Merge remote-tracking branch 'origin/esm'
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commit
17aafae42c
@ -20,7 +20,7 @@ void main()
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vec4 sum = texture(tex, vec2(X, Y)) * g0;
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g0 *= g1;
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g1 *= g2;
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for (int i = 1; i < 3; i++) {
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for (int i = 1; i < 6; i++) {
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sum += texture(tex, vec2(X - i * pixel.x, Y)) * g0;
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sum += texture(tex, vec2(X + i * pixel.x, Y)) * g0;
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g0 *= g1;
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@ -20,7 +20,7 @@ void main()
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vec4 sum = texture(tex, vec2(X, Y)) * g0;
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g0 *= g1;
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g1 *= g2;
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for (int i = 1; i < 3; i++) {
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for (int i = 1; i < 6; i++) {
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sum += texture(tex, vec2(X, Y - i * pixel.y)) * g0;
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sum += texture(tex, vec2(X, Y + i * pixel.y)) * g0;
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g0 *= g1;
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@ -17,5 +17,5 @@ void main(void)
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vec4 col = texture(tex, uv);
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#endif
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if (col.a < 0.5) discard;
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FragColor = vec4(gl_FragCoord.z);
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FragColor = vec4(exp(8. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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}
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@ -2,5 +2,5 @@ out vec4 FragColor;
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void main()
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{
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FragColor = vec4(gl_FragCoord.z);
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FragColor = vec4(exp(8. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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}
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@ -12,5 +12,5 @@ void main(void)
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{
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vec4 col = texture(tex, uv);
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if (col.a < 0.5) discard;
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FragColor = vec4(gl_FragCoord.z);
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FragColor = vec4(exp(8. * (2. * gl_FragCoord.z - 1.) / gl_FragCoord.w));
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}
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@ -30,7 +30,7 @@ float getShadowFactor(vec3 pos, float bias, int index)
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);
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vec4 shadowcoord = (ShadowViewProjMatrixes[index] * InverseViewMatrix * vec4(pos, 1.0));
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shadowcoord /= shadowcoord.w;
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shadowcoord.xy /= shadowcoord.w;
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vec2 shadowtexcoord = shadowcoord.xy * 0.5 + 0.5;
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// shadowcoord = (shadowcoord * 0.5) + vec3(0.5);
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@ -42,16 +42,21 @@ float getShadowFactor(vec3 pos, float bias, int index)
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//float shadowmapz = 2. * texture(shadowtex, vec3(shadowtexcoord, shadowcoord.z).x - 1.;
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// bias += smoothstep(0.001, 0.1, moved) * 0.014; // According to the warping
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float sum = 0.;
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for (float i = -1.5; i <= 1.5; i+= 1.)
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{
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for (float j = -1.5; j <= 1.5; j+= 1.)
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{
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float z = texture(shadowtex, vec3(shadowtexcoord +vec2(i, j) / 1024., float(index))).x;
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sum += (z > 0.5 * shadowcoord.z + 0.5) ? 1. : 0.;
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}
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}
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return sum / 16.;
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// float sum = 0.;
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// for (float i = -1.5; i <= 1.5; i+= 1.)
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// {
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// for (float j = -1.5; j <= 1.5; j+= 1.)
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// {
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// float z = texture(shadowtex, vec3(shadowtexcoord +vec2(i, j) / 1024., float(index))).x;
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// sum += (z > 0.5 * shadowcoord.z + 0.5) ? 1. : 0.;
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// }
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// }
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// return sum / 16.;
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float z = texture(shadowtex, vec3(shadowtexcoord, float(index))).x;
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float d = shadowcoord.z;
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return min(pow(exp(-8. * d) * z, 256.), 1.);
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}
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void main() {
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@ -165,7 +165,7 @@ unsigned GPUTimer::elapsedTimeus()
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FrameBuffer::FrameBuffer() {}
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FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h, bool layered) :
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RenderTargets(RTTs), DepthTexture(0), width(w), height(h)
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RenderTargets(RTTs), DepthTexture(0), width(w), height(h), fbolayer(0)
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{
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@ -184,7 +184,7 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h, bo
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}
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FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered) :
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RenderTargets(RTTs), DepthTexture(DS), width(w), height(h)
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RenderTargets(RTTs), DepthTexture(DS), width(w), height(h), fbolayer(0)
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{
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@ -202,11 +202,15 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w, s
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}
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GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
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if (layered)
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glGenFramebuffers(1, &fbolayer);
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}
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FrameBuffer::~FrameBuffer()
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{
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glDeleteFramebuffers(1, &fbo);
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if (fbolayer)
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glDeleteFramebuffers(1, &fbolayer);
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}
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void FrameBuffer::Bind()
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@ -217,6 +221,16 @@ void FrameBuffer::Bind()
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glDrawBuffers((int)RenderTargets.size(), bufs);
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}
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void FrameBuffer::BindLayer(unsigned i)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fbolayer);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, RenderTargets[0], 0, i);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, DepthTexture, 0, i);
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glViewport(0, 0, (int)width, (int)height);
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GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers((int)RenderTargets.size(), bufs);
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}
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void FrameBuffer::Blit(const FrameBuffer &Src, FrameBuffer &Dst, GLbitfield mask, GLenum filter)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, Src.fbo);
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@ -43,7 +43,7 @@ public:
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class FrameBuffer
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{
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private:
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GLuint fbo;
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GLuint fbo, fbolayer;
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std::vector<GLuint> RenderTargets;
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GLuint DepthTexture;
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size_t width, height;
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@ -53,6 +53,7 @@ public:
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FrameBuffer(const std::vector <GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered = false);
