Simplify post process buffer handling

This commit is contained in:
Magnus Norddahl 2016-08-04 17:16:49 +02:00
commit 976a78429e
5 changed files with 72 additions and 63 deletions

View file

@ -150,7 +150,7 @@ void FGLRenderer::BloomScene()
// Extract blooming pixels from scene texture:
glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
glViewport(0, 0, level0.Width, level0.Height);
mBuffers->BindSceneTexture(0);
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomExtractShader->Bind();
@ -195,7 +195,7 @@ void FGLRenderer::BloomScene()
mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
// Add bloom back to scene texture:
mBuffers->BindSceneTextureFB();
mBuffers->BindCurrentFB();
glViewport(mOutputViewport.left, mOutputViewport.top, mOutputViewport.width, mOutputViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
@ -249,13 +249,14 @@ void FGLRenderer::TonemapScene()
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
mBuffers->BindHudFB();
mBuffers->BindSceneTexture(0);
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
mTonemapShader->Bind();
mTonemapShader->SceneTexture.Set(0);
mTonemapShader->Exposure.Set(mCameraExposure);
mVBO->BindVBO();
mVBO->RenderScreenQuad();
mBuffers->NextTexture();
if (blendEnabled)
glEnable(GL_BLEND);
@ -320,8 +321,8 @@ void FGLRenderer::LensDistortScene()
float f = MAX(f0, f2);
float scale = 1.0f / f;
mBuffers->BindHudFB();
mBuffers->BindSceneTexture(0);
mBuffers->BindNextFB();
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mLensShader->Bind();
@ -332,6 +333,7 @@ void FGLRenderer::LensDistortScene()
mLensShader->CubicDistortionValue.Set(kcube);
mVBO->BindVBO();
mVBO->RenderScreenQuad();
mBuffers->NextTexture();
if (blendEnabled)
glEnable(GL_BLEND);
@ -439,7 +441,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
mPresentShader->Contrast.Set(clamp<float>(vid_contrast, 0.1f, 3.f));
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
}
mBuffers->BindHudTexture(0);
mBuffers->BindCurrentTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mVBO->BindVBO();