Revert 65cb55add4
(Make bloom less
pixelated using Intel doc) since it causes crashes on hd3000.
This commit is contained in:
parent
036a6f986a
commit
d9375c9a43
@ -49,7 +49,7 @@ void main()
|
||||
ivec3 lmax3 = ivec3(-1000);
|
||||
ivec3 lmin3 = ivec3(1000);
|
||||
|
||||
vec2 start_xy = gl_LocalInvocationID.xy + gl_WorkGroupID.xy * gl_WorkGroupSize.xy * 8 + vec2(0.5);
|
||||
vec2 start_xy = gl_LocalInvocationID.xy + gl_WorkGroupID.xy * gl_WorkGroupSize.xy * 8;
|
||||
for (int i = 0; i < 8; i++) {
|
||||
for (int j = 0; j < 8; j++) {
|
||||
|
||||
|
@ -15,10 +15,9 @@ void main()
|
||||
{
|
||||
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
|
||||
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
|
||||
vec2 guv = gl_GlobalInvocationID.xy + vec2(0.5);
|
||||
vec2 uv_m = (guv - vec2(8, 0)) * pixel;
|
||||
vec2 uv = guv * pixel;
|
||||
vec2 uv_p = (guv + vec2(8, 0)) * pixel;
|
||||
vec2 uv_m = (iuv - ivec2(8, 0)) * pixel;
|
||||
vec2 uv = iuv * pixel;
|
||||
vec2 uv_p = (iuv + ivec2(8, 0)) * pixel;
|
||||
|
||||
local_src[x][y] = texture(source, uv_m).x;
|
||||
local_depth[x][y] = texture(depth, uv_m).x;
|
||||
|
@ -15,10 +15,9 @@ void main()
|
||||
{
|
||||
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
|
||||
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
|
||||
vec2 guv = gl_GlobalInvocationID.xy + vec2(0.5);
|
||||
vec2 uv_m = (guv - vec2(0, 8)) * pixel;
|
||||
vec2 uv = guv * pixel;
|
||||
vec2 uv_p = (guv + vec2(0, 8)) * pixel;
|
||||
vec2 uv_m = (iuv - ivec2(0, 8)) * pixel;
|
||||
vec2 uv = iuv * pixel;
|
||||
vec2 uv_p = (iuv + ivec2(0, 8)) * pixel;
|
||||
|
||||
local_src[x][y] = texture(source, uv_m).x;
|
||||
local_depth[x][y] = texture(depth, uv_m).x;
|
||||
|
@ -7,7 +7,7 @@ vec3 getRGBFromCIEXxy(vec3 YxyColor);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = gl_FragCoord.xy / 1024;
|
||||
vec2 uv = gl_FragCoord.xy / 512;
|
||||
vec3 col = texture(tex, uv).xyz;
|
||||
vec3 Yxy = getCIEYxy(col);
|
||||
vec3 WhiteYxy = getCIEYxy(vec3(1.));
|
||||
|
@ -13,10 +13,9 @@ void main()
|
||||
{
|
||||
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
|
||||
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
|
||||
vec2 guv = gl_GlobalInvocationID.xy + vec2(0.5);
|
||||
vec2 uv_m = (guv - vec2(6, 0)) * pixel;
|
||||
vec2 uv = guv * pixel;
|
||||
vec2 uv_p = (guv + vec2(6, 0)) * pixel;
|
||||
vec2 uv_m = (iuv - ivec2(6, 0)) * pixel;
|
||||
vec2 uv = iuv * pixel;
|
||||
vec2 uv_p = (iuv + ivec2(6, 0)) * pixel;
|
||||
|
||||
local_src[x][y] = texture(source, uv_m);
|
||||
local_src[x + 6][y] = texture(source, uv);
|
||||
|
@ -13,10 +13,9 @@ void main()
|
||||
{
|
||||
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
|
||||
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
|
||||
vec2 guv = gl_GlobalInvocationID.xy + vec2(0.5);
|
||||
vec2 uv_m = (guv - vec2(0, 6)) * pixel;
|
||||
vec2 uv = guv * pixel;
|
||||
vec2 uv_p = (guv + vec2(0, 6)) * pixel;
|
||||
vec2 uv_m = (iuv - ivec2(0, 6)) * pixel;
|
||||
vec2 uv = iuv * pixel;
|
||||
vec2 uv_p = (iuv + ivec2(0, 6)) * pixel;
|
||||
|
||||
local_src[x][y] = texture(source, uv_m);
|
||||
local_src[x][y + 6] = texture(source, uv);
|
||||
|
@ -100,7 +100,6 @@ enum TypeFBO
|
||||
FBO_DISPLACE,
|
||||
FBO_BLOOM_1024,
|
||||
FBO_SCALAR_1024,
|
||||
FBO_TMP_1024,
|
||||
FBO_BLOOM_512,
|
||||
FBO_TMP_512,
|
||||
FBO_LENS_512,
|
||||
@ -163,7 +162,6 @@ enum TypeRTT
|
||||
|
||||
RTT_BLOOM_1024,
|
||||
RTT_SCALAR_1024,
|
||||
RTT_TMP_1024,
|
||||
RTT_BLOOM_512,
|
||||
RTT_TMP_512,
|
||||
RTT_LENS_512,
|
||||
|
@ -722,13 +722,12 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
|
||||
|
||||
FrameBuffer::Blit(*in_fbo, irr_driver->getFBO(FBO_TMP_1024), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FrameBuffer::Blit(*in_fbo, irr_driver->getFBO(FBO_BLOOM_1024), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
irr_driver->getFBO(FBO_BLOOM_1024).Bind();
|
||||
renderBloom(irr_driver->getRenderTargetTexture(RTT_TMP_1024));
|
||||
