Merge branch 'CS'
This commit is contained in:
commit
588ec08bc1
36
data/shaders/gaussian.comp
Normal file
36
data/shaders/gaussian.comp
Normal file
@ -0,0 +1,36 @@
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// From http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html
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uniform layout(size1x16) restrict readonly image2D source;
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uniform layout(size1x16) volatile restrict writeonly image2D dest;
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uniform float sigma = 5.;
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layout (local_size_x = 8, local_size_y = 8) in;
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shared float local_src[8 + 2 * 8][8];
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void main()
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{
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int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
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ivec2 uv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
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local_src[x][y] = imageLoad(source, ivec2(uv) - ivec2(8, 0)).x;
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local_src[x + 8][y] = imageLoad(source, ivec2(uv)).x;
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local_src[x + 16][y] = imageLoad(source, ivec2(uv) + ivec2(8, 0)).x;
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barrier();
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float g0, g1, g2;
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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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float sum = local_src[x + 8][y] * g0;
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g0 *= g1;
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g1 *= g2;
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for (int j = 1; j < 8; j++) {
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sum += local_src[8 + x - j][y] * g0;
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sum += local_src[8 + x + j][y] * g0;
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g0 *= g1;
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g1 *= g2;
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}
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imageStore(dest, ivec2(uv), vec4(sum));
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}
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|
36
data/shaders/gaussianv.comp
Normal file
36
data/shaders/gaussianv.comp
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@ -0,0 +1,36 @@
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// From http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html
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uniform layout(size1x16) restrict readonly image2D source;
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uniform layout(size1x16) volatile restrict writeonly image2D dest;
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uniform float sigma = 5.;
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layout (local_size_x = 8, local_size_y = 8) in;
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shared float local_src[8][8 + 2 * 8];
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void main()
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{
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int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
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ivec2 uv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
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local_src[x][y] = imageLoad(source, ivec2(uv) - ivec2(0, 8)).x;
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local_src[x][y + 8] = imageLoad(source, ivec2(uv)).x;
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local_src[x][y + 16] = imageLoad(source, ivec2(uv) + ivec2(0, 8)).x;
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barrier();
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float g0, g1, g2;
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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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float sum = local_src[x][y + 8] * g0;
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g0 *= g1;
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g1 *= g2;
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for (int j = 1; j < 8; j++) {
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sum += local_src[x][y + 8 + j] * g0;
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sum += local_src[x][y + 8 - j] * g0;
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g0 *= g1;
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g1 *= g2;
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}
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imageStore(dest, ivec2(uv), vec4(sum));
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}
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|
File diff suppressed because it is too large
Load Diff
@ -74,6 +74,8 @@ PFNGLGETCOMPRESSEDTEXIMAGEPROC glGetCompressedTexImage;
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PFNGLTEXSTORAGE1DPROC glTexStorage1D;
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PFNGLTEXSTORAGE2DPROC glTexStorage2D;
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PFNGLTEXSTORAGE3DPROC glTexStorage3D;
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PFNGLBINDIMAGETEXTUREPROC glBindImageTexture;
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PFNGLDISPATCHCOMPUTEPROC glDispatchCompute;
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#endif
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static bool is_gl_init = false;
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@ -226,6 +228,8 @@ void initGL()
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glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)IRR_OGL_LOAD_EXTENSION("glTexStorage1D");
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glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)IRR_OGL_LOAD_EXTENSION("glTexStorage2D");
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glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)IRR_OGL_LOAD_EXTENSION("glTexStorage3D");
