1 | #include "SsaoShader.h"
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2 | #include "FrameBufferObject.h"
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3 | #include "RenderState.h"
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4 | #include "SampleGenerator.h"
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5 | #include "Vector3.h"
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6 | #include "Camera.h"
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7 |
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8 |
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9 | using namespace std;
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10 |
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11 | static GLenum mymrt[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT};
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12 |
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13 | namespace CHCDemoEngine
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14 | {
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15 |
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16 | // number of ssao samples
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17 | #define NUM_SAMPLES 16
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18 |
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19 |
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20 | static CGprogram sCgSsaoProgram = NULL;
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21 |
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22 | static CGparameter sColorsTexParam;
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23 | static CGparameter sPositionsTexParam;
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24 | static CGparameter sNormalsTexParam;
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25 | static CGparameter sOldModelViewProjMatrixParam;
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26 | static CGparameter sMaxDepthParam;
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27 | static CGparameter sSamplesParam;
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28 | static CGparameter sOldTexParam;
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29 | static CGparameter sNoiseTexParam;
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30 | static CGparameter sNoiseMultiplierParam;
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31 | static CGparameter sExpFactorParam;
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32 | static CGprogram sCgAntiAliasingProgram;
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33 |
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34 | static CGparameter sColorsTexAntiAliasingParam;
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35 | static CGparameter sNormalsTexAntiAliasingParam;
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36 |
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37 |
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38 | static GLuint noiseTex;
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39 |
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40 | // ssao random spherical samples
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41 | static Sample2 samples[NUM_SAMPLES];
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42 |
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43 |
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44 | static void PrintGLerror(char *msg)
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45 | {
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46 | GLenum errCode;
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47 | const GLubyte *errStr;
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48 |
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49 | if ((errCode = glGetError()) != GL_NO_ERROR)
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50 | {
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51 | errStr = gluErrorString(errCode);
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52 | fprintf(stderr,"OpenGL ERROR: %s: %s\n", errStr, msg);
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53 | }
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54 | }
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55 |
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56 |
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57 | /** Generate poisson disc distributed sample points on the unit disc
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58 | */
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59 | static void GenerateSamples()
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60 | {
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61 | static PoissonDiscSampleGenerator poisson(NUM_SAMPLES, 1.0f);
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62 | poisson.Generate((Sample2 *)samples);
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63 | }
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64 |
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65 |
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66 | SsaoShader::SsaoShader(int w, int h,
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67 | Camera *cam,
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68 | float scaleFactor
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69 | ):
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70 | mWidth(w), mHeight(h),
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71 | mCamera(cam),
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72 | mScaleFactor(scaleFactor)
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73 | {
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74 |
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75 | ///////////
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76 | //-- the flip-flop fbos
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77 |
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78 | mNewFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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79 | // the diffuse color buffer
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80 | mNewFbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false, false);
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81 |
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82 | mOldFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE);
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83 | // the diffuse color buffer
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84 | mOldFbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_LINEAR, false, false);
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85 |
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86 |
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87 | // create noise texture for ssao
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88 | CreateNoiseTex2D();
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89 | }
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90 |
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91 |
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92 | SsaoShader::~SsaoShader()
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93 | {
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94 | if (sCgSsaoProgram)
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95 | cgDestroyProgram(sCgSsaoProgram);
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96 |
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97 | DEL_PTR(mNewFbo);
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98 | DEL_PTR(mOldFbo);
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99 |
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100 | glDeleteTextures(1, &noiseTex);
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101 | }
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102 |
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103 |
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104 | void SsaoShader::Init(CGcontext context)
