Minify ssao buffer.
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508431b030
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56896bab23
@ -88,7 +88,9 @@ enum TypeFBO
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FBO_TMP4,
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FBO_LINEAR_DEPTH,
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FBO_HALF1,
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FBO_HALF1_R,
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FBO_HALF2,
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FBO_HALF2_R,
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FBO_QUARTER1,
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FBO_QUARTER2,
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FBO_EIGHTH1,
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@ -139,6 +141,8 @@ enum TypeRTT
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RTT_HALF1,
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RTT_HALF2,
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RTT_HALF1_R,
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RTT_HALF2_R,
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RTT_QUARTER1,
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RTT_QUARTER2,
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@ -193,7 +193,7 @@ void IrrDriver::renderGLSL(float dt)
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if (irr_driver->getNormals())
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irr_driver->getFBO(FBO_NORMAL_AND_DEPTHS).BlitToDefault(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
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else if (irr_driver->getSSAOViz())
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irr_driver->getFBO(FBO_SSAO).BlitToDefault(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
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irr_driver->getFBO(FBO_HALF1_R).BlitToDefault(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
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else if (irr_driver->getRSM())
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -600,7 +600,7 @@ void IrrDriver::renderSolidSecondPass()
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GroupedSM<SM_UNTEXTURED>::reset();
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setTexture(0, m_rtts->getRenderTarget(RTT_TMP1), GL_NEAREST, GL_NEAREST);
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setTexture(1, m_rtts->getRenderTarget(RTT_TMP2), GL_NEAREST, GL_NEAREST);
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setTexture(2, m_rtts->getRenderTarget(RTT_SSAO), GL_NEAREST, GL_NEAREST);
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setTexture(2, m_rtts->getRenderTarget(RTT_HALF1_R), GL_LINEAR, GL_LINEAR);
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{
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@ -1045,7 +1045,9 @@ void IrrDriver::renderSSAO()
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glClear(GL_COLOR_BUFFER_BIT);
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m_post_processing->renderSSAO();
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// Blur it to reduce noise.
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m_post_processing->renderGaussian17TapBlur(irr_driver->getFBO(FBO_SSAO), irr_driver->getFBO(FBO_TMP4));
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FrameBuffer::Blit(m_rtts->getFBO(FBO_SSAO), m_rtts->getFBO(FBO_HALF1_R), GL_COLOR_BUFFER_BIT, GL_LINEAR);
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m_post_processing->renderGaussian17TapBlur(irr_driver->getFBO(FBO_HALF1_R), irr_driver->getFBO(FBO_HALF2_R));
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}
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static void getXYZ(GLenum face, float i, float j, float &x, float &y, float &z)
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@ -123,10 +123,12 @@ RTT::RTT(size_t width, size_t height)
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RenderTargetTextures[RTT_HALF1] = generateRTT(half, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_QUARTER1] = generateRTT(quarter, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_EIGHTH1] = generateRTT(eighth, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_HALF1_R] = generateRTT(half, GL_R16F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_HALF2] = generateRTT(half, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_QUARTER2] = generateRTT(quarter, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_EIGHTH2] = generateRTT(eighth, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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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_BLOOM_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
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@ -177,9 +179,15 @@ RTT::RTT(size_t width, size_t height)
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somevector.push_back(RenderTargetTextures[RTT_HALF1]);
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FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_HALF1_R]);
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FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_HALF2]);
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FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_HALF2_R]);
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FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_QUARTER1]);
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FrameBuffers.push_back(new FrameBuffer(somevector, quarter.Width, quarter.Height));
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somevector.clear();
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