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glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)IRR_OGL_LOAD_EXTENSION("glBindImageTexture");
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glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)IRR_OGL_LOAD_EXTENSION("glDispatchCompute");
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#ifdef DEBUG
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glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)IRR_OGL_LOAD_EXTENSION("glDebugMessageCallbackARB");
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#endif
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@ -897,4 +901,4 @@ void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
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glUseProgram(0);
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glGetError();
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}
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}
|
@ -97,6 +97,8 @@ extern PFNGLGETCOMPRESSEDTEXIMAGEPROC glGetCompressedTexImage;
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extern PFNGLTEXSTORAGE1DPROC glTexStorage1D;
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extern PFNGLTEXSTORAGE2DPROC glTexStorage2D;
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extern PFNGLTEXSTORAGE3DPROC glTexStorage3D;
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extern PFNGLBINDIMAGETEXTUREPROC glBindImageTexture;
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extern PFNGLDISPATCHCOMPUTEPROC glDispatchCompute;
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#ifdef DEBUG
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extern PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB;
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#endif
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|
@ -108,7 +108,11 @@ enum QueryPerf
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{
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Q_SOLID_PASS1,
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Q_SHADOWS,
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Q_LIGHT,
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Q_RH,
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Q_GI,
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Q_ENVMAP,
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Q_SUN,
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Q_POINTLIGHTS,
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Q_SSAO,
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Q_SOLID_PASS2,
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Q_TRANSPARENT,
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|
@ -400,32 +400,56 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
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assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
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float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
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{
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auxiliary.Bind();
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glUseProgram(FullScreenShader::Gaussian17TapHShader::Program);
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glBindVertexArray(FullScreenShader::Gaussian17TapHShader::vao);
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if (irr_driver->getGLSLVersion() < 430)
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{
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auxiliary.Bind();
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glUseProgram(FullScreenShader::Gaussian17TapHShader::Program);
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glBindVertexArray(FullScreenShader::Gaussian17TapHShader::vao);
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glUniform2f(FullScreenShader::Gaussian17TapHShader::uniform_pixel, inv_width, inv_height);
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glUniform2f(FullScreenShader::Gaussian17TapHShader::uniform_pixel, inv_width, inv_height);
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setTexture(0, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glUniform1i(FullScreenShader::Gaussian17TapHShader::uniform_tex, 0);
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setTexture(0, in_fbo.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glUniform1i(FullScreenShader::Gaussian17TapHShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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else
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{
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glUseProgram(FullScreenShader::ComputeGaussian17TapHShader::Program);
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glBindImageTexture(0, in_fbo.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
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glBindImageTexture(1, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
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glUniform1i(FullScreenShader::ComputeGaussian17TapHShader::uniform_source, 0);
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glUniform1i(FullScreenShader::ComputeGaussian17TapHShader::uniform_dest, 1);
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glDispatchCompute(in_fbo.getWidth() / 8, in_fbo.getHeight() / 8, 1);
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}
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}
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{
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in_fbo.Bind();
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glUseProgram(FullScreenShader::Gaussian17TapVShader::Program);
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glBindVertexArray(FullScreenShader::Gaussian17TapVShader::vao);
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if (irr_driver->getGLSLVersion() < 430)
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{
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in_fbo.Bind();
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glUseProgram(FullScreenShader::Gaussian17TapVShader::Program);
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glBindVertexArray(FullScreenShader::Gaussian17TapVShader::vao);
