OpenGL2: Create FBOs if target image exists, not cvar settings.

This commit is contained in:
SmileTheory 2016-03-09 18:03:23 -08:00
parent 65b999446d
commit 934014e237

View file

@ -310,7 +310,7 @@ void FBO_Init(void)
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
if (r_shadowBlur->integer)
if (tr.screenScratchImage)
{
tr.screenScratchFbo = FBO_Create("screenScratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
FBO_AttachImage(tr.screenScratchFbo, tr.screenScratchImage, GL_COLOR_ATTACHMENT0_EXT, 0);
@ -318,7 +318,7 @@ void FBO_Init(void)
R_CheckFBO(tr.screenScratchFbo);
}
if (r_drawSunRays->integer)
if (tr.sunRaysImage)
{
tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0_EXT, 0);
@ -340,7 +340,7 @@ void FBO_Init(void)
if (tr.sunShadowDepthImage[0])
{
for ( i = 0; i < 4; i++)
for (i = 0; i < 4; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
// FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
@ -349,44 +349,58 @@ void FBO_Init(void)
FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT, 0);
R_CheckFBO(tr.sunShadowFbo[i]);
}
}
if (tr.screenShadowImage)
{
tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.screenShadowFbo);
}
for (i = 0; i < 2; i++)
if (tr.textureScratchImage[0])
{
tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.textureScratchFbo[i]);
for (i = 0; i < 2; i++)
{
tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.textureScratchFbo[i]);
}
}
if (tr.calcLevelsImage)
{
tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.calcLevelsFbo);
}
if (tr.targetLevelsImage)
{
tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.targetLevelsFbo);
}
for (i = 0; i < 2; i++)
if (tr.quarterImage[0])
{
tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.quarterFbo[i]);
for (i = 0; i < 2; i++)
{
tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.quarterFbo[i]);
}
}
if (r_ssao->integer)
if (tr.hdrDepthImage)
{
tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.hdrDepthFbo);
}
if (tr.screenSsaoImage)
{
tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0_EXT, 0);
R_CheckFBO(tr.screenSsaoFbo);