Implement shadow blur
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57b6d8e415
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6bf5c13bde
@ -165,7 +165,7 @@ unsigned GPUTimer::elapsedTimeus()
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FrameBuffer::FrameBuffer() {}
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FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h, bool layered) :
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RenderTargets(RTTs), DepthTexture(0), width(w), height(h)
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RenderTargets(RTTs), DepthTexture(0), width(w), height(h), fbolayer(0)
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{
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@ -184,7 +184,7 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h, bo
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}
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FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered) :
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RenderTargets(RTTs), DepthTexture(DS), width(w), height(h)
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RenderTargets(RTTs), DepthTexture(DS), width(w), height(h), fbolayer(0)
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{
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@ -202,11 +202,15 @@ FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w, s
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}
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GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
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if (layered)
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glGenFramebuffers(1, &fbolayer);
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}
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FrameBuffer::~FrameBuffer()
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{
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glDeleteFramebuffers(1, &fbo);
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if (fbolayer)
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glDeleteFramebuffers(1, &fbolayer);
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}
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void FrameBuffer::Bind()
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@ -217,6 +221,16 @@ void FrameBuffer::Bind()
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glDrawBuffers((int)RenderTargets.size(), bufs);
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}
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void FrameBuffer::BindLayer(unsigned i)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, fbolayer);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, RenderTargets[0], 0, i);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, DepthTexture, 0, i);
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glViewport(0, 0, (int)width, (int)height);
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GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers((int)RenderTargets.size(), bufs);
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}
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void FrameBuffer::Blit(const FrameBuffer &Src, FrameBuffer &Dst, GLbitfield mask, GLenum filter)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, Src.fbo);
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@ -43,7 +43,7 @@ public:
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class FrameBuffer
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{
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private:
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GLuint fbo;
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GLuint fbo, fbolayer;
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std::vector<GLuint> RenderTargets;
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GLuint DepthTexture;
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size_t width, height;
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@ -53,6 +53,7 @@ public:
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FrameBuffer(const std::vector <GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered = false);
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~FrameBuffer();
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void Bind();
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void BindLayer(unsigned);
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const std::vector<GLuint> &getRTT() const { return RenderTargets; }
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GLuint &getDepthTexture() { assert(DepthTexture); return DepthTexture; }
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size_t getWidth() const { return width; }
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@ -314,6 +314,25 @@ void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
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}
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}
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static GLuint LayerTex = 0;
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void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo)
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{
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if (!LayerTex)
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glGenTextures(1, &LayerTex);
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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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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. / 1024., 1. / 1024.));
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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. / 1024., 1. / 1024.));
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}
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}
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void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
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{
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assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
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@ -88,6 +88,7 @@ public:
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/** Blur the in texture */
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void renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
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void renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
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void renderGaussian6BlurLayer(FrameBuffer &in_fbo);
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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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@ -1020,6 +1020,7 @@ void IrrDriver::renderShadows()
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}
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}
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m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO());
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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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