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C++ FrameBuffer::BindLayer方法代码示例

本文整理汇总了C++中FrameBuffer::BindLayer方法的典型用法代码示例。如果您正苦于以下问题:C++ FrameBuffer::BindLayer方法的具体用法?C++ FrameBuffer::BindLayer怎么用?C++ FrameBuffer::BindLayer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FrameBuffer的用法示例。


在下文中一共展示了FrameBuffer::BindLayer方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: glGenTextures

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);
}
开发者ID:PlasmaPower,项目名称:stk-code,代码行数:38,代码来源:post_processing.cpp

示例2: glGenTextures

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);
}
开发者ID:VishNair10,项目名称:stk-code,代码行数:36,代码来源:post_processing.cpp


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