Lightprepass: Only store normals in rtt

Use a more economical rtt format.
This commit is contained in:
Vincent Lejeune 2014-01-27 20:38:37 +01:00
parent 0bbba17e5e
commit d642bc1489
6 changed files with 14 additions and 7 deletions

View File

@ -4,7 +4,7 @@ uniform sampler2D normalMap;
noperspective in vec3 tangent;
noperspective in vec3 bitangent;
in vec2 uv;
out vec4 FragColor;
out vec3 Normal;
void main()
{
@ -18,5 +18,5 @@ void main()
vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal;
FragmentNormal = normalize(FragmentNormal);
FragColor = vec4(0.5 * FragmentNormal + 0.5, gl_FragCoord.z);
Normal = 0.5 * FragmentNormal + 0.5, gl_FragCoord.z;
}

View File

@ -1,8 +1,8 @@
#version 130
noperspective in vec3 nor;
out vec4 FragColor;
out vec3 Normal;
void main(void)
{
FragColor = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
Normal = 0.5 * normalize(nor) + 0.5, gl_FragCoord.z;
}

View File

@ -3,12 +3,12 @@ uniform sampler2D tex;
noperspective in vec3 nor;
in vec2 uv;
out vec4 NormalDepth;
out vec3 Normal;
void main() {
vec4 col = texture(tex, uv);
if (col.a < 0.5)
discard;
NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
Normal = 0.5 * normalize(nor) + 0.5, gl_FragCoord.z;
}

View File

@ -34,6 +34,7 @@ namespace video
//! The normalized non-float formats from the _rg extension
ECF_R8,
ECF_R8G8,
ECF_R11G11B10F,
ECF_R16,
ECF_R16G16,

View File

@ -238,6 +238,12 @@ GLint COpenGLTexture::getOpenGLFormatAndParametersFromColorFormat(ECOLOR_FORMAT
#endif
}
break;
case ECF_R11G11B10F:
filtering = GL_NEAREST;
colorformat = GL_RGB;
type = GL_FLOAT;
internalformat = GL_R11F_G11F_B10F;
break;
case ECF_G32R32F:
{
#ifdef GL_ARB_texture_rg

View File

@ -67,7 +67,7 @@ RTT::RTT()
rtts[RTT_TMP2] = drv->addRenderTargetTexture(res, "rtt.tmp2", ECF_A8R8G8B8, stencil);
rtts[RTT_TMP3] = drv->addRenderTargetTexture(res, "rtt.tmp3", ECF_A8R8G8B8, stencil);
rtts[RTT_TMP4] = drv->addRenderTargetTexture(res, "rtt.tmp4", ECF_R8, stencil);
rtts[RTT_NORMAL_AND_DEPTH] = drv->addRenderTargetTexture(res, "rtt.normal_and_depth", ECF_A32B32G32R32F, stencil);
rtts[RTT_NORMAL_AND_DEPTH] = drv->addRenderTargetTexture(res, "rtt.normal_and_depth", ECF_R11G11B10F, stencil);
rtts[RTT_COLOR] = drv->addRenderTargetTexture(res, "rtt.color", ECF_A16B16G16R16F, stencil);
rtts[RTT_SPECULARMAP] = drv->addRenderTargetTexture(res, "rtt.specularmap", ECF_R8, stencil);