Blur according to shadow resolution in ESM case
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019ec344fe
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@ -321,10 +321,10 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer,
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// Used as temp
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// Used as temp
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irr_driver->getFBO(FBO_SCALAR_1024).Bind();
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irr_driver->getFBO(FBO_SCALAR_1024).Bind();
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FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(LayerTex);
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FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(LayerTex);
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DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaV);
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DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), sigmaV);
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in_fbo.BindLayer(layer);
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in_fbo.BindLayer(layer);
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FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
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FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
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DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaH);
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DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), sigmaH);
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}
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}
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else
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else
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{
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{
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@ -334,8 +334,8 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer,
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FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex);
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FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex);
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glBindSampler(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, 0);
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glBindSampler(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, 0);
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glBindImageTexture(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R32F);
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glBindImageTexture(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R32F);
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FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), weightsV);
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FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), weightsV);
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glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1);
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glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1, (int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
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const std::vector<float> &weightsH = getGaussianWeight(sigmaH, 7);
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const std::vector<float> &weightsH = getGaussianWeight(sigmaH, 7);
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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@ -343,8 +343,8 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer,
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FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
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FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
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glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0);
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glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0);
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glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
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glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
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FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), weightsH);
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FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), weightsH);
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glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1);
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glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1, (int)UserConfigParams::m_shadows_resolution / 8 + 1, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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}
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}
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glDeleteTextures(1, &LayerTex);
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glDeleteTextures(1, &LayerTex);
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