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) { | |
| 19 | − //If the size changed, we need to delete our FBOs | |
| 20 | − if (_primaryDepthTexture != depthBuffer) { | |
| 18 | +void DeferredFramebuffer::updatePrimaryDepth(const gpu::TexturePointer& depthBuffer) { | |
| 19 | + //If the depth buffer or size changed, we need to delete our FBOs | |
| 20 | + bool reset = false; | |
| 21 | + if ((_primaryDepthTexture != depthBuffer)) { | |
| 21 | 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) { | |
| 27 | − //If the size changed, we need to delete our FBOs | |
| 28 | − if (_frameSize != frameBufferSize) { | |
| 29 | − _frameSize = frameBufferSize; | |
| 30 | − _deferredFramebuffer.reset(); | |
| 33 | + if (reset) { | |
| 34 | + _deferredFramebuffer.reset(); | |
| 31 | 35 | _deferredFramebufferDepthColor.reset(); |
| 32 | 36 | _deferredColorTexture.reset(); |
| 33 | 37 | _deferredNormalTexture.reset(); |
| 34 | 38 | _deferredSpecularTexture.reset(); |
| 35 | 39 | _lightingTexture.reset(); |
| 36 | 40 | _lightingFramebuffer.reset(); |
| 37 | − | |
| 38 | − _occlusionFramebuffer.reset(); | |
| 39 | − _occlusionTexture.reset(); | |
| 40 | − _occlusionBlurredFramebuffer.reset(); | |
| 41 | − _occlusionBlurredTexture.reset(); | |
| 42 | 41 | } |
| 43 | 42 | } |
| 44 | 43 | |
| 45 | 44 | void DeferredFramebuffer::allocate() { |
| 45 | + | |
| 46 | 46 | _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); |
| 47 | 47 | _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create()); |
| 48 | 48 | |
| @@ -52,9 +52,6 @@ void DeferredFramebuffer::allocate() { · 3 unmodified lines | ||
| 52 | 52 | auto height = _frameSize.y; |
| 53 | 53 | |
| 54 | 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 | 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 | 65 | _deferredFramebufferDepthColor->setRenderBuffer(0, _deferredColorTexture); |
| 69 | 66 | |
| 70 | − // auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH); | |
| 71 | − | |
| 72 | 67 | auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format |
| 73 | 68 | if (!_primaryDepthTexture) { |
| 74 | 69 | _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler)); |
| @@ -88,41 +83,7 @@ void DeferredFramebuffer::allocate() { · 13 unmodified lines | ||
| 88 | 83 | |
| 89 | 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 | 89 | gpu::TexturePointer DeferredFramebuffer::getPrimaryDepthTexture() { |