Added tonemapping and sector based exposure control

This commit is contained in:
Magnus Norddahl 2016-07-29 00:36:43 +02:00
commit 0efee85bd8
12 changed files with 284 additions and 30 deletions

View file

@ -158,7 +158,7 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
if (FGLRenderBuffers::IsSupported())
{
GLRenderer->mBuffers->BindSceneFB();
GLRenderer->mBuffers->BindHudFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
}
else
@ -193,7 +193,7 @@ void OpenGLFrameBuffer::WipeEndScreen()
wipeendscreen->Bind(0, false, false);
if (FGLRenderBuffers::IsSupported())
GLRenderer->mBuffers->BindSceneFB();
GLRenderer->mBuffers->BindHudFB();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@ -232,7 +232,7 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
if (FGLRenderBuffers::IsSupported())
{
GLRenderer->mBuffers->BindSceneFB();
GLRenderer->mBuffers->BindHudFB();
glViewport(0, 0, GLRenderer->mOutputViewport.width, GLRenderer->mOutputViewport.height);
}