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https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-27 22:22:08 +00:00
Fix blur shader to use RenderScreenQuad
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parent
210fce1193
commit
647ef5d029
3 changed files with 17 additions and 21 deletions
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@ -154,8 +154,8 @@ void FGLRenderer::BloomScene()
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{
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const auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i + 1];
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mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
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}
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// Blur and upscale:
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@ -164,8 +164,8 @@ void FGLRenderer::BloomScene()
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const auto &level = mBuffers->BloomLevels[i];
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const auto &next = mBuffers->BloomLevels[i - 1];
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mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
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// Linear upscale:
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glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
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@ -179,8 +179,8 @@ void FGLRenderer::BloomScene()
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RenderScreenQuad();
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}
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mBlurShader->BlurHorizontal(mVBO, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
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mBlurShader->BlurVertical(mVBO, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
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mBlurShader->BlurHorizontal(this, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
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mBlurShader->BlurVertical(this, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
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// Add bloom back to scene texture:
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mBuffers->BindCurrentFB();
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@ -49,6 +49,7 @@
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_blurshader.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/renderer/gl_renderer.h"
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//==========================================================================
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//
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@ -56,9 +57,9 @@
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//
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//==========================================================================
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void FBlurShader::BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
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void FBlurShader::BlurVertical(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
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{
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Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, true);
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Blur(renderer, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, true);
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}
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//==========================================================================
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@ -67,9 +68,9 @@ void FBlurShader::BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sam
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//
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//==========================================================================
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void FBlurShader::BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
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void FBlurShader::BlurHorizontal(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
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{
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Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, false);
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Blur(renderer, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, false);
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}
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//==========================================================================
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@ -78,7 +79,7 @@ void FBlurShader::BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int s
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//
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//==========================================================================
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void FBlurShader::Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical)
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void FBlurShader::Blur(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical)
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{
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BlurSetup *setup = GetSetup(blurAmount, sampleCount);
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if (vertical)
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@ -111,12 +112,7 @@ void FBlurShader::Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount
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glViewport(0, 0, width, height);
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glDisable(GL_BLEND);
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FFlatVertex *ptr = vbo->GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
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ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
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ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
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vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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renderer->RenderScreenQuad();
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}
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//==========================================================================
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@ -4,16 +4,16 @@
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#include "gl_shaderprogram.h"
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#include <memory>
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class FFlatVertexBuffer;
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class FGLRenderer;
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class FBlurShader
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{
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public:
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void BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
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void BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
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void BlurVertical(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
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void BlurHorizontal(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
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private:
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void Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical);
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void Blur(FGLRenderer *renderer, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical);
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struct BlurSetup
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{
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