OpenGL2: Fixes to depth blur and ssao.

This commit is contained in:
SmileTheory 2016-03-10 03:44:21 -08:00
parent 934014e237
commit 87cb2167bf
3 changed files with 12 additions and 11 deletions

View file

@ -977,7 +977,7 @@ const void *RB_DrawSurfs( const void *data ) {
qglCopyTextureImage2D(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
}
if (r_ssao->integer)
if (tr.hdrDepthFbo)
{
// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
@ -1079,7 +1079,6 @@ const void *RB_DrawSurfs( const void *data ) {
RB_InstantQuad2(quadVerts, texCoords);
FBO_Bind(tr.screenShadowFbo);
GLSL_BindProgram(&tr.depthBlurShader[1]);
@ -1100,6 +1099,7 @@ const void *RB_DrawSurfs( const void *data ) {
viewInfo[2] = 1.0f / ((float)(tr.quarterImage[0]->width) * tan(backEnd.viewParms.fovX * M_PI / 360.0f) * 2.0f);
viewInfo[3] = 1.0f / ((float)(tr.quarterImage[0]->height) * tan(backEnd.viewParms.fovY * M_PI / 360.0f) * 2.0f);
viewInfo[3] *= (float)backEnd.viewParms.viewportHeight / (float)backEnd.viewParms.viewportWidth;
FBO_Bind(tr.quarterFbo[0]);
@ -1541,9 +1541,6 @@ const void *RB_PostProcess(const void *data)
srcBox[3] = backEnd.viewParms.viewportHeight * tr.screenSsaoImage->height / (float)glConfig.vidHeight;
//FBO_BlitFromTexture(tr.screenSsaoImage, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
srcBox[1] = tr.screenSsaoImage->height - srcBox[1];
srcBox[3] = -srcBox[3];
FBO_Blit(tr.screenSsaoFbo, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
}