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Issue/988 (#989)
* Added new FXAA implementation for test. * Fixed ghosting MW.
This commit is contained in:
committed by
Alexander Bock
parent
992a618e86
commit
bd27ac1ee1
@@ -406,10 +406,16 @@ void FramebufferRenderer::applyTMO(float blackoutFactor) {
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_hdrFilteringProgram->setUniform(_hdrUniformCache.Saturation, _saturation);
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_hdrFilteringProgram->setUniform(_hdrUniformCache.Value, _value);
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glDepthMask(false);
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glDisable(GL_DEPTH_TEST);
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glBindVertexArray(_screenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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glDepthMask(true);
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glEnable(GL_DEPTH_TEST);
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_hdrFilteringProgram->deactivate();
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}
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@@ -440,10 +446,16 @@ void FramebufferRenderer::applyFXAA() {
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glm::vec2 inverseScreenSize(1.f/_resolution.x, 1.f/_resolution.y);
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_fxaaProgram->setUniform(_fxaaUniformCache.inverseScreenSize, inverseScreenSize);
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glDepthMask(false);
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glDisable(GL_DEPTH_TEST);
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glBindVertexArray(_screenQuad);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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glDepthMask(true);
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glEnable(GL_DEPTH_TEST);
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_fxaaProgram->deactivate();
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}
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@@ -633,7 +645,7 @@ void FramebufferRenderer::updateResolution() {
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_resolution.y,
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0,
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GL_RGBA,
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GL_BYTE,
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GL_UNSIGNED_BYTE,
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nullptr
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -894,7 +906,7 @@ void FramebufferRenderer::render(Scene* scene, Camera* camera, float blackoutFac
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if (doPerformanceMeasurements) {
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perfInternal = std::make_unique<performance::PerformanceMeasurement>(
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"FramebufferRenderer::render::deferredTasks"
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);
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);
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}
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performDeferredTasks(tasks.deferredcasterTasks);
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}
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@@ -912,6 +924,8 @@ void FramebufferRenderer::render(Scene* scene, Camera* camera, float blackoutFac
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if (_enableFXAA) {
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glBindFramebuffer(GL_FRAMEBUFFER, _fxaaBuffers.fxaaFramebuffer);
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glDrawBuffers(1, ColorAttachment0Array);
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glDisable(GL_BLEND);
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}
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else {
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// When applying the TMO, the result is saved to the default FBO to be displayed
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