OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.

This commit is contained in:
SmileTheory 2016-04-05 02:37:05 -07:00
parent 60f56670d6
commit 1f6703821f
8 changed files with 148 additions and 125 deletions

View file

@ -980,11 +980,11 @@ const void *RB_DrawSurfs( const void *data ) {
if (tr.hdrDepthFbo)
{
// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
ivec4_t srcBox;
vec4_t srcTexCoords;
VectorSet4(srcBox, 0, tr.renderDepthImage->height, tr.renderDepthImage->width, -tr.renderDepthImage->height);
VectorSet4(srcTexCoords, 0.0f, 0.0f, 1.0f, 1.0f);
FBO_BlitFromTexture(tr.renderDepthImage, srcBox, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
FBO_BlitFromTexture(tr.renderDepthImage, srcTexCoords, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
}
if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT)
@ -1584,6 +1584,71 @@ const void *RB_PostProcess(const void *data)
else
RB_GaussianBlur(backEnd.refdef.blurFactor);
#if 0
if (0)
{
vec4_t quadVerts[4];
vec2_t texCoords[4];
ivec4_t iQtrBox;
vec4_t box;
vec4_t viewInfo;
static float scale = 5.0f;
scale -= 0.005f;
if (scale < 0.01f)
scale = 5.0f;
FBO_FastBlit(NULL, NULL, tr.quarterFbo[0], NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
iQtrBox[0] = backEnd.viewParms.viewportX * tr.quarterImage[0]->width / (float)glConfig.vidWidth;
iQtrBox[1] = backEnd.viewParms.viewportY * tr.quarterImage[0]->height / (float)glConfig.vidHeight;
iQtrBox[2] = backEnd.viewParms.viewportWidth * tr.quarterImage[0]->width / (float)glConfig.vidWidth;
iQtrBox[3] = backEnd.viewParms.viewportHeight * tr.quarterImage[0]->height / (float)glConfig.vidHeight;
qglViewport(iQtrBox[0], iQtrBox[1], iQtrBox[2], iQtrBox[3]);
qglScissor(iQtrBox[0], iQtrBox[1], iQtrBox[2], iQtrBox[3]);
VectorSet4(box, 0.0f, 0.0f, 1.0f, 1.0f);
texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
texCoords[3][0] = box[0]; texCoords[3][1] = box[1];
VectorSet4(box, -1.0f, -1.0f, 1.0f, 1.0f);
VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
VectorSet4(quadVerts[3], box[0], box[1], 0, 1);
GL_State(GLS_DEPTHTEST_DISABLE);
VectorSet4(viewInfo, backEnd.viewParms.zFar / r_znear->value, backEnd.viewParms.zFar, 0.0, 0.0);
viewInfo[2] = scale / (float)(tr.quarterImage[0]->width);
viewInfo[3] = scale / (float)(tr.quarterImage[0]->height);
FBO_Bind(tr.quarterFbo[1]);
GLSL_BindProgram(&tr.depthBlurShader[2]);
GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
GLSL_SetUniformVec4(&tr.depthBlurShader[2], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords);
FBO_Bind(tr.quarterFbo[0]);
GLSL_BindProgram(&tr.depthBlurShader[3]);
GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
GLSL_SetUniformVec4(&tr.depthBlurShader[3], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords);
SetViewportAndScissor();
FBO_FastBlit(tr.quarterFbo[1], NULL, NULL, NULL, GL_COLOR_BUFFER_BIT, GL_LINEAR);
FBO_Bind(NULL);
}
#endif
if (0 && r_sunlightMode->integer)
{
ivec4_t dstBox;