void CPostprocManager::CaptureRenderOutput() { // clear both FBOs and leave m_PingFbo selected for rendering; // m_WhichBuffer stays true at this point pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT }; pglDrawBuffers(1, buffers); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); pglDrawBuffers(1, buffers); m_WhichBuffer = true; }
void CPostprocManager::ApplyPostproc() { if (!m_IsInitialised) return; // Don't do anything if we are using the default effect. if (m_PostProcEffect == L"default") { return; } pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0); GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT }; pglDrawBuffers(1, buffers); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, 0, 0); pglDrawBuffers(1, buffers); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); // First render blur textures. Note that this only happens ONLY ONCE, before any effects are applied! // (This may need to change depending on future usage, however that will have a fps hit) ApplyBlur(); for (int pass = 0; pass < m_PostProcTech->GetNumPasses(); ++pass) { ApplyEffect(m_PostProcTech, pass); } pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_DepthTex, 0); }
void WaterManager::RenderWaves(const CFrustum& frustrum) { #if CONFIG2_GLES #warning Fix WaterManager::RenderWaves on GLES #else if (g_Renderer.m_SkipSubmit || !m_WaterFancyEffects) return; pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO); GLuint attachments[2] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT }; pglDrawBuffers(2, attachments); glClearColor(0.0f,0.0f, 0.0f,0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); CShaderDefines none; CShaderProgramPtr shad = g_Renderer.GetShaderManager().LoadProgram("glsl/waves", none); shad->Bind(); shad->BindTexture(str_waveTex, m_WaveTex); shad->BindTexture(str_foamTex, m_FoamTex); shad->Uniform(str_time, (float)m_WaterTexTimer); shad->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); for (size_t a = 0; a < m_ShoreWaves.size(); ++a) { if (!frustrum.IsBoxVisible(m_ShoreWaves[a]->m_AABB)) continue; CVertexBuffer::VBChunk* VBchunk = m_ShoreWaves[a]->m_VBvertices; SWavesVertex* base = (SWavesVertex*)VBchunk->m_Owner->Bind(); // setup data pointers GLsizei stride = sizeof(SWavesVertex); shad->VertexPointer(3, GL_FLOAT, stride, &base[VBchunk->m_Index].m_BasePosition); shad->TexCoordPointer(GL_TEXTURE0, 2, GL_UNSIGNED_BYTE, stride, &base[VBchunk->m_Index].m_UV); // NormalPointer(gl_FLOAT, stride, &base[m_VBWater->m_Index].m_UV) pglVertexAttribPointerARB(2, 2, GL_FLOAT, GL_TRUE, stride, &base[VBchunk->m_Index].m_PerpVect); // replaces commented above because my normal is vec2 shad->VertexAttribPointer(str_a_apexPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_ApexPosition); shad->VertexAttribPointer(str_a_splashPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_SplashPosition); shad->VertexAttribPointer(str_a_retreatPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_RetreatPosition); shad->AssertPointersBound(); shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff); shad->Uniform(str_width, (int)m_ShoreWaves[a]->m_Width); u8* indexBase = m_ShoreWaves_VBIndices->m_Owner->Bind(); glDrawElements(GL_TRIANGLES, (GLsizei) (m_ShoreWaves[a]->m_Width-1)*(7*6), GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_ShoreWaves_VBIndices->m_Index)); shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff + 6.0f); // TODO: figure out why this doesn't work. //g_Renderer.m_Stats.m_DrawCalls++; //g_Renderer.m_Stats.m_WaterTris += m_ShoreWaves_VBIndices->m_Count / 3; CVertexBuffer::Unbind(); } shad->Unbind(); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glDisable(GL_BLEND); glDepthFunc(GL_LEQUAL); #endif }