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105 | {
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106 | ///////////////
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107 |
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108 | sCgSsaoProgram =
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109 | cgCreateProgramFromFile(context,
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110 | CG_SOURCE,
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111 | "src/shaders/deferred.cg",
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112 | RenderState::sCgFragmentProfile,
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113 | "main_ssao",
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114 | NULL);
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115 |
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116 | if (sCgSsaoProgram != NULL)
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117 | {
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118 | cgGLLoadProgram(sCgSsaoProgram);
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119 |
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120 | // we need size of texture for scaling
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121 | sPositionsTexParam = cgGetNamedParameter(sCgSsaoProgram, "positions");
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122 | sColorsTexParam = cgGetNamedParameter(sCgSsaoProgram, "colors");
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123 | sNormalsTexParam = cgGetNamedParameter(sCgSsaoProgram, "normals");
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124 | sNoiseTexParam = cgGetNamedParameter(sCgSsaoProgram, "noiseTexture");
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125 | sNoiseMultiplierParam = cgGetNamedParameter(sCgSsaoProgram, "noiseMultiplier");
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126 | sOldModelViewProjMatrixParam = cgGetNamedParameter(sCgSsaoProgram, "oldModelViewProj");
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127 | sMaxDepthParam = cgGetNamedParameter(sCgSsaoProgram, "maxDepth");
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128 | sExpFactorParam = cgGetNamedParameter(sCgSsaoProgram, "expFactor");
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129 |
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130 | sSamplesParam = cgGetNamedParameter(sCgSsaoProgram, "samples");
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131 | sOldTexParam = cgGetNamedParameter(sCgSsaoProgram, "oldTex");
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132 |
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133 | // generate samples for ssao kernel
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134 | GenerateSamples();
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135 | cgGLSetParameterArray2f(sSamplesParam, 0, NUM_SAMPLES, (const float *)samples);
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136 | }
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137 | else
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138 | cerr << "ssao program failed to load" << endl;
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139 |
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140 | sCgAntiAliasingProgram =
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141 | cgCreateProgramFromFile(context,
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142 | CG_SOURCE,
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143 | "src/shaders/antialiasing.cg",
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144 | RenderState::sCgFragmentProfile,
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145 | "main",
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146 | NULL);
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147 |
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148 | if (sCgAntiAliasingProgram != NULL)
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149 | {
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150 | cgGLLoadProgram(sCgAntiAliasingProgram);
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151 |
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152 | sColorsTexAntiAliasingParam = cgGetNamedParameter(sCgAntiAliasingProgram, "colors");
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153 | sNormalsTexAntiAliasingParam = cgGetNamedParameter(sCgAntiAliasingProgram, "normals");
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154 | }
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155 | else
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156 | cerr << "antialiasing program failed to load" << endl;
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157 |
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158 |
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159 | PrintGLerror("init");
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160 | }
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161 |
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162 |
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163 | void SsaoShader::Render(FrameBufferObject *fbo,
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164 | const Matrix4x4 &oldProjViewMatrix,
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165 | float expFactor)
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166 | {
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167 | cgGLSetMatrixParameterfc(sOldModelViewProjMatrixParam, (const float *)oldProjViewMatrix.x);
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168 |
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169 | // switch roles of old and new fbo
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170 | // the algorihm uses two input fbos, where the one
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171 | // contais the color buffer from the last frame,
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172 | // the other one will be written
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173 | swap(mNewFbo, mOldFbo);
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174 |
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175 | ComputeSsao(fbo, expFactor);
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176 | // the second pass just renders the combined solution
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177 | //DisplayTexture();
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178 | AntiAliasing(fbo);
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179 | }
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180 |
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181 |
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182 | void SsaoShader::ComputeSsao(FrameBufferObject *fbo, float expFactor)
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183 | {
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184 | GLuint colorsTex = fbo->GetColorBuffer(0)->GetTexture();
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185 | GLuint positionsTex = fbo->GetColorBuffer(1)->GetTexture();
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186 | GLuint normalsTex = fbo->GetColorBuffer(2)->GetTexture();
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187 |
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188 | // read the second buffer, write to the first buffer
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189 | mNewFbo->Bind();
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190 | GLuint oldTex = mOldFbo->GetColorBuffer(0)->GetTexture();
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191 |
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192 | glPushAttrib(GL_VIEWPORT_BIT);
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193 | glViewport(0, 0, mWidth, mHeight);
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194 |
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195 | glDrawBuffers(1, mymrt);
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196 |
