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Use the FBO dimensions, which may differ from the widget dimensions (as with
the Oculus).
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parent
b328304da4
commit
34ccc2ab7b
2 changed files with 7 additions and 8 deletions
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@ -186,9 +186,8 @@ void MetavoxelSystem::render() {
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glGetIntegerv(GL_VIEWPORT, viewport);
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const int VIEWPORT_X_INDEX = 0;
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const int VIEWPORT_WIDTH_INDEX = 2;
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QSize widgetSize = Application::getInstance()->getGLWidget()->getDeviceSize();
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float sMin = viewport[VIEWPORT_X_INDEX] / (float)widgetSize.width();
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float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)widgetSize.width();
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float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width();
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float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width();
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if (Menu::getInstance()->getShadowsEnabled()) {
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glActiveTexture(GL_TEXTURE2);
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@ -116,9 +116,9 @@ void AmbientOcclusionEffect::render() {
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glGetIntegerv(GL_VIEWPORT, viewport);
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const int VIEWPORT_X_INDEX = 0;
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const int VIEWPORT_WIDTH_INDEX = 2;
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QSize widgetSize = Application::getInstance()->getGLWidget()->getDeviceSize();
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float sMin = viewport[VIEWPORT_X_INDEX] / (float)widgetSize.width();
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float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)widgetSize.width();
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QOpenGLFramebufferObject* primaryFBO = Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject();
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float sMin = viewport[VIEWPORT_X_INDEX] / (float)primaryFBO->width();
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float sWidth = viewport[VIEWPORT_WIDTH_INDEX] / (float)primaryFBO->width();
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_occlusionProgram->bind();
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_occlusionProgram->setUniformValue(_nearLocation, nearVal);
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@ -126,7 +126,7 @@ void AmbientOcclusionEffect::render() {
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_occlusionProgram->setUniformValue(_leftBottomLocation, left, bottom);
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_occlusionProgram->setUniformValue(_rightTopLocation, right, top);
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_occlusionProgram->setUniformValue(_noiseScaleLocation, viewport[VIEWPORT_WIDTH_INDEX] / (float)ROTATION_WIDTH,
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widgetSize.height() / (float)ROTATION_HEIGHT);
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primaryFBO->height() / (float)ROTATION_HEIGHT);
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_occlusionProgram->setUniformValue(_texCoordOffsetLocation, sMin, 0.0f);
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_occlusionProgram->setUniformValue(_texCoordScaleLocation, sWidth, 1.0f);
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@ -148,7 +148,7 @@ void AmbientOcclusionEffect::render() {
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glBindTexture(GL_TEXTURE_2D, freeFBO->texture());
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_blurProgram->bind();
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_blurProgram->setUniformValue(_blurScaleLocation, 1.0f / widgetSize.width(), 1.0f / widgetSize.height());
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_blurProgram->setUniformValue(_blurScaleLocation, 1.0f / primaryFBO->width(), 1.0f / primaryFBO->height());
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renderFullscreenQuad(sMin, sMin + sWidth);
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