- convert the SSAO pass to use hw_postprocess
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ecb5d69ae3
commit
35c13763db
11 changed files with 464 additions and 553 deletions
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@ -50,7 +50,6 @@
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "hwrenderer/postprocessing/hw_ambientshader.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_present3dRowshader.h"
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#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
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@ -92,10 +91,6 @@ FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb)
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mPresent3dCheckerShader = nullptr;
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mPresent3dColumnShader = nullptr;
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mPresent3dRowShader = nullptr;
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mLinearDepthShader = nullptr;
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mDepthBlurShader = nullptr;
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mSSAOShader = nullptr;
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mSSAOCombineShader = nullptr;
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mShadowMapShader = nullptr;
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mCustomPostProcessShaders = nullptr;
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}
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@ -105,10 +100,6 @@ void FGLRenderer::Initialize(int width, int height)
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mScreenBuffers = new FGLRenderBuffers();
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mSaveBuffers = new FGLRenderBuffers();
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mBuffers = mScreenBuffers;
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mLinearDepthShader = new FLinearDepthShader();
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mDepthBlurShader = new FDepthBlurShader();
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mSSAOShader = new FSSAOShader();
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mSSAOCombineShader = new FSSAOCombineShader();
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mPresentShader = new FPresentShader();
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mPresent3dCheckerShader = new FPresent3DCheckerShader();
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mPresent3dColumnShader = new FPresent3DColumnShader();
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@ -156,10 +147,6 @@ FGLRenderer::~FGLRenderer()
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if (swdrawer) delete swdrawer;
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if (mBuffers) delete mBuffers;
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if (mPresentShader) delete mPresentShader;
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if (mLinearDepthShader) delete mLinearDepthShader;
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if (mDepthBlurShader) delete mDepthBlurShader;
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if (mSSAOShader) delete mSSAOShader;
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if (mSSAOCombineShader) delete mSSAOCombineShader;
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if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
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if (mPresent3dColumnShader) delete mPresent3dColumnShader;
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if (mPresent3dRowShader) delete mPresent3dRowShader;
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@ -355,9 +342,8 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
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void FGLRenderer::BeginFrame()
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{
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buffersActive = mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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if (buffersActive)
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buffersActive = mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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}
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//===========================================================================
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@ -415,10 +401,7 @@ CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
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void FGLRenderer::Draw2D(F2DDrawer *drawer)
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{
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twoD.Clock();
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if (buffersActive)
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{
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mBuffers->BindCurrentFB();
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}
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mBuffers->BindCurrentFB();
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const auto &mScreenViewport = screen->mScreenViewport;
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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