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~FrameBuffer();
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void Bind();
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void BindLayer(unsigned);
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const std::vector<GLuint> &getRTT() const { return RenderTargets; }
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GLuint &getDepthTexture() { assert(DepthTexture); return DepthTexture; }
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size_t getWidth() const { return width; }
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@ -513,6 +513,7 @@ void IrrDriver::initDevice()
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hasDrawIndirect = false;
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hasComputeShaders = false;
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hasTextureStorage = false;
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hasTextureView = false;
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// Default false value for hasVSLayer if --no-graphics argument is used
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#if !defined(__APPLE__)
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if (!ProfileWorld::isNoGraphics())
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@ -541,6 +542,10 @@ void IrrDriver::initDevice()
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hasTextureStorage = true;
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Log::info("GLDriver", "ARB Texture Storage enabled");
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}
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if (hasGLExtension("GL_ARB_texture_view")) {
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hasTextureView = true;
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Log::info("GLDriver", "ARB Texture View enabled");
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}
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}
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#endif
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@ -180,6 +180,7 @@ private:
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bool hasBuffserStorage;
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bool hasComputeShaders;
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bool hasTextureStorage;
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bool hasTextureView;
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bool m_need_ubo_workaround;
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bool m_need_rh_workaround;
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bool m_need_srgb_workaround;
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@ -311,6 +312,11 @@ public:
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return hasTextureStorage;
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}
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bool hasARBTextureView() const
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{
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return hasTextureView;
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}
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video::SColorf getAmbientLight() const;
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struct GlowData {
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@ -314,6 +314,25 @@ void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
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}
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}
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void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo)
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{
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for (unsigned i = 0; i < 4; i++)
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{
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// Used as temp
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irr_driver->getFBO(FBO_BLOOM_1024).Bind();
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GLuint LayerTex;
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glGenTextures(1, &LayerTex);
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glTextureView(LayerTex, GL_TEXTURE_2D, in_fbo.getRTT()[0], GL_R32F, 0, 1, i, 1);
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FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(LayerTex);
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DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1. / 1024., 1. / 1024.));
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in_fbo.BindLayer(i);
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FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_BLOOM_1024).getRTT()[0]);
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DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1. / 1024., 1. / 1024.));
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glDeleteTextures(1, &LayerTex);
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}
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}
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void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
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{
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assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
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@ -88,6 +88,7 @@ public:
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/** Blur the in texture */
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void renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
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void renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
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void renderGaussian6BlurLayer(FrameBuffer &in_fbo);
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void renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
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/** Render tex. Used for blit/texture resize */
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@ -978,11 +978,12 @@ void IrrDriver::renderShadows()
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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m_rtts->getShadowFBO().Bind();
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1.5, 0.);
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m_rtts->getShadowFBO().Bind();
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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glClearColor(1., 1., 1., 1.);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glClearColor(0., 0., 0., 0.);
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@ -1024,7 +1025,11 @@ void IrrDriver::renderShadows()
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}
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glDisable(GL_POLYGON_OFFSET_FILL);
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glCullFace(GL_BACK);
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if (irr_driver->hasARBTextureView())
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m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO());
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]);
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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}
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@ -24,13 +24,13 @@
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#include "utils/log.hpp"
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#include <ISceneManager.h>
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static GLuint generateRTT3D(GLenum target, size_t w, size_t h, size_t d, GLint internalFormat, GLint format, GLint type)
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static GLuint generateRTT3D(GLenum target, size_t w, size_t h, size_t d, GLint internalFormat, GLint format, GLint type, unsigned mipmaplevel = 1)
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{
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GLuint result;
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glGenTextures(1, &result);
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glBindTexture(target, result);
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if (irr_driver->hasARBTextureStorage())
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glTexStorage3D(target, 1, internalFormat, w, h, d);
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glTexStorage3D(target, mipmaplevel, internalFormat, w, h, d);
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else
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glTexImage3D(target, 0, internalFormat, w, h, d, 0, format, type, 0);
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return result;
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@ -223,8 +223,8 @@ RTT::RTT(size_t width, size_t height)
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if (UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround())
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{
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shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_R32F, GL_RED, GL_FLOAT);
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shadowDepthTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_R32F, GL_RED, GL_FLOAT, 1);
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shadowDepthTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 1);
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somevector.clear();
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somevector.push_back(shadowColorTex);
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@ -859,9 +859,13 @@ GLuint createShadowSampler()
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
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int aniso = UserConfigParams::m_anisotropic;
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if (aniso == 0) aniso = 1;
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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return id;
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#endif
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}
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