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glUniform2f(FullScreenShader::Gaussian17TapVShader::uniform_pixel, inv_width, inv_height);
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glUniform2f(FullScreenShader::Gaussian17TapVShader::uniform_pixel, inv_width, inv_height);
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setTexture(0, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glUniform1i(FullScreenShader::Gaussian17TapVShader::uniform_tex, 0);
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setTexture(0, auxiliary.getRTT()[0], GL_LINEAR, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glUniform1i(FullScreenShader::Gaussian17TapVShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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else
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{
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glUseProgram(FullScreenShader::ComputeGaussian17TapVShader::Program);
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glBindImageTexture(0, auxiliary.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
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glBindImageTexture(1, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
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glUniform1i(FullScreenShader::ComputeGaussian17TapVShader::uniform_source, 0);
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glUniform1i(FullScreenShader::ComputeGaussian17TapVShader::uniform_dest, 1);
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glDispatchCompute(in_fbo.getWidth() / 8, in_fbo.getHeight() / 8, 1);
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}
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}
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}
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@ -285,7 +285,6 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
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// Lights
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{
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PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
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ScopedGPUTimer Timer(getGPUTimer(Q_LIGHT));
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renderLights(pointlightcount);
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PROFILER_POP_CPU_MARKER();
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}
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@ -986,6 +985,7 @@ void IrrDriver::renderLights(unsigned pointlightcount)
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//RH
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if (UserConfigParams::m_gi)
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{
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ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_RH));
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glDisable(GL_BLEND);
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m_rtts->getRH().Bind();
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glUseProgram(FullScreenShader::RadianceHintsConstructionShader::Program);
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@ -1008,11 +1008,17 @@ void IrrDriver::renderLights(unsigned pointlightcount)
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m_rtts->getFBO(FBO_TMP1_WITH_DS).Bind();
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if (UserConfigParams::m_gi)
|
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{
|
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ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_GI));
|
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m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]);
|
||||
}
|
||||
|
||||
m_rtts->getFBO(FBO_COMBINED_TMP1_TMP2).Bind();
|
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if (SkyboxCubeMap)
|
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{
|
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ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
|
||||
m_post_processing->renderDiffuseEnvMap(blueSHCoeff, greenSHCoeff, redSHCoeff);
|
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}
|
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m_rtts->getFBO(FBO_COMBINED_TMP1_TMP2).Bind();
|
||||
|
||||
if (World::getWorld() && World::getWorld()->getTrack()->hasShadows() && SkyboxCubeMap && UserConfigParams::m_gi)
|
||||
irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
|
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@ -1020,13 +1026,16 @@ void IrrDriver::renderLights(unsigned pointlightcount)
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// Render sunlight if and only if track supports shadow
|
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if (!World::getWorld() || World::getWorld()->getTrack()->hasShadows())
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_SUN));
|
||||
if (World::getWorld() && UserConfigParams::m_shadows)
|
||||
m_post_processing->renderShadowedSunlight(sun_ortho_matrix, m_rtts->getShadowDepthTex());
|
||||
else
|
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m_post_processing->renderSunlight();
|
||||
}
|
||||
|
||||
renderPointLights(MIN2(pointlightcount, MAXLIGHT));
|
||||
{
|
||||
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_POINTLIGHTS));
|
||||
renderPointLights(MIN2(pointlightcount, MAXLIGHT));
|
||||
}
|
||||
}
|
||||
|
||||
void IrrDriver::renderSSAO()
|
||||
|
@ -22,6 +22,18 @@
|
||||
#include "graphics/irr_driver.hpp"
|
||||
#include "utils/log.hpp"
|
||||
|
||||
static GLuint generateRTT3D(GLenum target, size_t w, size_t h, size_t d, GLint internalFormat, GLint format, GLint type)
|
||||
{
|
||||
GLuint result;
|
||||
glGenTextures(1, &result);
|
||||
glBindTexture(target, result);
|
||||
if (irr_driver->getGLSLVersion() < 420)
|
||||
glTexImage3D(target, 0, internalFormat, w, h, d, 0, format, type, 0);
|
||||
else
|
||||
glTexStorage3D(target, 1, internalFormat, w, h, d);
|
||||
return result;
|
||||
}
|
||||
|
||||
static GLuint generateRTT(const core::dimension2du &res, GLint internalFormat, GLint format, GLint type, unsigned mipmaplevel = 1)
|
||||
{
|
||||
GLuint result;
|
||||
@ -80,9 +92,7 @@ RTT::RTT(size_t width, size_t height)
|
||||
|
||||
unsigned linear_depth_mip_levels = ceil(log2(max_(res.Width, res.Height)));
|
||||
|
||||
