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https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-08 12:39:49 -06:00
New MSAA Atmosphere.
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@@ -859,8 +859,6 @@ void FramebufferRenderer::updateMSAASamplingPattern() {
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nOneStripProgram->setUniform("currentSample", sample);
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glDrawArrays(GL_TRIANGLES, sample * 6, 6);
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}
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/*nOneStripProgram->setUniform("currentSample", 0);
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glDrawArrays(GL_TRIANGLES, 0, 6 * _nAaSamples);*/
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glDepthMask(true);
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glEnable(GL_DEPTH_TEST);
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glBindVertexArray(0);
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@@ -872,11 +870,11 @@ void FramebufferRenderer::updateMSAASamplingPattern() {
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_mSAAPattern[d] = 2.0f * _mSAAPattern[d] - 1.0f;
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}
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// Debug;
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std::cout << "==== Saved Data for oneStrip:" << std::endl;
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/*std::cout << "==== Saved Data for oneStrip:" << std::endl;
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for (int d = 0; d < _nAaSamples * 3; d += 3) {
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std::cout << "(" << _mSAAPattern[d] << ", " << _mSAAPattern[d + 1] << ", " << _mSAAPattern[d + 2] << ") ";
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}
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std::cout << std::endl;
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std::cout << std::endl;*/
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nOneStripProgram->deactivate();
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@@ -1026,30 +1024,30 @@ void FramebufferRenderer::render(float blackoutFactor, bool doPerformanceMeasure
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glDrawBuffers(1, dBuffer);
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glClear(GL_COLOR_BUFFER_BIT);
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// HDR Image Control and Resolve
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_hdrBackGroundProgram->activate();
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//// HDR Image Control and Resolve
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//_hdrBackGroundProgram->activate();
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ghoul::opengl::TextureUnit mainColorTextureUnit;
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mainColorTextureUnit.activate();
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _mainColorTexture);
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//ghoul::opengl::TextureUnit mainColorTextureUnit;
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//mainColorTextureUnit.activate();
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//glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _mainColorTexture);
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_hdrBackGroundProgram->setUniform("mainColorTexture", mainColorTextureUnit);
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_hdrBackGroundProgram->setUniform("nAaSamples", _nAaSamples);
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_hdrBackGroundProgram->setUniform("exposure", _hdrExposure);
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_hdrBackGroundProgram->setUniform("backgroundExposure", _hdrBackground);
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_hdrBackGroundProgram->setUniform("gamma", _gamma);
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//_hdrBackGroundProgram->setUniform("mainColorTexture", mainColorTextureUnit);
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//_hdrBackGroundProgram->setUniform("nAaSamples", _nAaSamples);
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//_hdrBackGroundProgram->setUniform("exposure", _hdrExposure);
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//_hdrBackGroundProgram->setUniform("backgroundExposure", _hdrBackground);
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//_hdrBackGroundProgram->setUniform("gamma", _gamma);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(false);
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//glDisable(GL_DEPTH_TEST);
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//glDepthMask(false);
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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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//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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//glDepthMask(true);
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//glEnable(GL_DEPTH_TEST);
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_hdrBackGroundProgram->deactivate();
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//_hdrBackGroundProgram->deactivate();
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for (const DeferredcasterTask& deferredcasterTask : tasks.deferredcasterTasks) {
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@@ -1089,6 +1087,8 @@ void FramebufferRenderer::render(float blackoutFactor, bool doPerformanceMeasure
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deferredcastProgram->setUniform("nAaSamples", _nAaSamples);
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// 48 = 16 samples * 3 coords
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deferredcastProgram->setUniform("msaaSamplePatter[48]", _mSAAPattern);
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deferredcaster->preRaycast(deferredcasterTask.renderData,
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_deferredcastData[deferredcaster],
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