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@@ -59,14 +59,13 @@ RTT::RTT(unsigned int width, unsigned int height, float rtt_scale,
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m_width = (unsigned int)(width * rtt_scale);
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m_height = (unsigned int)(height * rtt_scale);
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m_shadow_fbo = NULL;
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using namespace video;
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using namespace core;
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dimension2du res(m_width, m_height);
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const dimension2du half = res/2;
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const dimension2du quarter = res/4;
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const dimension2du eighth = res/8;
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const u16 shadowside = u16(1024 * rtt_scale);
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const dimension2du shadowsize0(shadowside, shadowside);
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@@ -83,7 +82,7 @@ RTT::RTT(unsigned int width, unsigned int height, float rtt_scale,
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// All RTTs are currently RGBA16F mostly with stencil. The four tmp RTTs are the same size
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// as the screen, for use in post-processing.
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GLint rgba_internal_format = GL_RGBA16F;
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GLint rgba_format = GL_BGRA;
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GLint red_internal_format = GL_R16F;
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@@ -92,7 +91,6 @@ RTT::RTT(unsigned int width, unsigned int height, float rtt_scale,
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GLint rgb_format = GL_BGR;
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GLint diffuse_specular_internal_format = GL_R11F_G11F_B10F;
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GLint type = GL_FLOAT;
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GLint rgb_internal_format = GL_RGBA8;
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#if defined(USE_GLES2)
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if (!CVS->isEXTColorBufferFloatUsable())
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@@ -121,155 +119,184 @@ RTT::RTT(unsigned int width, unsigned int height, float rtt_scale,
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if (CVS->isDeferredEnabled())
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{
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m_render_target_textures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV);
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m_render_target_textures[RTT_TMP1] = generateRTT(res, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_TMP2] = generateRTT(res, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_TMP3] = generateRTT(res, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_TMP4] = generateRTT(res, red_internal_format, red_format, type);
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m_render_target_textures[RTT_LINEAR_DEPTH] = generateRTT(res, red32_internal_format, red_format, type, linear_depth_mip_levels);
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m_render_target_textures[RTT_MLAA_COLORS] = generateRTT(res, rgb_internal_format, rgb_format, GL_UNSIGNED_BYTE);
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m_render_target_textures[RTT_MLAA_TMP] = generateRTT(res, rgb_internal_format, rgb_format, GL_UNSIGNED_BYTE);
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m_render_target_textures[RTT_MLAA_BLEND] = generateRTT(res, rgb_internal_format, rgb_format, GL_UNSIGNED_BYTE);
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m_render_target_textures[RTT_SSAO] = generateRTT(res, red_internal_format, red_format, type);
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m_render_target_textures[RTT_DISPLACE] = generateRTT(res, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_SP_GLOSS] = generateRTT(res, GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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m_render_target_textures[RTT_SP_DIFF_COLOR] = generateRTT(res, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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m_render_target_textures[RTT_RGBA_2] = generateRTT(res, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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m_render_target_textures[RTT_DIFFUSE] = generateRTT(res, diffuse_specular_internal_format, rgb_format, type);
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m_render_target_textures[RTT_SPECULAR] = generateRTT(res, diffuse_specular_internal_format, rgb_format, type);
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m_render_target_textures[RTT_TMP1] = generateRTT(res, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_HALF1] = generateRTT(half, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_QUARTER1] = generateRTT(quarter, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_EIGHTH1] = generateRTT(eighth, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_HALF1_R] = generateRTT(half, red_internal_format, red_format, type);
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m_render_target_textures[RTT_HALF2] = generateRTT(half, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_QUARTER2] = generateRTT(quarter, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_EIGHTH2] = generateRTT(eighth, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_HALF2_R] = generateRTT(half, red_internal_format, red_format, type);
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m_render_target_textures[RTT_DISPLACE] = generateRTT(res, rgba_internal_format, rgba_format, type);
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m_render_target_textures[RTT_BLOOM_1024] = generateRTT(shadowsize0, rgba_internal_format, rgb_format, type);
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if (UserConfigParams::m_mlaa)
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{
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m_render_target_textures[RTT_RGBA_3] = generateRTT(res, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
