示例#1
0
void DeferredLightingEffect::copyBack(RenderArgs* args) {
    auto textureCache = DependencyManager::get<TextureCache>();
    QSize framebufferSize = textureCache->getFrameBufferSize();

    auto freeFBO = DependencyManager::get<GlowEffect>()->getFreeFramebuffer();

    //freeFBO->release();
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    
    glDisable(GL_CULL_FACE);
    
    // now transfer the lit region to the primary fbo
    glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
    glColorMask(true, true, true, false);
    
    auto primaryFBO = gpu::GLBackend::getFramebufferID(textureCache->getPrimaryFramebuffer());
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, primaryFBO);

    //primaryFBO->bind();
    
    glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(freeFBO->getRenderBuffer(0)));
    glEnable(GL_TEXTURE_2D);
    
    glPushMatrix();
    glLoadIdentity();
    
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    
    int viewport[4];
    glGetIntegerv(GL_VIEWPORT, viewport);
    const int VIEWPORT_X_INDEX = 0;
    const int VIEWPORT_Y_INDEX = 1;
    const int VIEWPORT_WIDTH_INDEX = 2;
    const int VIEWPORT_HEIGHT_INDEX = 3;

    float sMin = viewport[VIEWPORT_X_INDEX] / (float)framebufferSize.width();
    float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)framebufferSize.width();
    float tMin = viewport[VIEWPORT_Y_INDEX] / (float)framebufferSize.height();
    float tHeight = viewport[VIEWPORT_HEIGHT_INDEX] / (float)framebufferSize.height();

    renderFullscreenQuad(sMin, sMin + sWidth, tMin, tMin + tHeight);
    
    glBindTexture(GL_TEXTURE_2D, 0);
    glDisable(GL_TEXTURE_2D);
    
    glColorMask(true, true, true, true);
    glEnable(GL_LIGHTING);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_DEPTH_TEST);
    glDepthMask(true);
    
    glPopMatrix();
    
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
}
示例#2
0
void ToneMappingEffect::render(RenderArgs* args) {
    if (!_blitLightBuffer) {
        init();
    }
    auto framebufferCache = DependencyManager::get<FramebufferCache>();
    gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
        batch.enableStereo(false);
        QSize framebufferSize = framebufferCache->getFrameBufferSize();

        auto lightingBuffer = framebufferCache->getLightingTexture();
        auto destFbo = framebufferCache->getPrimaryFramebuffer();
        batch.setFramebuffer(destFbo);

        // FIXME: Generate the Luminosity map
        //batch.generateTextureMips(lightingBuffer);

        batch.setViewportTransform(args->_viewport);
        batch.setProjectionTransform(glm::mat4());
        batch.setViewTransform(Transform());
        {
            float sMin = args->_viewport.x / (float)framebufferSize.width();
            float sWidth = args->_viewport.z / (float)framebufferSize.width();
            float tMin = args->_viewport.y / (float)framebufferSize.height();
            float tHeight = args->_viewport.w / (float)framebufferSize.height();
            Transform model;
            batch.setPipeline(_blitLightBuffer);
            model.setTranslation(glm::vec3(sMin, tMin, 0.0));
            model.setScale(glm::vec3(sWidth, tHeight, 1.0));
            batch.setModelTransform(model);
        }

        batch.setUniformBuffer(ToneMappingEffect_ParamsSlot, _parametersBuffer);
        batch.setResourceTexture(ToneMappingEffect_LightingMapSlot, lightingBuffer);
        batch.draw(gpu::TRIANGLE_STRIP, 4);
    });
}