Smoothen shadow split
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b7fc539f57
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29afd22b68
@ -316,45 +316,41 @@ 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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void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer, float sigmaH, float sigmaV)
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{
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for (unsigned i = 0; i < 4; i++)
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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, layer, 1);
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if (!irr_driver->hasARBComputeShaders())
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{
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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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if (!irr_driver->hasARBComputeShaders())
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{
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// Used as temp
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irr_driver->getFBO(FBO_SCALAR_1024).Bind();
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FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(LayerTex);
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DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1.f / 1024.f, 1.f / 1024.f), 1.f);
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in_fbo.BindLayer(i);
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FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
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DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1.f / 1024.f, 1.f / 1024.f), 1.f);
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}
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else
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{
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
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glUseProgram(FullScreenShader::ComputeShadowBlurVShader::getInstance()->Program);
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FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex);
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glBindSampler(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, 0);
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glBindImageTexture(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R32F);
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FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), 1.5f);
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glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1);
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glUseProgram(FullScreenShader::ComputeShadowBlurHShader::getInstance()->Program);
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FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
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glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0);
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glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
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FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), 1.5f);
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glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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}
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glDeleteTextures(1, &LayerTex);
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// Used as temp
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irr_driver->getFBO(FBO_SCALAR_1024).Bind();
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FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(LayerTex);
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DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaV);
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in_fbo.BindLayer(layer);
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FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
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DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaH);
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}
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else
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{
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
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glUseProgram(FullScreenShader::ComputeShadowBlurVShader::getInstance()->Program);
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FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex);
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glBindSampler(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, 0);
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glBindImageTexture(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R32F);
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FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaV);
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glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1);
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glUseProgram(FullScreenShader::ComputeShadowBlurHShader::getInstance()->Program);
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FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
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glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0);
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glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
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FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaH);
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glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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}
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glDeleteTextures(1, &LayerTex);
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}
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void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary, float sigmaV, float sigmaH)
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@ -91,7 +91,7 @@ public:
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void renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary, float sigmaV, float sigmaH);
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void renderHorizontalBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
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void renderGaussian6BlurLayer(FrameBuffer &in_fbo);
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void renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer, float sigmaH, float sigmaV);
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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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@ -1030,7 +1030,14 @@ void IrrDriver::renderShadows()
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glDisable(GL_POLYGON_OFFSET_FILL);
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if (irr_driver->hasARBTextureView())
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m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO());
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{
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for (unsigned i = 0; i < 2; i++)
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{
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m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO(), i,
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1.5f * m_shadow_scales[0].first / m_shadow_scales[i].first,
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1.5f * m_shadow_scales[0].second / m_shadow_scales[i].second);
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}
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}
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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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