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}
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m_render_target_textures[RTT_BLOOM_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_TMP_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_LENS_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
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if (UserConfigParams::m_ssao)
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{
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m_render_target_textures[RTT_SSAO] = generateRTT(res, red_internal_format, red_format, type);
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m_render_target_textures[RTT_LINEAR_DEPTH] = generateRTT(res, red32_internal_format, red_format, type, linear_depth_mip_levels);
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m_render_target_textures[RTT_HALF2_R] = generateRTT(half, red_internal_format, red_format, type);
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}
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m_render_target_textures[RTT_BLOOM_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_TMP_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_LENS_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
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if (UserConfigParams::m_light_shaft || UserConfigParams::m_glow)
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{
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m_render_target_textures[RTT_QUARTER1] = generateRTT(quarter, rgba_internal_format, rgba_format, type);
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}
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if (UserConfigParams::m_light_shaft)
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{
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m_render_target_textures[RTT_QUARTER2] = generateRTT(quarter, rgba_internal_format, rgba_format, type);
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}
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m_render_target_textures[RTT_BLOOM_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_TMP_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_LENS_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_SP_GLOSS] = generateRTT(res, GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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m_render_target_textures[RTT_SP_DIFF_COLOR] = generateRTT(res, GL_RGBA8, rgb_format, GL_UNSIGNED_BYTE);
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if (UserConfigParams::m_bloom)
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{
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m_render_target_textures[RTT_BLOOM_1024] = generateRTT(shadowsize0, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_BLOOM_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_TMP_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_LENS_512] = generateRTT(shadowsize1, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_BLOOM_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_TMP_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_LENS_256] = generateRTT(shadowsize2, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_BLOOM_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_TMP_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
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m_render_target_textures[RTT_LENS_128] = generateRTT(shadowsize3, rgba_internal_format, rgb_format, type);
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}
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}
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std::vector<GLuint> somevector;
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if (!use_default_fbo_only)
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{
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somevector.push_back(m_render_target_textures[RTT_COLOR]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height));
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m_frame_buffers[FBO_COLORS] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
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}
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if (CVS->isDeferredEnabled())
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{
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_NORMAL_AND_DEPTH]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_SSAO]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_DIFFUSE]);
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somevector.push_back(m_render_target_textures[RTT_SPECULAR]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_MLAA_COLORS]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_MLAA_BLEND]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_MLAA_TMP]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_TMP1]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_TMP2]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_TMP4]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_LINEAR_DEPTH]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_HALF1]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_HALF1_R]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_HALF2]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_HALF2_R]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_QUARTER1]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, quarter.Width, quarter.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_QUARTER2]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, quarter.Width, quarter.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_EIGHTH1]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, eighth.Width, eighth.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_EIGHTH2]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, eighth.Width, eighth.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_DISPLACE]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_BLOOM_1024]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, shadowsize0.Width, shadowsize0.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_BLOOM_512]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_TMP_512]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_LENS_512]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_BLOOM_256]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_TMP_256]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_LENS_256]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_BLOOM_128]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_TMP_128]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height));
