void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer, float sigmaH, float sigmaV) { GLuint LayerTex; glGenTextures(1, &LayerTex); glTextureView(LayerTex, GL_TEXTURE_2D, in_fbo.getRTT()[0], GL_R32F, 0, 1, layer, 1); if (!CVS->supportsComputeShadersFiltering()) { // Used as temp irr_driver->getFBO(FBO_SCALAR_1024).Bind(); FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(LayerTex); DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), sigmaV); in_fbo.BindLayer(layer); FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]); DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), sigmaH); } else { const std::vector<float> &weightsV = getGaussianWeight(sigmaV, 7); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT); glUseProgram(FullScreenShader::ComputeShadowBlurVShader::getInstance()->Program); FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex); glBindSampler(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, 0); glBindImageTexture(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R32F); FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), weightsV); glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1, (int)UserConfigParams::m_shadows_resolution / 8 + 1, 1); const std::vector<float> &weightsH = getGaussianWeight(sigmaH, 7); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glUseProgram(FullScreenShader::ComputeShadowBlurHShader::getInstance()->Program); FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]); glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0); glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F); FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / UserConfigParams::m_shadows_resolution, 1.f / UserConfigParams::m_shadows_resolution), weightsH); glDispatchCompute((int)UserConfigParams::m_shadows_resolution / 8 + 1, (int)UserConfigParams::m_shadows_resolution / 8 + 1, 1); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); } glDeleteTextures(1, &LayerTex); }
void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer, float sigmaH, float sigmaV) { GLuint LayerTex; glGenTextures(1, &LayerTex); glTextureView(LayerTex, GL_TEXTURE_2D, in_fbo.getRTT()[0], GL_R32F, 0, 1, layer, 1); if (!irr_driver->hasARBComputeShaders()) { // Used as temp irr_driver->getFBO(FBO_SCALAR_1024).Bind(); FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(LayerTex); DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaV); in_fbo.BindLayer(layer); FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]); DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaH); } else { glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT); glUseProgram(FullScreenShader::ComputeShadowBlurVShader::getInstance()->Program); FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex); glBindSampler(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, 0); glBindImageTexture(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R32F); FullScreenShader::ComputeShadowBlurVShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaV); glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1); glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glUseProgram(FullScreenShader::ComputeShadowBlurHShader::getInstance()->Program); FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]); glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0); glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F); FullScreenShader::ComputeShadowBlurHShader::getInstance()->setUniforms(core::vector2df(1.f / 1024.f, 1.f / 1024.f), sigmaH); glDispatchCompute((int)1024 / 8 + 1, (int)1024 / 8 + 1, 1); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); } glDeleteTextures(1, &LayerTex); }