Quarter size debug rendering of bloom

This commit is contained in:
Olivier Prat 2017-10-09 11:49:29 +02:00
parent 50ab73009a
commit 0d3d309bce

View file

@ -108,7 +108,7 @@ void DebugBloom::run(const render::RenderContextPointer& renderContext, const In
};
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = gpu::StandardShaderLib::getDrawTextureOpaquePS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
@ -128,7 +128,10 @@ void DebugBloom::run(const render::RenderContextPointer& renderContext, const In
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(glm::ivec2(framebufferSize.x, framebufferSize.y), args->_viewport));
Transform modelTransform = gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, args->_viewport / 2);
modelTransform.postTranslate(glm::vec3(-1.0f, 1.0f, 0.0f));
batch.setModelTransform(modelTransform);
batch.setPipeline(_pipeline);
batch.setResourceTexture(0, levelTextures[0]);