Move SSAO pass to be before translucent rendering

Fix depth sampling location when not using fullscreen scene
This commit is contained in:
Magnus Norddahl 2016-09-03 04:29:50 +02:00
commit c7c0ffadb5
5 changed files with 17 additions and 4 deletions

View file

@ -177,6 +177,8 @@ void FGLRenderer::AmbientOccludeScene()
mLinearDepthShader->LinearizeDepthB[multisample].Set(MAX(1.0f / GetZNear(), 1.e-8f));
mLinearDepthShader->InverseDepthRangeA[multisample].Set(1.0f);
mLinearDepthShader->InverseDepthRangeB[multisample].Set(0.0f);
mLinearDepthShader->Scale[multisample].Set(mSceneViewport.width / (float)mScreenViewport.width, mSceneViewport.height / (float)mScreenViewport.height);
mLinearDepthShader->Offset[multisample].Set(mSceneViewport.left / (float)mScreenViewport.width, mSceneViewport.top / (float)mScreenViewport.height);
RenderScreenQuad();
// Apply ambient occlusion
@ -236,7 +238,6 @@ void FGLRenderer::AmbientOccludeScene()
mSSAOCombineShader->Bind();
mSSAOCombineShader->AODepthTexture.Set(0);
RenderScreenQuad();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
FGLDebug::PopGroup();
}

View file

@ -491,6 +491,8 @@ void FGLRenderer::DrawScene(int drawmode)
RenderScene(recursion);
AmbientOccludeScene();
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;

View file

@ -65,6 +65,8 @@ void FLinearDepthShader::Bind(bool multisample)
LinearizeDepthB[multisample].Init(shader, "LinearizeDepthB");
InverseDepthRangeA[multisample].Init(shader, "InverseDepthRangeA");
InverseDepthRangeB[multisample].Init(shader, "InverseDepthRangeB");
Scale[multisample].Init(shader, "Scale");
Offset[multisample].Init(shader, "Offset");
}
shader.Bind();
}

View file

@ -14,6 +14,8 @@ public:
FBufferedUniform1f LinearizeDepthB[2];
FBufferedUniform1f InverseDepthRangeA[2];
FBufferedUniform1f InverseDepthRangeB[2];
FBufferedUniform2f Scale[2];
FBufferedUniform2f Offset[2];
private:
FShaderProgram mShader[2];