Fixes
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@ -1,5 +1,5 @@
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uniform sampler2D source;
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uniform layout(rgba16f) restrict writeonly image2D dest;
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uniform layout(r32f) restrict writeonly image2D dest;
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uniform vec2 pixel;
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uniform float sigma;
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@ -1,5 +1,5 @@
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uniform sampler2D source;
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uniform layout(rgba16f) restrict writeonly image2D dest;
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uniform layout(r32f) restrict writeonly image2D dest;
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uniform vec2 pixel;
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uniform float sigma;
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@ -27,7 +27,7 @@ void main()
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g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
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g1 = exp(-0.5 / (sigma * sigma));
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g2 = g1 * g1;
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floar sum = local_src[x][y + 6] * g0;
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float sum = local_src[x][y + 6] * g0;
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g0 *= g1;
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g1 *= g2;
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for (int i = 1; i < 6; i++) {
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@ -99,6 +99,7 @@ enum TypeFBO
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FBO_EIGHTH2,
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FBO_DISPLACE,
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FBO_BLOOM_1024,
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FBO_SCALAR_1024,
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FBO_BLOOM_512,
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FBO_TMP_512,
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FBO_LENS_512,
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@ -160,6 +161,7 @@ enum TypeRTT
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RTT_MLAA_TMP,
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RTT_BLOOM_1024,
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RTT_SCALAR_1024,
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RTT_BLOOM_512,
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RTT_TMP_512,
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RTT_LENS_512,
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@ -321,16 +321,38 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo)
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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.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_BLOOM_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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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.f);
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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.f);
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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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}
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@ -123,6 +123,7 @@ RTT::RTT(size_t width, size_t height)
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RenderTargetTextures[RTT_HALF2_R] = generateRTT(half, GL_R16F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_BLOOM_1024] = generateRTT(shadowsize0, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_SCALAR_1024] = generateRTT(shadowsize0, GL_R32F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_BLOOM_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_TMP_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
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RenderTargetTextures[RTT_LENS_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
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@ -208,6 +209,9 @@ RTT::RTT(size_t width, size_t height)
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somevector.push_back(RenderTargetTextures[RTT_BLOOM_1024]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 1024, 1024));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_SCALAR_1024]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 1024, 1024));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_BLOOM_512]);
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FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
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somevector.clear();
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