From 50dbbb4ed4a5f25dd531451511b6f4390fd84db3 Mon Sep 17 00:00:00 2001 From: Tleety Date: Thu, 10 Mar 2016 13:47:16 +0100 Subject: [PATCH] SSAO now send in 0 as Lod level and some optimizations in SSAO and Blur pass. --- src/Engine/Rendering/DrawBloomPass.cpp | 7 +------ src/Engine/Rendering/SSAOPass.cpp | 12 ++++++------ 2 files changed, 7 insertions(+), 12 deletions(-) diff --git a/src/Engine/Rendering/DrawBloomPass.cpp b/src/Engine/Rendering/DrawBloomPass.cpp index 72702299..f70f25c1 100644 --- a/src/Engine/Rendering/DrawBloomPass.cpp +++ b/src/Engine/Rendering/DrawBloomPass.cpp @@ -200,8 +200,6 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); //horizontal pass @@ -213,8 +211,6 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); m_GaussianFrameBuffer_horiz[mipMap].Unbind(); @@ -227,8 +223,7 @@ void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); diff --git a/src/Engine/Rendering/SSAOPass.cpp b/src/Engine/Rendering/SSAOPass.cpp index f3c7f74c..166bf924 100644 --- a/src/Engine/Rendering/SSAOPass.cpp +++ b/src/Engine/Rendering/SSAOPass.cpp @@ -233,6 +233,11 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle(); GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle(); + m_GaussianProgram_vert->Bind(); + glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), 0); + m_GaussianProgram_horiz->Bind(); + glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), 0); + m_GaussianFrameBuffer_horiz.Bind(); m_GaussianProgram_horiz->Bind(); @@ -252,8 +257,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); //horizontal pass @@ -265,8 +268,6 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex); m_GaussianFrameBuffer_horiz.Unbind(); @@ -279,8 +280,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz); - glBindVertexArray(m_ScreenQuad->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); + glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);