Showing the changes to libraries/render-utils/src/DeferredFramebuffer.cpp (1 of 18 files). Show all
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| @@ -15,34 +15,34 @@ DeferredFramebuffer::DeferredFramebuffer() { · 14 unmodified lines | |||
| 15 | } | 15 | } |
| 16 | 16 | ||
| 17 | 17 | ||
| 18 | void DeferredFramebuffer::setPrimaryDepth(const gpu::TexturePointer& depthBuffer) { | 18 | void DeferredFramebuffer::updatePrimaryDepth(const gpu::TexturePointer& depthBuffer) { |
| 19 | //If the size changed, we need to delete our FBOs | 19 | //If the depth buffer or size changed, we need to delete our FBOs |
| 20 | if (_primaryDepthTexture != depthBuffer) { | 20 | bool reset = false; |
| 21 | if ((_primaryDepthTexture != depthBuffer)) { | ||
| 21 | _primaryDepthTexture = depthBuffer; | 22 | _primaryDepthTexture = depthBuffer; |
| 22 | 23 | reset = true; | |
| 24 | } | ||
| 25 | if (_primaryDepthTexture) { | ||
| 26 | auto newFrameSize = glm::ivec2(_primaryDepthTexture->getDimensions()); | ||
| 27 | if (_frameSize != newFrameSize) { | ||
| 28 | _frameSize = newFrameSize; | ||
| 29 | reset = true; | ||
| 30 | } | ||
| 23 | } | 31 | } |
| 24 | } | ||
| 25 | 32 | ||
| 26 | void DeferredFramebuffer::setFrameSize(const glm::ivec2& frameBufferSize) { | 33 | if (reset) { |
| 27 | //If the size changed, we need to delete our FBOs | 34 | _deferredFramebuffer.reset(); |
| 28 | if (_frameSize != frameBufferSize) { | ||
| 29 | _frameSize = frameBufferSize; | ||
| 30 | _deferredFramebuffer.reset(); | ||
| 31 | _deferredFramebufferDepthColor.reset(); | 35 | _deferredFramebufferDepthColor.reset(); |
| 32 | _deferredColorTexture.reset(); | 36 | _deferredColorTexture.reset(); |
| 33 | _deferredNormalTexture.reset(); | 37 | _deferredNormalTexture.reset(); |
| 34 | _deferredSpecularTexture.reset(); | 38 | _deferredSpecularTexture.reset(); |
| 35 | _lightingTexture.reset(); | 39 | _lightingTexture.reset(); |
| 36 | _lightingFramebuffer.reset(); | 40 | _lightingFramebuffer.reset(); |
| 37 | |||
| 38 | _occlusionFramebuffer.reset(); | ||
| 39 | _occlusionTexture.reset(); | ||
| 40 | _occlusionBlurredFramebuffer.reset(); | ||
| 41 | _occlusionBlurredTexture.reset(); | ||
| 42 | } | 41 | } |
| 43 | } | 42 | } |
| 44 | 43 | ||
| 45 | void DeferredFramebuffer::allocate() { | 44 | void DeferredFramebuffer::allocate() { |
| 45 | |||
| 46 | _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | 46 | _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); |
| 47 | _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create()); | 47 | _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create()); |
| 48 | 48 | ||
| @@ -52,9 +52,6 @@ void DeferredFramebuffer::allocate() { · 3 unmodified lines | |||
| 52 | auto height = _frameSize.y; | 52 | auto height = _frameSize.y; |
| 53 | 53 | ||
| 54 | auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); | 54 | auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); |
| 55 | // _primaryColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | ||
| 56 | |||
| 57 | // _primaryFramebuffer->setRenderBuffer(0, _primaryColorTexture); | ||
| 58 | 55 | ||
| 59 | _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | 56 | _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); |
| 60 | 57 | ||
| @@ -67,8 +64,6 @@ void DeferredFramebuffer::allocate() { · 6 unmodified lines | |||
| 67 | 64 | ||
| 68 | _deferredFramebufferDepthColor->setRenderBuffer(0, _deferredColorTexture); | 65 | _deferredFramebufferDepthColor->setRenderBuffer(0, _deferredColorTexture); |
| 69 | 66 | ||
| 70 | // auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH); | ||
| 71 | |||
| 72 | auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format | 67 | auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format |
| 73 | if (!_primaryDepthTexture) { | 68 | if (!_primaryDepthTexture) { |
| 74 | _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler)); | 69 | _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler)); |
| @@ -88,41 +83,7 @@ void DeferredFramebuffer::allocate() { · 13 unmodified lines | |||
| 88 | 83 | ||
| 89 | _deferredFramebuffer->setRenderBuffer(3, _lightingTexture); | 84 | _deferredFramebuffer->setRenderBuffer(3, _lightingTexture); |
| 90 | 85 | ||
| 91 | // For AO: | ||
| 92 | // auto pointMipSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_POINT); | ||
| 93 | // _depthPyramidTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); | ||
| 94 | // _depthPyramidFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | ||
| 95 | // _depthPyramidFramebuffer->setRenderBuffer(0, _depthPyramidTexture); | ||
| 96 | // _depthPyramidFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | ||
| 97 | |||
| 98 | // resizeAmbientOcclusionBuffers(); | ||
| 99 | } | ||
| 100 | |||
| 101 | /* | ||
| 102 | void DeferredFramebuffer::resizeAmbientOcclusionBuffers() { | ||
| 103 | _occlusionFramebuffer.reset(); | ||
| 104 | _occlusionTexture.reset(); | ||
| 105 | _occlusionBlurredFramebuffer.reset(); | ||
| 106 | _occlusionBlurredTexture.reset(); | ||
| 107 | |||
| 108 | |||
| 109 | auto width = _frameBufferSize.width() >> _AOResolutionLevel; | ||
| 110 | auto height = _frameBufferSize.height() >> _AOResolutionLevel; | ||
| 111 | auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGB); | ||
| 112 | auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR); | ||
| 113 | auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format | ||
| 114 | |||
| 115 | _occlusionTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | ||
| 116 | _occlusionFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | ||
| 117 | _occlusionFramebuffer->setRenderBuffer(0, _occlusionTexture); | ||
| 118 | _occlusionFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | ||
| 119 | |||
| 120 | _occlusionBlurredTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | ||
| 121 | _occlusionBlurredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | ||
| 122 | _occlusionBlurredFramebuffer->setRenderBuffer(0, _occlusionBlurredTexture); | ||
| 123 | _occlusionBlurredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | ||
| 124 | } | 86 | } |
| 125 | */ | ||
| 126 | 87 | ||
| 127 | 88 | ||
| 128 | gpu::TexturePointer DeferredFramebuffer::getPrimaryDepthTexture() { | 89 | gpu::TexturePointer DeferredFramebuffer::getPrimaryDepthTexture() { |