Removed getFBO method in IrrDriver

This commit is contained in:
Elderme
2016-01-20 23:39:19 +01:00
parent 14fa4f3def
commit 4eec1d8570
9 changed files with 53 additions and 48 deletions
+8 -7
View File
@@ -982,6 +982,7 @@ void PostProcessing::renderGaussian3Blur(const FrameBuffer &in_fbo,
// ----------------------------------------------------------------------------
void PostProcessing::renderGaussian6BlurLayer(const FrameBuffer &in_fbo,
const FrameBuffer &scalar_fbo,
size_t layer, float sigma_h,
float sigma_v) const
{
@@ -992,14 +993,14 @@ void PostProcessing::renderGaussian6BlurLayer(const FrameBuffer &in_fbo,
if (!CVS->supportsComputeShadersFiltering())
{
// Used as temp
irr_driver->getFBO(FBO_SCALAR_1024).bind();
scalar_fbo.bind();
Gaussian6VBlurShader::getInstance()
->render(layer_tex, UserConfigParams::m_shadows_resolution,
UserConfigParams::m_shadows_resolution, sigma_v);
in_fbo.bindLayer(layer);
Gaussian6HBlurShader::getInstance()
->render(irr_driver->getFBO(FBO_SCALAR_1024),
->render(scalar_fbo,
UserConfigParams::m_shadows_resolution,
UserConfigParams::m_shadows_resolution, sigma_h);
}
@@ -1011,7 +1012,7 @@ void PostProcessing::renderGaussian6BlurLayer(const FrameBuffer &in_fbo,
ComputeShadowBlurVShader::getInstance()->setTextureUnits(layer_tex);
glBindSampler(ComputeShadowBlurVShader::getInstance()->m_dest_tu, 0);
glBindImageTexture(ComputeShadowBlurVShader::getInstance()->m_dest_tu,
irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0,
scalar_fbo.getRTT()[0], 0,
false, 0, GL_WRITE_ONLY, GL_R32F);
ComputeShadowBlurVShader::getInstance()->setUniforms
(core::vector2df(1.f / UserConfigParams::m_shadows_resolution,
@@ -1025,7 +1026,7 @@ void PostProcessing::renderGaussian6BlurLayer(const FrameBuffer &in_fbo,
| GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
ComputeShadowBlurHShader::getInstance()->use();
ComputeShadowBlurHShader::getInstance()
->setTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
->setTextureUnits(scalar_fbo.getRTT()[0]);
glBindSampler(ComputeShadowBlurHShader::getInstance()->m_dest_tu, 0);
glBindImageTexture(ComputeShadowBlurHShader::getInstance()->m_dest_tu,
layer_tex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
@@ -1274,7 +1275,7 @@ void PostProcessing::renderGodRays(scene::ICameraSceneNode * const camnode,
glDisable(GL_DEPTH_TEST);
// Fade to quarter
irr_driver->getFBO(FBO_QUARTER1).bind();
quarter1_fbo.bind();
glViewport(0, 0, irr_driver->getActualScreenSize().Width / 4,
irr_driver->getActualScreenSize().Height / 4);
GodFadeShader::getInstance()->render(fbo.getRTT()[0], col);
@@ -1299,7 +1300,7 @@ void PostProcessing::renderGodRays(scene::ICameraSceneNode * const camnode,
const float suny = ((ndc[1] / ndc[3]) * 0.5f + 0.5f) * texh;
// Rays please
irr_driver->getFBO(FBO_QUARTER2).bind();
quarter2_fbo.bind();
GodRayShader::getInstance()
->render(quarter1_fbo.getRTT()[0], core::vector2df(sunx, suny));
@@ -1536,7 +1537,7 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode,
glEnable(GL_FRAMEBUFFER_SRGB);
if(specified_render_target == NULL)
out_fbo = &irr_driver->getFBO(FBO_MLAA_COLORS);
out_fbo = &rtts->getFBO(FBO_MLAA_COLORS);
else
out_fbo = specified_render_target->getFrameBuffer();