Changeset 2984
- Timestamp:
- 10/01/08 01:10:22 (16 years ago)
- Location:
- GTP/trunk/App/Demos/Vis/FriendlyCulling/src
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/DeferredRenderer.cpp
r2978 r2984 582 582 583 583 float imageKey, whiteLum, middleGrey; 584 584 /* 585 585 glPixelStorei(GL_PACK_ALIGNMENT, 1); 586 586 // generate mip map levels for average loglum and tone mapping … … 590 590 ComputeToneParameters(fbo, light, imageKey, whiteLum, middleGrey); 591 591 ToneMap(fbo, light, imageKey, whiteLum, middleGrey); 592 592 */ 593 593 AntiAliasing(fbo, light); 594 594 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
r2983 r2984 272 272 static CGparameter sMaxDepthParam; 273 273 static CGparameter sMaxDepthParamTex; 274 static CGparameter sCurrentPosParamTex; 275 static CGparameter sCurrentPosParam; 274 276 275 277 static Matrix4x4 oldViewProjMatrix; … … 591 593 592 594 sMaxDepthParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "maxDepth"); 595 sCurrentPosParamTex = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "currentPos"); 593 596 RenderState::sTexParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "tex"); 594 597 … … 611 614 612 615 sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth"); 616 sCurrentPosParam = cgGetNamedParameter(RenderState::sCgMrtFragmentTexProgram, "currentPos"); 613 617 614 618 cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist); … … 943 947 cgGLBindProgram(RenderState::sCgMrtFragmentProgram); 944 948 949 Vector3 pos = camera->GetPosition(); 950 cgGLSetParameter3f(sCurrentPosParam, pos.x, pos.y, pos.z); 951 cgGLSetParameter3f(sCurrentPosParamTex, pos.x, pos.y, pos.z); 952 945 953 // draw to 3 color buffers 946 954 // a color, normal, and positions buffer -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/deferred.cg
r2982 r2984 48 48 float4 outColor; 49 49 50 //if (color.w > 1e19f) outColor = color;51 if (emmisive > 1.5f) outColor = color;50 if (position.w > 1e19f) outColor = color; 51 //if (emmisive > 1.5f) outColor = color; 52 52 else outColor = (ambient + diffuse) * color; 53 53 … … 181 181 182 182 // calc diffuse illumination + shadow term 183 if ((emmisive < 1.5f) // hack: prevent shadowing the sky 183 //if ((emmisive < 1.5f) // hack: prevent shadowing the sky 184 if ( 185 (position.w > 1e19f) 184 186 && (angle > 1e-3f) // shadow only if diffuse color has some minimum intensity 185 187 ) … … 200 202 201 203 // base lighting 202 OUT.color = (emmisive > 1.5f) ? color: (ambient + diffuse) * color; 204 //OUT.color = (emmisive > 1.5f) ? color: (ambient + diffuse) * color; 205 OUT.color = (position.w > 1e19f) ? color: (ambient + diffuse) * color; 203 206 204 207 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/mrt.cg
r2982 r2984 68 68 uniform sampler2D dirtTex, 69 69 uniform float maxDepth, 70 uniform sampler2D tex) 70 uniform sampler2D tex, 71 uniform float3 currentPos) 71 72 { 72 73 pixel pix; … … 93 94 94 95 // hack: squeeze some information about ambient into the texture 95 pix.col.w = glstate.material.emission.x;96 //pix.col.w = length(currentPos - IN.worldPos)96 //pix.col.w = glstate.material.emission.x; 97 pix.col.w = length(currentPos - IN.worldPos); 97 98 98 99 return pix; … … 100 101 101 102 102 pixel frag(fragin IN, 103 uniform float maxDepth) 103 pixel frag(fragin IN, uniform float maxDepth, uniform float3 currentPos) 104 104 { 105 105 pixel pix; … … 117 117 118 118 // hack: squeeze some information about the ambient term into the target 119 pix.col.w = glstate.material.emission.x; 119 //pix.col.w = glstate.material.emission.x; 120 pix.col.w = length(currentPos - IN.worldPos); 120 121 121 122 return pix;
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