irr_driver->getFBO(FBO_BLOOM_512).Bind();
|
||||
renderBloom(irr_driver->getRenderTargetTexture(RTT_BLOOM_1024));
|
||||
|
||||
// Downsample
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_1024), irr_driver->getFBO(FBO_BLOOM_512), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_BLOOM_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_BLOOM_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
@ -739,44 +738,18 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
|
||||
|
||||
|
||||
// Blur
|
||||
|
||||
// The fbo sum chain is from https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
|
||||
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_512), irr_driver->getFBO(FBO_TMP_512));
|
||||
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_256), irr_driver->getFBO(FBO_TMP_256));
|
||||
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_128), irr_driver->getFBO(FBO_TMP_128));
|
||||
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 2., 2.);
|
||||
glEnable(GL_BLEND);
|
||||
irr_driver->getFBO(FBO_BLOOM_256).Bind();
|
||||
renderPassThrough(irr_driver->getFBO(FBO_BLOOM_128).getRTT()[0], 256, 256);
|
||||
glDisable(GL_BLEND);
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_TMP_256), 2., 2.);
|
||||
glEnable(GL_BLEND);
|
||||
irr_driver->getFBO(FBO_BLOOM_512).Bind();
|
||||
renderPassThrough(irr_driver->getFBO(FBO_BLOOM_256).getRTT()[0], 512, 512);
|
||||
glDisable(GL_BLEND);
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_TMP_512), 2., 2.);
|
||||
glEnable(GL_BLEND);
|
||||
irr_driver->getFBO(FBO_BLOOM_1024).Bind();
|
||||
renderPassThrough(irr_driver->getFBO(FBO_BLOOM_512).getRTT()[0], 1024, 1024);
|
||||
glDisable(GL_BLEND);
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_1024), irr_driver->getFBO(FBO_TMP_1024), 2., 2.);
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_TMP_512), 1., 1.);
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_TMP_256), 1., 1.);
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 1., 1.);
|
||||
|
||||
// Additively blend
|
||||
in_fbo->Bind();
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_BLOOM_1024), in_fbo->getWidth(), in_fbo->getHeight());
|
||||
|
||||
|
||||
FullScreenShader::LensBlendShader::getInstance()->SetTextureUnits(
|
||||
irr_driver->getRenderTargetTexture(RTT_LENS_128), irr_driver->getRenderTargetTexture(RTT_LENS_256), irr_driver->getRenderTargetTexture(RTT_LENS_512));
|
||||
DrawFullScreenEffect<FullScreenShader::LensBlendShader>();
|
||||
|
||||
FullScreenShader::BloomBlendShader::getInstance()->SetTextureUnits(
|
||||
irr_driver->getRenderTargetTexture(RTT_BLOOM_128), irr_driver->getRenderTargetTexture(RTT_BLOOM_256), irr_driver->getRenderTargetTexture(RTT_BLOOM_512));
|
||||
DrawFullScreenEffect<FullScreenShader::BloomBlendShader>();
|
||||
glDisable(GL_BLEND);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
} // end if bloom
|
||||
|
@ -105,7 +105,6 @@ RTT::RTT(size_t width, size_t height)
|
||||
RenderTargetTextures[RTT_BLOOM_1024] = generateRTT(shadowsize0, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_SCALAR_1024] = generateRTT(shadowsize0, GL_R32F, GL_RED, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_BLOOM_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_TMP_1024] = generateRTT(shadowsize0, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_TMP_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_LENS_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
|
||||
@ -193,9 +192,6 @@ RTT::RTT(size_t width, size_t height)
|
||||
somevector.push_back(RenderTargetTextures[RTT_SCALAR_1024]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 1024, 1024));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_TMP_1024]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 1024, 1024));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_BLOOM_512]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
|
||||
somevector.clear();
|
||||
|
Loading…
Reference in New Issue
Block a user