+0;
- // 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);
+ for (dir = 0;dir < 2;dir++)
+ {
+ // blend on at multiple vertical offsets to achieve a vertical blur
+ // TODO: do offset blends using GLSL
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ for (x = -range;x <= range;x++)
+ {
+ if (!dir){xoffset = 0;yoffset = x;}
+ else {xoffset = x;yoffset = 0;}
+ xoffset /= (float)r_bloomstate.bloomtexturewidth;
+ yoffset /= (float)r_bloomstate.bloomtextureheight;
+ // compute a texcoord array with the specified x and y offset
+ r_bloomstate.offsettexcoord2f[0] = xoffset+0;
+ r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+ r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+ r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+ r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+ r_bloomstate.offsettexcoord2f[5] = yoffset+0;
+ r_bloomstate.offsettexcoord2f[6] = xoffset+0;
+ r_bloomstate.offsettexcoord2f[7] = yoffset+0;
+ // this r value looks like a 'dot' particle, fading sharply to
+ // black at the edges
+ // (probably not realistic but looks good enough)
+ //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
+ //r = (dir ? 1.0f : brighten)/(range*2+1);
+ r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
+ GL_Color(r, r, r, 1);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ }
+
+ // copy the vertically blurred bloom view to a texture
+ GL_ActiveTexture(0);
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ }
+
+ // apply subtract last
+ // (just like it would be in a GLSL shader)
+ if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+ GL_Color(1, 1, 1, 1);