Use direct gl calls for BloomBlend too.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15026 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2014-01-12 23:19:28 +00:00
parent a49d85fa3e
commit f8e17ecffa
2 changed files with 89 additions and 38 deletions

View File

@ -1,11 +1,13 @@
#version 130
uniform sampler2D tex;
in vec2 uv;
void main()
{
vec4 col = texture2D(tex, gl_TexCoord[0].xy);
vec4 col = texture2D(tex, uv);
col.xyz *= 10.0 * col.a;
gl_FragColor = vec4(col.xyz, 1.0);
gl_FragColor = vec4(col.xyz, 1.);
}

View File

@ -269,6 +269,34 @@ namespace BloomShader
}
}
namespace BloomBlendShader
{
GLuint Program = 0;
GLuint attrib_position, attrib_texcoord;
GLuint uniform_texture, uniform_low;
GLuint vao = 0;
void init()
{
initGL();
Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/bloomblend.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_texture = glGetUniformLocation(Program, "tex");
if (!quad_vbo)
initQuadVBO();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_texcoord);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid*)(2 * sizeof(float)));
glBindVertexArray(0);
}
}
static
void renderBloom(ITexture *in)
@ -287,6 +315,33 @@ void renderBloom(ITexture *in)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
static
void renderBloomBlend(ITexture *in)
{
if (!BloomBlendShader::Program)
BloomBlendShader::init();
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_DEPTH_TEST);
glUseProgram(BloomBlendShader::Program);
glBindVertexArray(BloomBlendShader::vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(in)->getOpenGLTextureName());
glUniform1i(BloomBlendShader::uniform_texture, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
// ----------------------------------------------------------------------------
@ -477,14 +532,8 @@ void PostProcessing::render()
}
// Additively blend on top of tmp1
m_material.BlendOperation = EBO_ADD;
m_material.MaterialType = irr_driver->getShader(ES_BLOOM_BLEND);
m_material.setTexture(0, irr_driver->getRTT(RTT_EIGHTH1));
drv->setRenderTarget(out, false, false);
drawQuad(cam, m_material);
m_material.BlendOperation = EBO_NONE;
drv->setRenderTarget(out, false, false);
renderBloomBlend(irr_driver->getRTT(RTT_EIGHTH1));
} // end if bloom
in = irr_driver->getRTT(RTT_TMP1);