mirror of
https://github.com/OpenSpace/OpenSpace.git
synced 2026-02-07 03:59:31 -06:00
Fixed texture scale for HDR.
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@@ -274,11 +274,11 @@ void FramebufferRenderer::initialize() {
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0
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);
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glDrawBuffers(1, buffers);
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}
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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LERROR("Bloom framebuffer is not complete");
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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LERROR(fmt::format("Bloom framebuffer {} is not complete", i));
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}
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}
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// JCC: Moved to here to avoid NVidia: "Program/shader state performance warning"
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@@ -452,7 +452,7 @@ void FramebufferRenderer::applyBloomFilter() {
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// Making OpenGL happy...
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ghoul::opengl::TextureUnit dummyTextureUnit;
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dummyTextureUnit.activate();
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glBindTexture(GL_TEXTURE_2D, _bloomTexture[0]);
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glBindTexture(GL_TEXTURE_2D, _bloomTexture[2]);
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_bloomProgram->setUniform("filterFirstPass", dummyTextureUnit);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -700,7 +700,7 @@ void FramebufferRenderer::updateResolution() {
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for (int i = 0; i < 3; i++)
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{
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glBindTexture(GL_TEXTURE_2D, _bloomTexture[i]);
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/*glTexImage2D(
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA16F,
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@@ -710,55 +710,12 @@ void FramebufferRenderer::updateResolution() {
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GL_RGBA,
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GL_FLOAT,
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nullptr
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);*/
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glTexStorage2D(
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GL_TEXTURE_2D,
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1,
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GL_RGBA16F,
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i ? _resolution.x : _resolution.y,
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i ? _resolution.y : _resolution.x
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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/*glBindTexture(GL_TEXTURE_2D, _bloomTexture[0]);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA32F,
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_resolution.y,
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_resolution.x,
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0,
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GL_RGBA,
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GL_FLOAT,
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nullptr
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);
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glBindTexture(GL_TEXTURE_2D, _bloomTexture[1]);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA32F,
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_resolution.x,
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_resolution.y,
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0,
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GL_RGBA,
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GL_FLOAT,
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nullptr
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);
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glBindTexture(GL_TEXTURE_2D, _bloomTexture[2]);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA32F,
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_resolution.x,
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_resolution.y,
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0,
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GL_RGBA,
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GL_FLOAT,
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nullptr
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);*/
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _mainPositionTexture);
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glTexImage2DMultisample(
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