Replace std::vector<GLuint>{...} in post_processing
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@ -217,7 +217,7 @@ static void DrawFullScreenEffect(Args...args)
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static
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void renderBloom(GLuint in)
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{
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FullScreenShader::BloomShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ in });
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FullScreenShader::BloomShader::getInstance()->SetTextureUnits(createVector<GLuint>(in));
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DrawFullScreenEffect<FullScreenShader::BloomShader>();
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}
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@ -304,13 +304,13 @@ void PostProcessing::renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
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{
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auxiliary.Bind();
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FullScreenShader::Gaussian3VBlurShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ in_fbo.getRTT()[0] });
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FullScreenShader::Gaussian3VBlurShader::getInstance()->SetTextureUnits(createVector<GLuint>(in_fbo.getRTT()[0]));
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DrawFullScreenEffect<FullScreenShader::Gaussian3VBlurShader>(core::vector2df(inv_width, inv_height));
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}
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{
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in_fbo.Bind();
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FullScreenShader::Gaussian3HBlurShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ auxiliary.getRTT()[0] });
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FullScreenShader::Gaussian3HBlurShader::getInstance()->SetTextureUnits(createVector<GLuint>(auxiliary.getRTT()[0]));
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DrawFullScreenEffect<FullScreenShader::Gaussian3HBlurShader>(core::vector2df(inv_width, inv_height));
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}
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}
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@ -322,13 +322,13 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
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{
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auxiliary.Bind();
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FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ in_fbo.getRTT()[0] });
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FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(createVector<GLuint>(in_fbo.getRTT()[0]));
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DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(inv_width, inv_height));
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}
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{
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in_fbo.Bind();
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FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ auxiliary.getRTT()[0] });
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FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(createVector<GLuint>(auxiliary.getRTT()[0]));
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DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(inv_width, inv_height));
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}
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}
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@ -399,7 +399,7 @@ void PostProcessing::renderPassThrough(GLuint tex)
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glUseProgram(FullScreenShader::PassThroughShader::getInstance()->Program);
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glBindVertexArray(FullScreenShader::PassThroughShader::getInstance()->vao);
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FullScreenShader::PassThroughShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ tex });
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FullScreenShader::PassThroughShader::getInstance()->SetTextureUnits(createVector<GLuint>(tex));
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FullScreenShader::PassThroughShader::getInstance()->setUniforms();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -424,7 +424,7 @@ void PostProcessing::renderGlow(unsigned tex)
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glUseProgram(FullScreenShader::GlowShader::getInstance()->Program);
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glBindVertexArray(FullScreenShader::GlowShader::getInstance()->vao);
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FullScreenShader::GlowShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ tex });
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FullScreenShader::GlowShader::getInstance()->SetTextureUnits(createVector<GLuint>(tex));
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FullScreenShader::GlowShader::getInstance()->setUniforms();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -438,11 +438,11 @@ void PostProcessing::renderSSAO()
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// Generate linear depth buffer
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irr_driver->getFBO(FBO_LINEAR_DEPTH).Bind();
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FullScreenShader::LinearizeDepthShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ irr_driver->getDepthStencilTexture() });
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FullScreenShader::LinearizeDepthShader::getInstance()->SetTextureUnits(createVector<GLuint>(irr_driver->getDepthStencilTexture()));
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DrawFullScreenEffect<FullScreenShader::LinearizeDepthShader>(irr_driver->getSceneManager()->getActiveCamera()->getNearValue(), irr_driver->getSceneManager()->getActiveCamera()->getFarValue());
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irr_driver->getFBO(FBO_SSAO).Bind();
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FullScreenShader::SSAOShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ irr_driver->getRenderTargetTexture(RTT_LINEAR_DEPTH) });
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FullScreenShader::SSAOShader::getInstance()->SetTextureUnits(createVector<GLuint>(irr_driver->getRenderTargetTexture(RTT_LINEAR_DEPTH)));
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glGenerateMipmap(GL_TEXTURE_2D);
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DrawFullScreenEffect<FullScreenShader::SSAOShader>(irr_driver->getSSAORadius(), irr_driver->getSSAOK(), irr_driver->getSSAOSigma());
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@ -470,7 +470,7 @@ void PostProcessing::renderFog()
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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FullScreenShader::FogShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ irr_driver->getDepthStencilTexture() });
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FullScreenShader::FogShader::getInstance()->SetTextureUnits(createVector<GLuint>(irr_driver->getDepthStencilTexture()));