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_LENS_128]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height));
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m_frame_buffers[FBO_NORMAL_AND_DEPTHS] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_SP_DIFF_COLOR]);
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somevector.push_back(m_render_target_textures[RTT_NORMAL_AND_DEPTH]);
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somevector.push_back(m_render_target_textures[RTT_SP_GLOSS]);
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m_frame_buffers.push_back(new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height));
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m_frame_buffers[FBO_SP] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_SP_DIFF_COLOR]);
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m_frame_buffers[FBO_RGBA_1] = new FrameBuffer(somevector, res.Width, res.Height);
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_RGBA_2]);
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m_frame_buffers[FBO_RGBA_2] = new FrameBuffer(somevector, res.Width, res.Height);
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_DIFFUSE]);
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somevector.push_back(m_render_target_textures[RTT_SPECULAR]);
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m_frame_buffers[FBO_COMBINED_DIFFUSE_SPECULAR] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_TMP1]);
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m_frame_buffers[FBO_TMP1_WITH_DS] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
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somevector.clear();
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somevector.push_back(m_render_target_textures[RTT_HALF1_R]);
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m_frame_buffers[FBO_HALF1_R] = new FrameBuffer(somevector, half.Width, half.Height);
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somevector.clear();
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|
|
somevector.push_back(m_render_target_textures[RTT_HALF1]);
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|
|
m_frame_buffers[FBO_HALF1] = new FrameBuffer(somevector, half.Width, half.Height);
|
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|
|
somevector.clear();
|
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|
|
|
somevector.push_back(m_render_target_textures[RTT_HALF2]);
|
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|
|
|
m_frame_buffers[FBO_HALF2] = new FrameBuffer(somevector, half.Width, half.Height);
|
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|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_DISPLACE]);
|
|
|
|
|
m_frame_buffers[FBO_DISPLACE] = new FrameBuffer(somevector, m_depth_stencil_tex, res.Width, res.Height);
|
|
|
|
|
|
|
|
|
|
if (m_render_target_textures[RTT_RGBA_3] != 0)
|
|
|
|
|
{
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_RGBA_3]);
|
|
|
|
|
m_frame_buffers[FBO_RGBA_3] = new FrameBuffer(somevector, res.Width, res.Height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (m_render_target_textures[RTT_SSAO] != 0 &&
|
|
|
|
|
m_render_target_textures[RTT_LINEAR_DEPTH] != 0 &&
|
|
|
|
|
m_render_target_textures[RTT_HALF2_R] != 0)
|
|
|
|
|
{
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_SSAO]);
|
|
|
|
|
m_frame_buffers[FBO_SSAO] = new FrameBuffer(somevector, res.Width, res.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_LINEAR_DEPTH]);
|
|
|
|
|
m_frame_buffers[FBO_LINEAR_DEPTH] = new FrameBuffer(somevector, res.Width, res.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_HALF2_R]);
|
|
|
|
|
m_frame_buffers[FBO_HALF2_R] = new FrameBuffer(somevector, half.Width, half.Height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (m_render_target_textures[RTT_QUARTER1] != 0)
|
|
|
|
|
{
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_QUARTER1]);
|
|
|
|
|
m_frame_buffers[FBO_QUARTER1] = new FrameBuffer(somevector, quarter.Width, quarter.Height);
|
|
|
|
|
}
|
|
|
|
|
if (m_render_target_textures[RTT_QUARTER2] != 0)
|
|
|
|
|
{
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_QUARTER2]);
|
|
|
|
|
m_frame_buffers[FBO_QUARTER2] = new FrameBuffer(somevector, quarter.Width, quarter.Height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (UserConfigParams::m_bloom)
|
|
|
|
|
{
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_BLOOM_1024]);
|
|
|
|
|
m_frame_buffers[FBO_BLOOM_1024] = new FrameBuffer(somevector, shadowsize0.Width, shadowsize0.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_BLOOM_512]);
|
|
|
|
|
m_frame_buffers[FBO_BLOOM_512] = new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_TMP_512]);
|
|
|
|
|
m_frame_buffers[FBO_TMP_512] = new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_LENS_512]);
|
|
|
|
|
m_frame_buffers[FBO_LENS_512] = new FrameBuffer(somevector, shadowsize1.Width, shadowsize1.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_BLOOM_256]);
|
|
|
|
|
m_frame_buffers[FBO_BLOOM_256] = new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_TMP_256]);
|
|
|
|
|
m_frame_buffers[FBO_TMP_256] = new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_LENS_256]);
|
|
|
|
|
m_frame_buffers[FBO_LENS_256] = new FrameBuffer(somevector, shadowsize2.Width, shadowsize2.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_BLOOM_128]);
|
|
|
|
|
m_frame_buffers[FBO_BLOOM_128] = new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_TMP_128]);
|
|
|
|
|
m_frame_buffers[FBO_TMP_128] = new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height);
|
|
|
|
|
|
|
|
|
|
somevector.clear();
|
|
|
|
|
somevector.push_back(m_render_target_textures[RTT_LENS_128]);
|
|
|
|
|
m_frame_buffers[FBO_LENS_128] = new FrameBuffer(somevector, shadowsize3.Width, shadowsize3.Height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (CVS->isShadowEnabled())
|
|
|
|
|
{
|
|
|
|
|
@@ -289,6 +316,10 @@ RTT::~RTT()
|
|
|
|
|
{
|
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
glDeleteTextures(RTT_COUNT, m_render_target_textures);
|
|
|
|
|
for (FrameBuffer* fb : m_frame_buffers)
|
|
|
|
|
{
|
|
|
|
|
delete fb;
|
|
|
|
|
}
|
|
|
|
|
glDeleteTextures(1, &m_depth_stencil_tex);
|
|
|
|
|
if (CVS->isShadowEnabled())
|
|
|
|
|
{
|
|
|
|
|
|