diff --git a/src/gl/renderer/gl_renderer.cpp b/src/gl/renderer/gl_renderer.cpp index 20c1fb127..90687bcb7 100644 --- a/src/gl/renderer/gl_renderer.cpp +++ b/src/gl/renderer/gl_renderer.cpp @@ -205,12 +205,12 @@ FGLRenderer::~FGLRenderer() } if (mBuffers) delete mBuffers; if (mPresentShader) delete mPresentShader; - if (mPresent3dCheckerShader) delete mPresent3dCheckerShader; - if (mPresent3dColumnShader) delete mPresent3dColumnShader; if (mLinearDepthShader) delete mLinearDepthShader; if (mDepthBlurShader) delete mDepthBlurShader; if (mSSAOShader) delete mSSAOShader; if (mSSAOCombineShader) delete mSSAOCombineShader; + if (mPresent3dCheckerShader) delete mPresent3dCheckerShader; + if (mPresent3dColumnShader) delete mPresent3dColumnShader; if (mPresent3dRowShader) delete mPresent3dRowShader; if (mBloomExtractShader) delete mBloomExtractShader; if (mBloomCombineShader) delete mBloomCombineShader; diff --git a/src/gl/renderer/gl_renderstate.h b/src/gl/renderer/gl_renderstate.h index 3276502f1..76e2c791c 100644 --- a/src/gl/renderer/gl_renderstate.h +++ b/src/gl/renderer/gl_renderstate.h @@ -120,6 +120,7 @@ class FRenderState FShader *activeShader; EPassType mPassType = NORMAL_PASS; + int mNumDrawBuffers = 1; bool ApplyShader(); @@ -491,6 +492,22 @@ public: return mPassType; } + void EnableDrawBuffers(int count) + { + count = MIN(count, 3); + if (mNumDrawBuffers != count) + { + static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; + glDrawBuffers(count, buffers); + mNumDrawBuffers = count; + } + } + + int GetPassDrawBufferCount() + { + return mPassType == GBUFFER_PASS ? 3 : 1; + } + // Backwards compatibility crap follows void ApplyFixedFunction(); void DrawColormapOverlay(); diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 13eb254ce..b1876c5be 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -160,9 +160,8 @@ void FGLRenderer::Set3DViewport(bool mainview) { bool useSSAO = (gl_ssao != 0); mBuffers->BindSceneFB(useSSAO); - GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; - glDrawBuffers(useSSAO ? 3 : 1, buffers); gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS); + gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.Apply(); } @@ -479,6 +478,11 @@ void FGLRenderer::DrawScene(int drawmode) static int recursion=0; static int ssao_portals_available = 0; + if (drawmode == DM_MAINVIEW) + ssao_portals_available = gl_ssao_portals + 1; + else if (drawmode == DM_OFFSCREEN) + ssao_portals_available = 0; + if (camera != nullptr) { ActorRenderFlags savedflags = camera->renderflags; @@ -495,35 +499,14 @@ void FGLRenderer::DrawScene(int drawmode) } GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place. - // Decide if we need to do ssao for this scene - bool applySSAO = gl_ssao != 0 && FGLRenderBuffers::IsEnabled(); - switch (drawmode) - { - case DM_MAINVIEW: ssao_portals_available = gl_ssao_portals; break; - case DM_OFFSCREEN: ssao_portals_available = 0; applySSAO = false; break; - case DM_PORTAL: applySSAO = applySSAO && (ssao_portals_available > 0); ssao_portals_available--; break; - } - - // If SSAO is active, switch to gbuffer shaders and use the framebuffer with gbuffers - if (applySSAO) - { - GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; - glDrawBuffers(3, buffers); - gl_RenderState.SetPassType(GBUFFER_PASS); - gl_RenderState.Apply(); - gl_RenderState.ApplyMatrices(); - } - RenderScene(recursion); - // Apply ambient occlusion and switch back to shaders without gbuffer output - if (applySSAO) + if (ssao_portals_available > 0 && gl_RenderState.GetPassType() == GBUFFER_PASS) { - GLenum buffers[] = { GL_COLOR_ATTACHMENT0 }; - glDrawBuffers(1, buffers); + gl_RenderState.EnableDrawBuffers(1); AmbientOccludeScene(); mBuffers->BindSceneFB(true); - gl_RenderState.SetPassType(NORMAL_PASS); + gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.Apply(); gl_RenderState.ApplyMatrices(); } diff --git a/src/gl/scene/gl_walls_draw.cpp b/src/gl/scene/gl_walls_draw.cpp index dbc43fd22..480ce4e86 100644 --- a/src/gl/scene/gl_walls_draw.cpp +++ b/src/gl/scene/gl_walls_draw.cpp @@ -227,6 +227,7 @@ void GLWall::RenderFogBoundary() { int rel = rellight + getExtraLight(); gl_SetFog(lightlevel, rel, &Colormap, false); + gl_RenderState.EnableDrawBuffers(1); gl_RenderState.SetEffect(EFF_FOGBOUNDARY); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); glEnable(GL_POLYGON_OFFSET_FILL); @@ -235,6 +236,7 @@ void GLWall::RenderFogBoundary() glPolygonOffset(0.0f, 0.0f); glDisable(GL_POLYGON_OFFSET_FILL); gl_RenderState.SetEffect(EFF_NONE); + gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); } else { diff --git a/src/gl/stereo3d/scoped_color_mask.h b/src/gl/stereo3d/scoped_color_mask.h index 42c02db3a..e55772092 100644 --- a/src/gl/stereo3d/scoped_color_mask.h +++ b/src/gl/stereo3d/scoped_color_mask.h @@ -41,8 +41,10 @@ public: gl_RenderState.GetColorMask(saved[0], saved[1], saved[2], saved[3]); gl_RenderState.SetColorMask(r, g, b, a); gl_RenderState.ApplyColorMask(); + gl_RenderState.EnableDrawBuffers(1); } ~ScopedColorMask() { + gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); gl_RenderState.SetColorMask(saved[0], saved[1], saved[2], saved[3]); gl_RenderState.ApplyColorMask(); }