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197 | glDisable(GL_ALPHA_TEST);
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198 | glDisable(GL_TEXTURE_2D);
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199 | glDisable(GL_LIGHTING);
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200 |
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201 | glMatrixMode(GL_PROJECTION);
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202 | glPushMatrix();
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203 | glLoadIdentity();
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204 |
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205 | glMatrixMode(GL_MODELVIEW);
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206 | glPushMatrix();
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207 | glLoadIdentity();
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208 |
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209 | const float offs = 0.5f;
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210 |
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211 | glOrtho(-offs, offs, -offs, offs, 0, 1);
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212 |
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213 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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214 |
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215 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
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216 |
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217 | cgGLBindProgram(sCgSsaoProgram);
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218 |
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219 | cgGLSetTextureParameter(sPositionsTexParam, positionsTex);
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220 | cgGLEnableTextureParameter(sPositionsTexParam);
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221 |
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222 | cgGLSetTextureParameter(sColorsTexParam, colorsTex);
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223 | cgGLEnableTextureParameter(sColorsTexParam);
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224 |
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225 | cgGLSetTextureParameter(sNormalsTexParam, normalsTex);
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226 | cgGLEnableTextureParameter(sNormalsTexParam);
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227 |
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228 | cgGLSetTextureParameter(sNoiseTexParam, noiseTex);
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229 | cgGLEnableTextureParameter(sNoiseTexParam);
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230 |
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231 | cgGLSetTextureParameter(sOldTexParam, oldTex);
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232 | cgGLEnableTextureParameter(sOldTexParam);
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233 |
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234 | cgGLSetParameter1f(sNoiseMultiplierParam, RandomValue(3.0f, 17.0f));
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235 |
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236 | cgGLSetParameter1f(sMaxDepthParam, mScaleFactor);
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237 | cgGLSetParameter1f(sExpFactorParam, expFactor);
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238 |
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239 |
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240 | //GenerateSamples();
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241 | cgGLSetParameterArray2f(sSamplesParam, 0, NUM_SAMPLES, (const float *)samples);
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242 |
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243 | Vector3 tl, tr, bl, br;
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244 | ComputeViewVectors(tl, tr, bl, br);
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245 |
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246 | glColor3f(1.0f, 1.0f, 1.0f);
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247 |
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248 | glBegin(GL_QUADS);
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249 |
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250 | // note: slightly larger texture hides ambient occlusion error on border but costs resolution
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251 | //const float new_offs = 0.55f;
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252 | const float new_offs = 0.5f;
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253 |
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254 | glColor3f(bl.x, bl.y, bl.z); glTexCoord2f(0, 0); glVertex3f(-new_offs, -new_offs, -0.5f);
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255 | glColor3f(br.x, br.y, br.z); glTexCoord2f(1, 0); glVertex3f( new_offs, -new_offs, -0.5f);
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256 | glColor3f(tr.x, tr.y, tr.z); glTexCoord2f(1, 1); glVertex3f( new_offs, new_offs, -0.5f);
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257 | glColor3f(tl.x, tl.y, tl.z); glTexCoord2f(0, 1); glVertex3f(-new_offs, new_offs, -0.5f);
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258 |
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259 | glEnd();
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260 |
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261 | cgGLDisableTextureParameter(sColorsTexParam);
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262 | cgGLDisableTextureParameter(sPositionsTexParam);
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263 | cgGLDisableTextureParameter(sNormalsTexParam);
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264 | cgGLDisableTextureParameter(sNoiseTexParam);
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265 | cgGLDisableTextureParameter(sOldTexParam);
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266 |
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267 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
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268 |
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269 | glEnable(GL_LIGHTING);
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270 | glDisable(GL_TEXTURE_2D);
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271 |
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272 | glMatrixMode(GL_PROJECTION);
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273 | glPopMatrix();
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274 |
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275 | glMatrixMode(GL_MODELVIEW);
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276 | glPopMatrix();
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277 |
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278 | glPopAttrib();
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279 |
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280 | FrameBufferObject::Release();
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281 |
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282 | PrintGLerror("ssao first pass");
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283 | }
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284 |
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285 |
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286 | /*void SsaoShader::DisplayTexture()
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287 | {
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288 | glEnable(GL_TEXTURE_2D);
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289 |
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290 | glBindTexture(GL_TEXTURE_2D, mNewFbo->GetColorBuffer(0)->GetTexture());
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291 |
