OpenGL2: Add r_shadowBlur.

This commit is contained in:
SmileTheory 2016-03-07 02:27:03 -08:00
parent a331637745
commit 90d6f941f8
6 changed files with 73 additions and 43 deletions

View file

@ -956,6 +956,9 @@ const void *RB_DrawSurfs( const void *data ) {
if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW)))
{
FBO_t *oldFbo = glState.currentFBO;
vec4_t viewInfo;
VectorSet4(viewInfo, backEnd.viewParms.zFar / r_znear->value, backEnd.viewParms.zFar, 0.0, 0.0);
backEnd.depthFill = qtrue;
qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
@ -1042,15 +1045,12 @@ const void *RB_DrawSurfs( const void *data ) {
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
{
vec4_t viewInfo;
vec3_t viewVector;
float zmax = backEnd.viewParms.zFar;
float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f);
float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f);
float zmin = r_znear->value;
VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector);
VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
@ -1058,13 +1058,39 @@ const void *RB_DrawSurfs( const void *data ) {
VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector);
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo);
}
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
if (r_shadowBlur->integer)
{
viewInfo[2] = 1.0f / (float)(tr.screenScratchFbo->width);
viewInfo[3] = 1.0f / (float)(tr.screenScratchFbo->height);
FBO_Bind(tr.screenScratchFbo);
GLSL_BindProgram(&tr.depthBlurShader[0]);
GL_BindToTMU(tr.screenShadowImage, TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords);
FBO_Bind(tr.screenShadowFbo);
GLSL_BindProgram(&tr.depthBlurShader[1]);
GL_BindToTMU(tr.screenScratchImage, TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords);
}
}
if (r_ssao->integer)
@ -1072,6 +1098,9 @@ const void *RB_DrawSurfs( const void *data ) {
vec4_t quadVerts[4];
vec2_t texCoords[4];
viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
FBO_Bind(tr.quarterFbo[0]);
qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
@ -1093,16 +1122,7 @@ const void *RB_DrawSurfs( const void *data ) {
GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP);
{
vec4_t viewInfo;
float zmax = backEnd.viewParms.zFar;
float zmin = r_znear->value;
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
}
GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
@ -1117,16 +1137,7 @@ const void *RB_DrawSurfs( const void *data ) {
GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
{
vec4_t viewInfo;
float zmax = backEnd.viewParms.zFar;
float zmin = r_znear->value;
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
}
GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
@ -1141,16 +1152,7 @@ const void *RB_DrawSurfs( const void *data ) {
GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
{
vec4_t viewInfo;
float zmax = backEnd.viewParms.zFar;
float zmin = r_znear->value;
VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
}
GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);