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DrawFullScreenEffect<FullScreenShader::FogShader>(fogmax, startH, endH, start, end, col);
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glEnable(GL_DEPTH_TEST);
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@ -498,7 +498,7 @@ void PostProcessing::renderMotionBlur(unsigned cam, FrameBuffer &in_fbo, FrameBu
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out_fbo.Bind();
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glClear(GL_COLOR_BUFFER_BIT);
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FullScreenShader::MotionBlurShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ in_fbo.getRTT()[0], irr_driver->getDepthStencilTexture() });
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FullScreenShader::MotionBlurShader::getInstance()->SetTextureUnits(createVector<GLuint>(in_fbo.getRTT()[0], irr_driver->getDepthStencilTexture()));
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DrawFullScreenEffect<FullScreenShader::MotionBlurShader>(
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// Todo : use a previousPVMatrix per cam, not global
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irr_driver->getPreviousPVMatrix(),
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@ -511,7 +511,7 @@ static void renderGodFade(GLuint tex, const SColor &col)
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{
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glUseProgram(FullScreenShader::GodFadeShader::getInstance()->Program);
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glBindVertexArray(FullScreenShader::GodFadeShader::getInstance()->vao);
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FullScreenShader::GodFadeShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ tex });
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FullScreenShader::GodFadeShader::getInstance()->SetTextureUnits(createVector<GLuint>(tex));
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FullScreenShader::GodFadeShader::getInstance()->setUniforms(col);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -521,7 +521,7 @@ static void renderGodRay(GLuint tex, const core::vector2df &sunpos)
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{
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glUseProgram(FullScreenShader::GodRayShader::getInstance()->Program);
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glBindVertexArray(FullScreenShader::GodRayShader::getInstance()->vao);
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FullScreenShader::GodRayShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ tex });
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FullScreenShader::GodRayShader::getInstance()->SetTextureUnits(createVector<GLuint>(tex));
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FullScreenShader::GodRayShader::getInstance()->setUniforms(sunpos);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -530,14 +530,14 @@ static void renderGodRay(GLuint tex, const core::vector2df &sunpos)
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static void toneMap(FrameBuffer &fbo, GLuint rtt)
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{
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fbo.Bind();
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FullScreenShader::ToneMapShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ rtt });
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FullScreenShader::ToneMapShader::getInstance()->SetTextureUnits(createVector<GLuint>(rtt));
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DrawFullScreenEffect<FullScreenShader::ToneMapShader>();
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}
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static void renderDoF(FrameBuffer &fbo, GLuint rtt)
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{
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fbo.Bind();
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FullScreenShader::DepthOfFieldShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ rtt, irr_driver->getDepthStencilTexture() });
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FullScreenShader::DepthOfFieldShader::getInstance()->SetTextureUnits(createVector<GLuint>(rtt, irr_driver->getDepthStencilTexture()));
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DrawFullScreenEffect<FullScreenShader::DepthOfFieldShader>();
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}
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@ -554,7 +554,7 @@ void PostProcessing::applyMLAA()
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// Pass 1: color edge detection
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glUseProgram(FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->Program);
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FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->SetTextureUnits(std::vector<GLuint>{ irr_driver->getRenderTargetTexture(RTT_MLAA_COLORS) });
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FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->SetTextureUnits(createVector<GLuint>(irr_driver->getRenderTargetTexture(RTT_MLAA_COLORS)));
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FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->setUniforms(PIXEL_SIZE);
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glBindVertexArray(FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->vao);
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@ -568,7 +568,7 @@ void PostProcessing::applyMLAA()
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(FullScreenShader::MLAABlendWeightSHader::getInstance()->Program);
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FullScreenShader::MLAABlendWeightSHader::getInstance()->SetTextureUnits(std::vector<GLuint>{ irr_driver->getRenderTargetTexture(RTT_MLAA_TMP), getTextureGLuint(m_areamap) });
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FullScreenShader::MLAABlendWeightSHader::getInstance()->SetTextureUnits(createVector<GLuint>(irr_driver->getRenderTargetTexture(RTT_MLAA_TMP), getTextureGLuint(m_areamap)));
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FullScreenShader::MLAABlendWeightSHader::getInstance()->setUniforms(PIXEL_SIZE);
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glBindVertexArray(FullScreenShader::MLAABlendWeightSHader::getInstance()->vao);
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@ -581,7 +581,7 @@ void PostProcessing::applyMLAA()
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irr_driver->getFBO(FBO_MLAA_COLORS).Bind();
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glUseProgram(FullScreenShader::MLAAGatherSHader::getInstance()->Program);
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FullScreenShader::MLAAGatherSHader::getInstance()->SetTextureUnits(std::vector<GLuint>{ irr_driver->getRenderTargetTexture(RTT_MLAA_BLEND), irr_driver->getRenderTargetTexture(RTT_MLAA_TMP)});
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FullScreenShader::MLAAGatherSHader::getInstance()->SetTextureUnits(createVector<GLuint>(irr_driver->getRenderTargetTexture(RTT_MLAA_BLEND), irr_driver->getRenderTargetTexture(RTT_MLAA_TMP)));
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FullScreenShader::MLAAGatherSHader::getInstance()->setUniforms(PIXEL_SIZE);
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glBindVertexArray(FullScreenShader::MLAAGatherSHader::getInstance()->vao);
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