Resolve multisampling depth in shader

This commit is contained in:
Magnus Norddahl 2016-09-03 04:12:00 +02:00
commit 902097d6da
6 changed files with 211 additions and 84 deletions

View file

@ -136,8 +136,8 @@ void FGLRenderer::RenderScreenQuad()
void FGLRenderer::PostProcessScene()
{
mBuffers->BlitSceneToTexture();
AmbientOccludeScene();
mBuffers->BlitSceneToTexture();
BloomScene();
TonemapScene();
ColormapScene();
@ -165,6 +165,7 @@ void FGLRenderer::AmbientOccludeScene()
const float blurAmount = gl_ssao_blur_amount;
int blurSampleCount = gl_ssao_blur_samples;
float aoStrength = gl_ssao_strength;
bool multisample = gl_multisample > 1;
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
float tanHalfFovy = 1.0f / 1.33333302f; // 1.0f / gl_RenderState.mProjectionMatrix.get()[5];
@ -177,12 +178,15 @@ void FGLRenderer::AmbientOccludeScene()
glBindFramebuffer(GL_FRAMEBUFFER, mBuffers->AmbientFB0);
glViewport(0, 0, mBuffers->AmbientWidth, mBuffers->AmbientHeight);
mBuffers->BindSceneDepthTexture(0);
mLinearDepthShader->Bind();
mLinearDepthShader->DepthTexture.Set(0);
mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear());
mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA.Set(1.0f);
mLinearDepthShader->InverseDepthRangeB.Set(0.0f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mLinearDepthShader->Bind(multisample);
mLinearDepthShader->DepthTexture[multisample].Set(0);
if (multisample) mLinearDepthShader->SampleCount[multisample].Set(gl_multisample);
mLinearDepthShader->LinearizeDepthA[multisample].Set(1.0f / GetZFar() - 1.0f / GetZNear());
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
RenderScreenQuad();
// Apply ambient occlusion
@ -227,7 +231,7 @@ void FGLRenderer::AmbientOccludeScene()
RenderScreenQuad();
// Add SSAO back to scene texture:
mBuffers->BindCurrentFB();
mBuffers->BindSceneFB();
glViewport(mSceneViewport.left, mSceneViewport.top, mSceneViewport.width, mSceneViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);