thingires
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@@ -96,7 +96,7 @@ public class HierarchicalOcclusionTraverser {
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this.nodeCleaner = nodeCleaner;
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this.nodeCleaner = nodeCleaner;
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this.nodeManager = nodeManager;
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this.nodeManager = nodeManager;
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this.requestBuffer = new GlBuffer(REQUEST_QUEUE_SIZE*8L+8).zero();
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this.requestBuffer = new GlBuffer(REQUEST_QUEUE_SIZE*8L+8).zero();
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this.nodeBuffer = new GlBuffer(nodeManager.maxNodeCount*16L).zero();
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this.nodeBuffer = new GlBuffer(nodeManager.maxNodeCount*16L).fill(-1);
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glSamplerParameteri(this.hizSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glSamplerParameteri(this.hizSampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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@@ -129,11 +129,9 @@ public class NodeCleaner {
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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this.outputBuffer.fill(this.nodeManager.maxNodeCount - 2);//TODO: maybe dont set to zero??
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this.outputBuffer.fill(this.nodeManager.maxNodeCount - 2);//TODO: maybe dont set to zero??
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this.sorter.bind();
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this.sorter.bind();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, nodeDataBuffer.id);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, nodeDataBuffer.id);
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//TODO: choose whether this is in nodeSpace or section/geometryId space
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//TODO: choose whether this is in nodeSpace or section/geometryId space
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//
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//
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glDispatchCompute((this.nodeManager.getCurrentMaxNodeId() + (SORTING_WORKER_SIZE+WORK_PER_THREAD) - 1) / (SORTING_WORKER_SIZE+WORK_PER_THREAD), 1, 1);
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glDispatchCompute((this.nodeManager.getCurrentMaxNodeId() + (SORTING_WORKER_SIZE+WORK_PER_THREAD) - 1) / (SORTING_WORKER_SIZE+WORK_PER_THREAD), 1, 1);
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@@ -147,10 +145,9 @@ public class NodeCleaner {
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glUniform1ui(0, this.visibilityId);
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glUniform1ui(0, this.visibilityId);
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glDispatchCompute(1, 1, 1);
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glDispatchCompute(1, 1, 1);
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//glFinish();
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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DownloadStream.INSTANCE.download(this.outputBuffer, 4 * OUTPUT_COUNT, 8 * OUTPUT_COUNT, this::onDownload);
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DownloadStream.INSTANCE.download(this.outputBuffer, 4 * OUTPUT_COUNT, 8 * OUTPUT_COUNT, this::onDownload);
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//glFinish();
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}
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}
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}
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}
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}
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}
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@@ -180,11 +180,11 @@ public class PostProcessing {
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glUniformMatrix4fv(3, false, data);//tooProjection
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glUniformMatrix4fv(3, false, data);//tooProjection
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glActiveTexture(GL_TEXTURE1);
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glBindTextureUnit(0, this.didSSAO?this.colourSSAO.id:this.colour.id);
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GL11C.glBindTexture(GL_TEXTURE_2D, this.depthStencil.id);
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glTexParameteri (GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
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glBindTextureUnit(1, this.depthStencil.id);
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glActiveTexture(GL_TEXTURE0);
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//glTextureParameteri(this.depthStencil.id, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
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glBindTexture(GL_TEXTURE_2D, this.didSSAO?this.colourSSAO.id:this.colour.id);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(true);
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glDepthMask(true);
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this.blitTexture.blit();
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this.blitTexture.blit();
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