Reorder post processes effects.
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eb0c948e41
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@ -637,6 +637,78 @@ void PostProcessing::render()
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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PROFILER_PUSH_CPU_MARKER("- Godrays", 0xFF, 0x00, 0x00);
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if (UserConfigParams::m_light_shaft && m_sunpixels > 30)//World::getWorld()->getTrack()->hasGodRays() && ) // god rays
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{
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glEnable(GL_DEPTH_TEST);
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// Grab the sky
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glBindFramebuffer(GL_FRAMEBUFFER, out_fbo);
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glClear(GL_COLOR_BUFFER_BIT);
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irr_driver->renderSkybox();
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// Set the sun's color
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const SColor col = World::getWorld()->getTrack()->getSunColor();
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ColorizeProvider * const colcb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
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colcb->setColor(col.getRed() / 255.0f, col.getGreen() / 255.0f, col.getBlue() / 255.0f);
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// The sun interposer
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STKMeshSceneNode *sun = irr_driver->getSunInterposer();
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irr_driver->getSceneManager()->drawAll(ESNRP_CAMERA);
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irr_driver->setPhase(GLOW_PASS);
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sun->render();
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glDisable(GL_DEPTH_TEST);
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// Fade to quarter
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glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_QUARTER1));
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glViewport(0, 0, UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
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renderGodFade(out_rtt, col);
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// Blur
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renderGaussian3Blur(irr_driver->getFBO(FBO_QUARTER1), irr_driver->getRenderTargetTexture(RTT_QUARTER1),
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irr_driver->getFBO(FBO_QUARTER2), irr_driver->getRenderTargetTexture(RTT_QUARTER2),
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UserConfigParams::m_width / 4,
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UserConfigParams::m_height / 4);
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// Calculate the sun's position in texcoords
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const core::vector3df pos = sun->getPosition();
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float ndc[4];
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core::matrix4 trans = camnode->getProjectionMatrix();
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trans *= camnode->getViewMatrix();
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trans.transformVect(ndc, pos);
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const float texh = m_vertices[cam].v1.TCoords.Y - m_vertices[cam].v0.TCoords.Y;
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const float texw = m_vertices[cam].v3.TCoords.X - m_vertices[cam].v0.TCoords.X;
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const float sunx = ((ndc[0] / ndc[3]) * 0.5f + 0.5f) * texw;
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const float suny = ((ndc[1] / ndc[3]) * 0.5f + 0.5f) * texh;
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// Rays please
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glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_QUARTER2));
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renderGodRay(irr_driver->getRenderTargetTexture(RTT_QUARTER1), core::vector2df(sunx, suny));
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// Blur
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renderGaussian3Blur(irr_driver->getFBO(FBO_QUARTER2), irr_driver->getRenderTargetTexture(RTT_QUARTER2),
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irr_driver->getFBO(FBO_QUARTER1), irr_driver->getRenderTargetTexture(RTT_QUARTER1),
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UserConfigParams::m_width / 4,
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UserConfigParams::m_height / 4);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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// Blend
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glBindFramebuffer(GL_FRAMEBUFFER, in_fbo);
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renderPassThrough(irr_driver->getRenderTargetTexture(RTT_QUARTER2));
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glDisable(GL_BLEND);
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}
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PROFILER_POP_CPU_MARKER();
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// Simulate camera defects from there
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PROFILER_PUSH_CPU_MARKER("- Bloom", 0xFF, 0x00, 0x00);
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if (UserConfigParams::m_bloom)
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{
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@ -691,7 +763,6 @@ void PostProcessing::render()
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renderPassThrough(irr_driver->getRenderTargetTexture(RTT_BLOOM_512));
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glDisable(GL_BLEND);
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} // end if bloom
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PROFILER_POP_CPU_MARKER();
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computeLogLuminance(in_rtt);
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@ -699,76 +770,6 @@ void PostProcessing::render()
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std::swap(in_rtt, out_rtt);
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std::swap(in_fbo, out_fbo);
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PROFILER_PUSH_CPU_MARKER("- Godrays", 0xFF, 0x00, 0x00);
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if (UserConfigParams::m_light_shaft && m_sunpixels > 30)//World::getWorld()->getTrack()->hasGodRays() && ) // god rays
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{
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glEnable(GL_DEPTH_TEST);
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// Grab the sky
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glBindFramebuffer(GL_FRAMEBUFFER, out_fbo);
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glClear(GL_COLOR_BUFFER_BIT);
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irr_driver->renderSkybox();
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// Set the sun's color
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const SColor col = World::getWorld()->getTrack()->getSunColor();
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ColorizeProvider * const colcb = (ColorizeProvider *) irr_driver->getCallback(ES_COLORIZE);
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colcb->setColor(col.getRed() / 255.0f, col.getGreen() / 255.0f, col.getBlue() / 255.0f);
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// The sun interposer
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STKMeshSceneNode *sun = irr_driver->getSunInterposer();
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irr_driver->getSceneManager()->drawAll(ESNRP_CAMERA);
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irr_driver->setPhase(GLOW_PASS);
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sun->render();
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glDisable(GL_DEPTH_TEST);
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// Fade to quarter
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glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_QUARTER1));
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glViewport(0, 0, UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
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renderGodFade(out_rtt, col);
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// Blur
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renderGaussian3Blur(irr_driver->getFBO(FBO_QUARTER1), irr_driver->getRenderTargetTexture(RTT_QUARTER1),
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irr_driver->getFBO(FBO_QUARTER2), irr_driver->getRenderTargetTexture(RTT_QUARTER2),
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UserConfigParams::m_width / 4,
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UserConfigParams::m_height / 4);
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// Calculate the sun's position in texcoords
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const core::vector3df pos = sun->getPosition();
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float ndc[4];
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core::matrix4 trans = camnode->getProjectionMatrix();
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trans *= camnode->getViewMatrix();
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trans.transformVect(ndc, pos);
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const float texh = m_vertices[cam].v1.TCoords.Y - m_vertices[cam].v0.TCoords.Y;
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const float texw = m_vertices[cam].v3.TCoords.X - m_vertices[cam].v0.TCoords.X;
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const float sunx = ((ndc[0] / ndc[3]) * 0.5f + 0.5f) * texw;
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const float suny = ((ndc[1] / ndc[3]) * 0.5f + 0.5f) * texh;
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// Rays please
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glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_QUARTER2));
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renderGodRay(irr_driver->getRenderTargetTexture(RTT_QUARTER1), core::vector2df(sunx, suny));
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// Blur
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renderGaussian3Blur(irr_driver->getFBO(FBO_QUARTER2), irr_driver->getRenderTargetTexture(RTT_QUARTER2),
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irr_driver->getFBO(FBO_QUARTER1), irr_driver->getRenderTargetTexture(RTT_QUARTER1),
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UserConfigParams::m_width / 4,
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UserConfigParams::m_height / 4);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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// Blend
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glBindFramebuffer(GL_FRAMEBUFFER, in_fbo);
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renderPassThrough(irr_driver->getRenderTargetTexture(RTT_QUARTER2));
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glDisable(GL_BLEND);
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}
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PROFILER_POP_CPU_MARKER();
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if (UserConfigParams::m_motionblur && m_any_boost) // motion blur
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{
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PROFILER_PUSH_CPU_MARKER("- Motion blur", 0xFF, 0x00, 0x00);
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