Merge branch 'master' of github.com:supertuxkart/stk-code
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commit
07116006a6
@ -731,11 +731,22 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_1024), irr_driver->getFBO(FBO_BLOOM_512), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_BLOOM_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_BLOOM_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Copy for lens flare
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_LENS_512), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_LENS_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_LENS_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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// Blur
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// The fbo sum chain is from https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_512), irr_driver->getFBO(FBO_TMP_512));
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renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_256), irr_driver->getFBO(FBO_TMP_256));
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renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_128), irr_driver->getFBO(FBO_TMP_128));
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renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 2., 2.);
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glEnable(GL_BLEND);
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@ -760,6 +771,12 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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renderPassThrough(irr_driver->getRenderTargetTexture(RTT_BLOOM_1024), in_fbo->getWidth(), in_fbo->getHeight());
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FullScreenShader::LensBlendShader::getInstance()->SetTextureUnits(
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irr_driver->getRenderTargetTexture(RTT_LENS_128), irr_driver->getRenderTargetTexture(RTT_LENS_256), irr_driver->getRenderTargetTexture(RTT_LENS_512));
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DrawFullScreenEffect<FullScreenShader::LensBlendShader>();
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glDisable(GL_BLEND);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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} // end if bloom
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