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292 | glDisable(GL_LIGHTING);
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293 |
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294 | glMatrixMode(GL_PROJECTION);
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295 | glPushMatrix();
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296 | glLoadIdentity();
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297 |
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298 | glMatrixMode(GL_MODELVIEW);
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299 | glPushMatrix();
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300 | glLoadIdentity();
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301 |
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302 | const float offs = 0.5f;
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303 | glOrtho(-offs, offs, -offs, offs, 0, 1);
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304 |
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305 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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306 |
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307 | glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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308 | glBegin(GL_QUADS);
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309 |
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310 | glTexCoord2f(0, 0); glVertex3f(-offs, -offs, -0.5f);
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311 | glTexCoord2f(1, 0); glVertex3f( offs, -offs, -0.5f);
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312 | glTexCoord2f(1, 1); glVertex3f( offs, offs, -0.5f);
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313 | glTexCoord2f(0, 1); glVertex3f(-offs, offs, -0.5f);
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314 |
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315 | glEnd();
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316 |
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317 | glEnable(GL_LIGHTING);
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318 | glDisable(GL_TEXTURE_2D);
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319 |
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320 | glMatrixMode(GL_PROJECTION);
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321 | glPopMatrix();
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322 |
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323 | glMatrixMode(GL_MODELVIEW);
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324 | glPopMatrix();
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325 |
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326 | PrintGLerror("ssao second pass");
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327 | }*/
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328 |
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329 |
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330 | void SsaoShader::ComputeViewVectors(Vector3 &tl, Vector3 &tr, Vector3 &bl, Vector3 &br)
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331 | {
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332 | Vector3 ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr;
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333 |
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334 | mCamera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr);
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335 |
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336 | #if 1 // matT: debug this!!
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337 |
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338 | bl = -Normalize(nbl - fbl);
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339 | br = -Normalize(nbr - fbr);
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340 | tl = -Normalize(ntl - ftl);
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341 | tr = -Normalize(ntr - ftr);
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342 |
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343 | #else // just take camera direction
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344 |
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345 | bl = -Normalize(mCamera->GetDirection());
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346 | br = -Normalize(mCamera->GetDirection());
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347 | tl = -Normalize(mCamera->GetDirection());
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348 | tr = -Normalize(mCamera->GetDirection());
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349 |
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350 | #endif
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351 |
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352 | // normalize to 0 .. 1
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353 | bl = bl * 0.5f + 0.5f;
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354 | br = br * 0.5f + 0.5f;
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355 | tl = tl * 0.5f + 0.5f;
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356 | tr = tr * 0.5f + 0.5f;
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357 | }
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358 |
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359 |
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360 | void SsaoShader::CreateNoiseTex2D()
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361 | {
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362 | GLubyte *randomNormals = new GLubyte[mWidth * mHeight * 3];
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363 |
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364 | for (int i = 0; i < mWidth * mHeight * 3; i += 3)
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365 | {
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366 | // create random samples over sphere
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367 | const float rx = RandomValue(0, 1);
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368 | const float theta = 2.0f * acos(sqrt(1.0f - rx));
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369 |
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370 | randomNormals[i + 0] = (GLubyte)((cos(theta) * 0.5f + 0.5f) * 255.0f);
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371 | randomNormals[i + 1] = (GLubyte)((sin(theta) * 0.5f + 0.5f) * 255.0f);
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372 | randomNormals[i + 2] = 0;
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373 | }
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374 |
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375 | glEnable(GL_TEXTURE_2D);
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376 | glGenTextures(1, &noiseTex);
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377 | glBindTexture(GL_TEXTURE_2D, noiseTex);
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378 |
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379 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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380 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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381 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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382 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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383 |
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384 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, mWidth, mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, randomNormals);
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385 |
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386 | glBindTexture(GL_TEXTURE_2D, 0);
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387 | glDisable(GL_TEXTURE_2D);
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388 |
