use render osa setting for opengl render sample count and BLI_jitter for opengl rendering (previously was hard coded at 5).
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@@ -40,6 +40,7 @@
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#include "BLI_editVert.h"
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#include "BLI_dlrbTree.h"
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#include "BLI_utildefines.h"
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#include "BLI_jitter.h"
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#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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@@ -150,28 +151,31 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
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}
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else {
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/* simple accumulation, less hassle then FSAA FBO's */
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# define SAMPLES 5 /* fixed, easy to have more but for now this is ok */
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const float jit_ofs[SAMPLES][2] = {{0, 0}, {0.5f, 0.5f}, {-0.5f,-0.5f}, {-0.5f, 0.5f}, {0.5f, -0.5f}};
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static float jit_ofs[32][2];
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float winmat_jitter[4][4];
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float *accum_buffer= MEM_mallocN(sizex * sizey * sizeof(float) * 4, "accum1");
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float *accum_tmp= MEM_mallocN(sizex * sizey * sizeof(float) * 4, "accum2");
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int j;
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BLI_initjit(jit_ofs[0], scene->r.osa);
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/* first sample buffer, also initializes 'rv3d->persmat' */
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ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat);
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GPU_offscreen_read_pixels(oglrender->ofs, GL_FLOAT, accum_buffer);
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/* skip the first sample */
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for(j=1; j < SAMPLES; j++) {
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for(j=1; j < scene->r.osa; j++) {
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copy_m4_m4(winmat_jitter, winmat);
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window_translate_m4(winmat_jitter, rv3d->persmat, jit_ofs[j][0] / sizex, jit_ofs[j][1] / sizey);
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window_translate_m4(winmat_jitter, rv3d->persmat,
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(jit_ofs[j][0] * 2.0f) / sizex,
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(jit_ofs[j][1] * 2.0f) / sizey);
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ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat_jitter);
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GPU_offscreen_read_pixels(oglrender->ofs, GL_FLOAT, accum_tmp);
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add_vn_vn(accum_buffer, accum_tmp, sizex*sizey*sizeof(float));
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}
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mul_vn_vn_fl(rr->rectf, accum_buffer, sizex*sizey*sizeof(float), 1.0/SAMPLES);
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mul_vn_vn_fl(rr->rectf, accum_buffer, sizex*sizey*sizeof(float), 1.0f / scene->r.osa);
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MEM_freeN(accum_buffer);
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MEM_freeN(accum_tmp);
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