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https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-05-31 08:50:54 +00:00
Disabled HDR MSAA support in favor of SMAA
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parent
c4316b14a4
commit
08f28edfb0
6 changed files with 33 additions and 8 deletions
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@ -100,6 +100,7 @@ void Framebuffer::Init()
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globalFramebuffers.hdrFBO = new Framebuffer( "_hdr", glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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globalFramebuffers.hdrFBO->Bind();
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#if defined(USE_HDR_MSAA)
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if( r_multiSamples.GetBool() )
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{
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globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0, r_multiSamples.GetInteger() );
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@ -109,6 +110,7 @@ void Framebuffer::Init()
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globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
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}
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else
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#endif
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{
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globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0 );
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globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8 );
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@ -120,7 +122,7 @@ void Framebuffer::Init()
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globalFramebuffers.hdrFBO->Check();
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// HDR no MSAA
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#if defined(USE_HDR_MSAA)
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globalFramebuffers.hdrNonMSAAFBO = new Framebuffer( "_hdrNoMSAA", glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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globalFramebuffers.hdrNonMSAAFBO->Bind();
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@ -128,6 +130,7 @@ void Framebuffer::Init()
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globalFramebuffers.hdrNonMSAAFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageNoMSAA, 0 );
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globalFramebuffers.hdrNonMSAAFBO->Check();
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#endif
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// HDR DOWNSCALE
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@ -176,6 +179,7 @@ void Framebuffer::CheckFramebuffers()
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globalImages->currentRenderHDRImage->Resize( glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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globalImages->currentDepthImage->Resize( glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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#if defined(USE_HDR_MSAA)
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if( r_multiSamples.GetBool() )
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{
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globalImages->currentRenderHDRImageNoMSAA->Resize( glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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@ -189,6 +193,7 @@ void Framebuffer::CheckFramebuffers()
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globalFramebuffers.hdrNonMSAAFBO->height = glConfig.nativeScreenHeight;
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}
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else
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#endif
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{
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globalFramebuffers.hdrFBO->Bind();
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globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage, 0 );
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@ -222,25 +227,25 @@ void Framebuffer::CheckFramebuffers()
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}
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// SMAA
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globalImages->smaaEdgesImage->Resize( glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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globalFramebuffers.smaaEdgesFBO->width = glConfig.nativeScreenWidth / 4;
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globalFramebuffers.smaaEdgesFBO->height = glConfig.nativeScreenHeight / 4;
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globalFramebuffers.smaaEdgesFBO->Bind();
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globalFramebuffers.smaaEdgesFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaEdgesImage, 0 );
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globalFramebuffers.smaaEdgesFBO->Check();
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globalImages->smaaBlendImage->Resize( glConfig.nativeScreenWidth, glConfig.nativeScreenHeight );
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globalFramebuffers.smaaBlendFBO->width = glConfig.nativeScreenWidth / 4;
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globalFramebuffers.smaaBlendFBO->height = glConfig.nativeScreenHeight / 4;
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globalFramebuffers.smaaBlendFBO->Bind();
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globalFramebuffers.smaaBlendFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaBlendImage, 0 );
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globalFramebuffers.smaaBlendFBO->Check();
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Unbind();
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}
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}
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