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389 | delete [] randomNormals;
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390 |
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391 | cout << "created noise texture" << endl;
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392 |
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393 | PrintGLerror("noisetexture");
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394 | }
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395 |
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396 |
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397 |
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398 | static void SetVertex(float x, float y, float x_offs, float y_offs)
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399 | {
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400 | glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x, y); // center
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401 | glMultiTexCoord2fARB(GL_TEXTURE1_ARB, x - x_offs, y + y_offs); // left top
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402 | glMultiTexCoord2fARB(GL_TEXTURE2_ARB, x + x_offs, y - y_offs); // right bottom
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403 | glMultiTexCoord2fARB(GL_TEXTURE3_ARB, x + x_offs, y + y_offs); // right top
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404 | glMultiTexCoord2fARB(GL_TEXTURE4_ARB, x - x_offs, y - y_offs); // left bottom
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405 |
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406 | glMultiTexCoord4fARB(GL_TEXTURE5_ARB, x - x_offs, y, x + x_offs, y); // left right
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407 | glMultiTexCoord4fARB(GL_TEXTURE6_ARB, x, y + y_offs, x, y - y_offs); // top bottom
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408 |
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409 | glVertex3f(x - 0.5f, y - 0.5f, -0.5f);
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410 | }
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411 |
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412 |
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413 | void SsaoShader::AntiAliasing(FrameBufferObject *fbo)
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414 | {
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415 | GLuint colorsTex = mNewFbo->GetColorBuffer(0)->GetTexture();
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416 | GLuint normalsTex = fbo->GetColorBuffer(2)->GetTexture();
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417 |
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418 | glPushAttrib(GL_VIEWPORT_BIT);
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419 | glViewport(0, 0, mWidth, mHeight);
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420 |
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421 | glDisable(GL_ALPHA_TEST);
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422 | glDisable(GL_TEXTURE_2D);
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423 | glDisable(GL_LIGHTING);
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424 |
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425 | glMatrixMode(GL_PROJECTION);
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426 | glPushMatrix();
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427 | glLoadIdentity();
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428 |
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429 | glMatrixMode(GL_MODELVIEW);
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430 | glPushMatrix();
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431 | glLoadIdentity();
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432 |
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433 | const float offs = 0.5f;
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434 |
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435 | glOrtho(-offs, offs, -offs, offs, 0, 1);
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436 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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437 |
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438 | cgGLEnableProfile(RenderState::sCgFragmentProfile);
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439 |
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440 | cgGLBindProgram(sCgAntiAliasingProgram);
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441 |
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442 | cgGLSetTextureParameter(sColorsTexAntiAliasingParam, colorsTex);
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443 | cgGLEnableTextureParameter(sColorsTexAntiAliasingParam);
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444 |
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445 | cgGLSetTextureParameter(sNormalsTexAntiAliasingParam, normalsTex);
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446 | cgGLEnableTextureParameter(sNormalsTexAntiAliasingParam);
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447 |
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448 | glColor3f(1.0f, 1.0f, 1.0f);
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449 |
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450 | float offs2 = 0.5f;
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451 |
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452 | glBegin(GL_QUADS);
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453 |
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454 | // the neighbouring texels
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455 | float x_offs = 1.0f / mWidth;
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456 | float y_offs = 1.0f / mHeight;
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457 |
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458 | SetVertex(0, 0, x_offs, y_offs);
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459 | SetVertex(1, 0, x_offs, y_offs);
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460 | SetVertex(1, 1, x_offs, y_offs);
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461 | SetVertex(0, 1, x_offs, y_offs);
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462 |
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463 | glEnd();
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464 |
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465 | cgGLDisableTextureParameter(sColorsTexAntiAliasingParam);
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466 | cgGLDisableTextureParameter(sNormalsTexAntiAliasingParam);
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467 |
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468 | cgGLDisableProfile(RenderState::sCgFragmentProfile);
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469 |
|
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470 | glEnable(GL_LIGHTING);
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471 | glDisable(GL_TEXTURE_2D);
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472 |
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473 | glMatrixMode(GL_PROJECTION);
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474 | glPopMatrix();
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475 |
|
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476 | glMatrixMode(GL_MODELVIEW);
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477 | glPopMatrix();
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478 |
|
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479 | glPopAttrib();
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480 |
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481 | PrintGLerror("deferred shading");
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482 | }
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483 |
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484 |
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485 | } // namespace
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