git-svn-id: svn://db.shs.com.ru/libs@50 a8b55f48-bf90-11e4-a774-851b48703e85

This commit is contained in:
2015-11-27 13:33:09 +00:00
parent 57d7920d8a
commit 8f3506b4a0
16 changed files with 215 additions and 25 deletions

View File

@@ -21,12 +21,15 @@
RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_),
fbo_g(5, true, GL_RGBA16F), fbo_out(2, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) {
fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) {
shaders << ShaderPair("FXAA", &shader_fxaa)
<< ShaderPair("dsl_pass_0", &shader_ds_0)
<< ShaderPair("dsl_pass_1", &shader_ds_1)
<< ShaderPair("hdr", &shader_hdr)
<< ShaderPair("downscale", &shader_small)
<< ShaderPair("bloom_pass_0", &shader_bloom_0)
<< ShaderPair("bloom_pass_1", &shader_bloom_1)
<< ShaderPair("fbo_add", &shader_fbo_add)
<< ShaderPair("motion_blur", &shader_motion_blur);
for (int i = 0; i < shaders.size(); ++i)
*(shaders[i].second) = 0;
@@ -212,6 +215,50 @@ void RendererDeferredShading::renderScene() {
piSwap<int>(wi, ri);
}
if (view.isBloomEnabled()) {
fbo_out.setWriteBuffer(2);
fbo_out.setReadBuffer(ri);
glBlitFramebuffer(0, 0, fbo_out.width(), fbo_out.height(), 0, 0, fbo_out.width(), fbo_out.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
fbo_out.setWriteBuffer(wi);
shader_bloom_0->bind();
shader_bloom_0->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_bloom_0->setUniformValue("factor", GLfloat(view.bloomFactor()));
shader_bloom_0->setUniformValue("t0", 0);
glDrawQuad(shader_bloom_0);
glActiveTextureChannel(0);
piSwap<int>(wi, ri);
shader_bloom_1->bind();
shader_bloom_1->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_bloom_1->setUniformValue("t0", 0);
int radius = view.bloomRadius();
int passes = qMax<int>(int(ceil(log2(radius))), 1);
int crad = 1;
for (int p = 0; p < passes; ++p) {
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
fbo_out.setWriteBuffer(wi);
shader_bloom_1->setUniformValue("radius", crad);
glDrawQuad(shader_bloom_1);
piSwap<int>(wi, ri);
crad *= 2;
}
fbo_out.setWriteBuffer(wi);
glActiveTextureChannel(0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri));
glActiveTextureChannel(1);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2));
shader_fbo_add->bind();
shader_fbo_add->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4());
shader_fbo_add->setUniformValue("t0", 0);
shader_fbo_add->setUniformValue("t1", 1);
glDrawQuad(shader_fbo_add);
glActiveTextureChannel(0);
glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi));
piSwap<int>(wi, ri);
}
glReleaseShaders();
fbo_out.release();