Use nearest filtering for some rtt
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4d66503dae
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@ -209,6 +209,8 @@ void renderBloom(ITexture *in)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glUniform1i(FullScreenShader::BloomShader::uniform_texture, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -230,6 +232,8 @@ void renderBloomBlend(ITexture *in)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glUniform1i(FullScreenShader::BloomBlendShader::uniform_texture, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -258,6 +262,8 @@ void renderPPDisplace(ITexture *in)
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_DISPLACE))->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glUniform1i(FullScreenShader::PPDisplaceShader::uniform_dtex, 1);
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@ -285,6 +291,8 @@ void renderColorLevel(ITexture *in)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glUniform1i(FullScreenShader::ColorLevelShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -313,6 +321,8 @@ void PostProcessing::renderPointlight(ITexture *in, const std::vector<float> &po
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glUniform1i(FullScreenShader::PointLightShader::uniform_ntex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -343,15 +353,21 @@ void PostProcessing::renderLightbBlend(ITexture *diffuse, ITexture *specular, IT
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(diffuse)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glUniform1i(FullScreenShader::LightBlendShader::uniform_diffuse, 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(specular)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glUniform1i(FullScreenShader::LightBlendShader::uniform_specular, 1);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(ao)->getOpenGLTextureName());
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glUniform1i(FullScreenShader::LightBlendShader::uniform_ambient_occlusion, 2);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(specmap)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glUniform1i(FullScreenShader::LightBlendShader::uniform_specular_map, 3);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -377,6 +393,8 @@ void PostProcessing::renderGaussian3Blur(video::ITexture *in, video::ITexture *t
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glUniform1i(FullScreenShader::Gaussian3VBlurShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -390,6 +408,8 @@ void PostProcessing::renderGaussian3Blur(video::ITexture *in, video::ITexture *t
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(temprtt)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glUniform1i(FullScreenShader::Gaussian3HBlurShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -413,6 +433,8 @@ void PostProcessing::renderGaussian6Blur(video::ITexture *in, video::ITexture *t
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glUniform1i(FullScreenShader::Gaussian6VBlurShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -426,6 +448,8 @@ void PostProcessing::renderGaussian6Blur(video::ITexture *in, video::ITexture *t
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(temprtt)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glUniform1i(FullScreenShader::Gaussian6HBlurShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -445,6 +469,8 @@ void PostProcessing::renderPassThrough(ITexture *tex)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(tex)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glUniform1i(FullScreenShader::PassThroughShader::uniform_texture, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -464,6 +490,8 @@ void PostProcessing::renderGlow(ITexture *tex)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(tex)->getOpenGLTextureName());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glUniform1i(FullScreenShader::GlowShader::uniform_tex, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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