- use a texture for the dither matrix

This commit is contained in:
Magnus Norddahl 2018-08-08 00:54:12 +02:00
commit 31addbc859
4 changed files with 41 additions and 22 deletions

View file

@ -61,6 +61,7 @@ FGLRenderBuffers::~FGLRenderBuffers()
ClearPipeline();
ClearEyeBuffers();
ClearShadowMap();
DeleteTexture(mDitherTexture);
}
void FGLRenderBuffers::ClearScene()
@ -559,6 +560,36 @@ void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer)
glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye].handle);
}
void FGLRenderBuffers::BindDitherTexture(int texunit)
{
if (!mDitherTexture)
{
float halfstep = 1.0f / 65.0f;
float data[64] =
{
0.0f / 16.0f + halfstep * 1, 8.0f / 16.0f + halfstep * 1, 2.0f / 16.0f + halfstep * 1, 10.0f / 16.0f + halfstep * 1,
0.0f / 16.0f + halfstep * 3, 8.0f / 16.0f + halfstep * 3, 2.0f / 16.0f + halfstep * 3, 10.0f / 16.0f + halfstep * 3,
12.0f / 16.0f + halfstep * 1, 4.0f / 16.0f + halfstep * 1, 14.0f / 16.0f + halfstep * 1, 6.0f / 16.0f + halfstep * 1,
12.0f / 16.0f + halfstep * 3, 4.0f / 16.0f + halfstep * 3, 14.0f / 16.0f + halfstep * 3, 6.0f / 16.0f + halfstep * 3,
3.0f / 16.0f + halfstep * 1, 11.0f / 16.0f + halfstep * 1, 1.0f / 16.0f + halfstep * 1, 9.0f / 16.0f + halfstep * 1,
3.0f / 16.0f + halfstep * 3, 11.0f / 16.0f + halfstep * 3, 1.0f / 16.0f + halfstep * 3, 9.0f / 16.0f + halfstep * 3,
15.0f / 16.0f + halfstep * 1, 7.0f / 16.0f + halfstep * 1, 13.0f / 16.0f + halfstep * 1, 5.0f / 16.0f + halfstep * 1,
15.0f / 16.0f + halfstep * 3, 7.0f / 16.0f + halfstep * 3, 13.0f / 16.0f + halfstep * 3, 5.0f / 16.0f + halfstep * 3,
0.0f / 16.0f + halfstep * 4, 8.0f / 16.0f + halfstep * 4, 2.0f / 16.0f + halfstep * 4, 10.0f / 16.0f + halfstep * 4,
0.0f / 16.0f + halfstep * 2, 8.0f / 16.0f + halfstep * 2, 2.0f / 16.0f + halfstep * 2, 10.0f / 16.0f + halfstep * 2,
12.0f / 16.0f + halfstep * 4, 4.0f / 16.0f + halfstep * 4, 14.0f / 16.0f + halfstep * 4, 6.0f / 16.0f + halfstep * 4,
12.0f / 16.0f + halfstep * 2, 4.0f / 16.0f + halfstep * 2, 14.0f / 16.0f + halfstep * 2, 6.0f / 16.0f + halfstep * 2,
3.0f / 16.0f + halfstep * 4, 11.0f / 16.0f + halfstep * 4, 1.0f / 16.0f + halfstep * 4, 9.0f / 16.0f + halfstep * 4,
3.0f / 16.0f + halfstep * 2, 11.0f / 16.0f + halfstep * 2, 1.0f / 16.0f + halfstep * 2, 9.0f / 16.0f + halfstep * 2,
15.0f / 16.0f + halfstep * 4, 7.0f / 16.0f + halfstep * 4, 13.0f / 16.0f + halfstep * 4, 5.0f / 16.0f + halfstep * 4,
15.0f / 16.0f + halfstep * 2, 7.0f / 16.0f + halfstep * 2, 13.0f / 16.0f + halfstep * 2, 5.0f / 16.0f + halfstep * 2
};
mDitherTexture = Create2DTexture("DitherTexture", GL_R32F, 8, 8, data);
}
mDitherTexture.Bind(1, GL_NEAREST, GL_REPEAT);
}
//==========================================================================
//
// Shadow map texture and frame buffers