Blur according to shadow resolution in ESM case

This commit is contained in:
Vincent Lejeune 2015-01-11 00:51:22 +01:00
parent 019ec344fe
commit c18f2bc87b

View File

@ -321,10 +321,10 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer,
// Used as temp
irr_driver->getFBO(FBO_SCALAR_1024).Bind();
FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(LayerTex);
DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaV);
DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), sigmaV);
in_fbo.BindLayer(layer);
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaH);
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), sigmaH);
}
else
{
@ -334,8 +334,8 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer,
FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex);
glBindSampler(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R32F);
FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), weightsV);
glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1);
FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), weightsV);
glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1, (int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
const std::vector<float> &weightsH = getGaussianWeight(sigmaH, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
@ -343,8 +343,8 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer,
FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), weightsH);
glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1);
FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), weightsH);
glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1, (int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
glDeleteTextures(1, &LayerTex);