glGenTextures(1, &DepthStencilTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, DepthStencilTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, res.Width, res.Height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
|
||||
DepthStencilTexture = generateRTT(res, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
|
||||
// All RTTs are currently RGBA16F mostly with stencil. The four tmp RTTs are the same size
|
||||
// as the screen, for use in post-processing.
|
||||
@ -196,12 +206,8 @@ RTT::RTT(size_t width, size_t height)
|
||||
|
||||
if (UserConfigParams::m_shadows)
|
||||
{
|
||||
glGenTextures(1, &shadowColorTex);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowColorTex);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8, 1024, 1024, 4, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
|
||||
glGenTextures(1, &shadowDepthTex);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, shadowDepthTex);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_STENCIL, 1024, 1024, 4, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
|
||||
shadowColorTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_R8, GL_RED, GL_UNSIGNED_BYTE);
|
||||
shadowDepthTex = generateRTT3D(GL_TEXTURE_2D_ARRAY, 1024, 1024, 4, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
|
||||
somevector.clear();
|
||||
somevector.push_back(shadowColorTex);
|
||||
@ -211,30 +217,18 @@ RTT::RTT(size_t width, size_t height)
|
||||
if (UserConfigParams::m_gi)
|
||||
{
|
||||
//Todo : use "normal" shadowtex
|
||||
glGenTextures(1, &RSM_Color);
|
||||
glBindTexture(GL_TEXTURE_2D, RSM_Color);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1024, 1024, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
|
||||
glGenTextures(1, &RSM_Normal);
|
||||
glBindTexture(GL_TEXTURE_2D, RSM_Normal);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, 1024, 1024, 0, GL_RGB, GL_FLOAT, 0);
|
||||
glGenTextures(1, &RSM_Depth);
|
||||
glBindTexture(GL_TEXTURE_2D, RSM_Depth);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, 1024, 1024, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
|
||||
RSM_Color = generateRTT(shadowsize0, GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE);
|
||||
RSM_Normal = generateRTT(shadowsize0, GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||
RSM_Depth = generateRTT(shadowsize0, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
|
||||
somevector.clear();
|
||||
somevector.push_back(RSM_Color);
|
||||
somevector.push_back(RSM_Normal);
|
||||
m_RSM = new FrameBuffer(somevector, RSM_Depth, 1024, 1024, true);
|
||||
|
||||
glGenTextures(1, &RH_Red);
|
||||
glBindTexture(GL_TEXTURE_3D, RH_Red);
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, 32, 16, 32, 0, GL_RGBA, GL_FLOAT, 0);
|
||||
glGenTextures(1, &RH_Green);
|
||||
glBindTexture(GL_TEXTURE_3D, RH_Green);
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, 32, 16, 32, 0, GL_RGBA, GL_FLOAT, 0);
|
||||
glGenTextures(1, &RH_Blue);
|
||||
glBindTexture(GL_TEXTURE_3D, RH_Blue);
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F, 32, 16, 32, 0, GL_RGBA, GL_FLOAT, 0);
|
||||
RH_Red = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
|
||||
RH_Green = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
|
||||
RH_Blue = generateRTT3D(GL_TEXTURE_3D, 32, 16, 32, GL_RGBA16F, GL_RGBA, GL_FLOAT);
|
||||
|
||||
somevector.clear();
|
||||
somevector.push_back(RH_Red);
|
||||
|
@ -277,9 +277,11 @@ void Shaders::loadShaders()
|
||||
FullScreenShader::DepthOfFieldShader::init();
|
||||
FullScreenShader::FogShader::init();
|
||||
FullScreenShader::Gaussian17TapHShader::init();
|
||||
FullScreenShader::ComputeGaussian17TapHShader::init();
|
||||
FullScreenShader::Gaussian3HBlurShader::init();
|
||||
FullScreenShader::Gaussian3VBlurShader::init();
|
||||
FullScreenShader::Gaussian17TapVShader::init();
|
||||
FullScreenShader::ComputeGaussian17TapVShader::init();
|
||||
FullScreenShader::Gaussian6HBlurShader::init();
|
||||
FullScreenShader::Gaussian6VBlurShader::init();
|
||||
FullScreenShader::GlowShader::init();
|
||||
@ -2439,6 +2441,17 @@ namespace FullScreenShader
|
||||
vao = createFullScreenVAO(Program);
|
||||
}
|
||||
|
||||
GLuint ComputeGaussian17TapHShader::Program;
|
||||
GLuint ComputeGaussian17TapHShader::uniform_source;
|
||||
GLuint ComputeGaussian17TapHShader::uniform_dest;
|
||||
void ComputeGaussian17TapHShader::init()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/gaussian.comp").c_str());
|
||||
uniform_source = glGetUniformLocation(Program, "source");
|
||||
uniform_dest = glGetUniformLocation(Program, "dest");
|
||||
}
|
||||
|
||||
GLuint Gaussian6HBlurShader::Program;
|
||||
GLuint Gaussian6HBlurShader::uniform_tex;
|
||||
GLuint Gaussian6HBlurShader::uniform_pixel;
|
||||
@ -2481,6 +2494,17 @@ namespace FullScreenShader
|
||||
vao = createFullScreenVAO(Program);
|
||||
}
|
||||
|
||||
GLuint ComputeGaussian17TapVShader::Program;
|
||||
GLuint ComputeGaussian17TapVShader::uniform_source;
|
||||
GLuint ComputeGaussian17TapVShader::uniform_dest;
|
||||
void ComputeGaussian17TapVShader::init()
|
||||
{
|
||||
Program = LoadProgram(
|
||||
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/gaussianv.comp").c_str());
|
||||
uniform_source = glGetUniformLocation(Program, "source");
|
||||
uniform_dest = glGetUniformLocation(Program, "dest");
|
||||
}
|
||||
|
||||
GLuint Gaussian6VBlurShader::Program;
|
||||
GLuint Gaussian6VBlurShader::uniform_tex;
|
||||
GLuint Gaussian6VBlurShader::uniform_pixel;
|
||||
|
@ -641,6 +641,15 @@ public:
|
||||
static void init();
|
||||
};
|
||||
|
||||
class ComputeGaussian17TapHShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint uniform_source, uniform_dest;
|
||||
|
||||
static void init();
|
||||
};
|
||||
|
||||
class Gaussian6HBlurShader
|
||||
{
|
||||
public:
|
||||
@ -671,6 +680,16 @@ public:
|
||||
static void init();
|
||||
};
|
||||
|
||||
class ComputeGaussian17TapVShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint uniform_source, uniform_dest;
|
||||
|
||||
static void init();
|
||||
};
|
||||
|
||||
|
||||
class Gaussian6VBlurShader
|
||||
{
|
||||
public:
|
||||
|
@ -393,7 +393,11 @@ void Profiler::draw()
|
||||
{
|
||||
"Solid Pass 1",
|
||||
"Shadows",
|
||||
"Lights",
|
||||
"RH",
|
||||
"GI",
|
||||
"Env Map",
|
||||
"SunLight",
|
||||
"PointLights",
|
||||
"SSAO",
|
||||
"Solid Pass 2",
|
||||
"Transparent",
|
||||
|
Loading…
Reference in New Issue
Block a user