Add ssao quality setting
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0397fe185f
commit
3f11c0562c
7 changed files with 75 additions and 32 deletions
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@ -158,10 +158,11 @@ void FGLRenderer::Set3DViewport(bool mainview)
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{
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if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
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{
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mBuffers->BindSceneFB(gl_ssao);
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bool useSSAO = (gl_ssao != 0);
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mBuffers->BindSceneFB(useSSAO);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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glDrawBuffers(gl_ssao ? 2 : 1, buffers);
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gl_RenderState.SetPassType(gl_ssao ? GBUFFER_PASS : NORMAL_PASS);
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glDrawBuffers(useSSAO ? 2 : 1, buffers);
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gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
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gl_RenderState.Apply();
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}
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@ -494,7 +495,7 @@ void FGLRenderer::DrawScene(int drawmode)
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GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
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// If SSAO is active, switch to gbuffer shaders and use the gbuffer framebuffer
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bool applySSAO = gl_ssao && FGLRenderBuffers::IsEnabled() && drawmode == DM_MAINVIEW;
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bool applySSAO = gl_ssao != 0 && FGLRenderBuffers::IsEnabled() && drawmode == DM_MAINVIEW;
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if (applySSAO)
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{
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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