mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
Fix ssao no longer working
This commit is contained in:
parent
ed813562eb
commit
0714155e3a
3 changed files with 11 additions and 14 deletions
|
@ -432,20 +432,20 @@ void OpenGLFrameBuffer::PostProcessScene(int fixedcm, const std::function<void()
|
||||||
|
|
||||||
void videoShowFrame(int32_t w)
|
void videoShowFrame(int32_t w)
|
||||||
{
|
{
|
||||||
static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||||
|
|
||||||
if (gl_ssao)
|
if (gl_ssao)
|
||||||
{
|
{
|
||||||
glDrawBuffers(1, buffers);
|
glDrawBuffers(1, buffers);
|
||||||
OpenGLRenderer::GLRenderer->AmbientOccludeScene(GLInterface.GetMatrix(Matrix_Projection).get()[5]);
|
OpenGLRenderer::GLRenderer->AmbientOccludeScene(GLInterface.GetProjectionM5());
|
||||||
glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
|
glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
|
||||||
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(true);
|
OpenGLRenderer::GLRenderer->mBuffers->BindSceneFB(true);
|
||||||
glDrawBuffers(3, buffers);
|
glDrawBuffers(3, buffers);
|
||||||
|
|
||||||
// To do: the translucent part of the scene should be drawn here
|
// To do: the translucent part of the scene should be drawn here
|
||||||
|
|
||||||
glDrawBuffers(1, buffers);
|
glDrawBuffers(1, buffers);
|
||||||
}
|
}
|
||||||
|
|
||||||
OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
|
OpenGLRenderer::GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
|
||||||
screen->PostProcessScene(0, []() {
|
screen->PostProcessScene(0, []() {
|
||||||
|
|
|
@ -317,6 +317,7 @@ void GLInstance::UnbindAllTextures()
|
||||||
|
|
||||||
void GLInstance::SetMatrix(int num, const VSMatrix *mat)
|
void GLInstance::SetMatrix(int num, const VSMatrix *mat)
|
||||||
{
|
{
|
||||||
|
if (num == Matrix_Projection) mProjectionM5 = mat->get()[5];
|
||||||
renderState.matrixIndex[num] = matrixArray.Size();
|
renderState.matrixIndex[num] = matrixArray.Size();
|
||||||
matrixArray.Push(*mat);
|
matrixArray.Push(*mat);
|
||||||
}
|
}
|
||||||
|
|
|
@ -199,8 +199,7 @@ class GLInstance
|
||||||
int LastVB_Offset[2] = {};
|
int LastVB_Offset[2] = {};
|
||||||
IIndexBuffer* LastIndexBuffer = nullptr;
|
IIndexBuffer* LastIndexBuffer = nullptr;
|
||||||
|
|
||||||
|
float mProjectionM5 = 1.0f; // needed by ssao
|
||||||
VSMatrix matrices[NUMMATRICES];
|
|
||||||
PolymostRenderState renderState;
|
PolymostRenderState renderState;
|
||||||
FShader* activeShader;
|
FShader* activeShader;
|
||||||
PolymostShader* polymostShader;
|
PolymostShader* polymostShader;
|
||||||
|
@ -260,10 +259,7 @@ public:
|
||||||
LastIndexBuffer = (IIndexBuffer*)~intptr_t(0);
|
LastIndexBuffer = (IIndexBuffer*)~intptr_t(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
const VSMatrix &GetMatrix(int num)
|
float GetProjectionM5() { return mProjectionM5; }
|
||||||
{
|
|
||||||
return matrices[num];
|
|
||||||
}
|
|
||||||
void SetMatrix(int num, const VSMatrix *mat );
|
void SetMatrix(int num, const VSMatrix *mat );
|
||||||
void SetMatrix(int num, const float *mat)
|
void SetMatrix(int num, const float *mat)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue