use render osa setting for opengl render sample count and BLI_jitter for opengl rende...
authorCampbell Barton <ideasman42@gmail.com>
Thu, 12 Jan 2012 17:04:09 +0000 (17:04 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Thu, 12 Jan 2012 17:04:09 +0000 (17:04 +0000)
source/blender/editors/render/render_opengl.c

index 361b01f..66f0e42 100644 (file)
@@ -40,6 +40,7 @@
 #include "BLI_editVert.h"
 #include "BLI_dlrbTree.h"
 #include "BLI_utildefines.h"
+#include "BLI_jitter.h"
 
 #include "DNA_scene_types.h"
 #include "DNA_object_types.h"
@@ -150,28 +151,31 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
                }
                else {
                        /* simple accumulation, less hassle then FSAA FBO's */
-#                      define SAMPLES 5 /* fixed, easy to have more but for now this is ok */
-                       const float jit_ofs[SAMPLES][2] = {{0, 0}, {0.5f, 0.5f}, {-0.5f,-0.5f}, {-0.5f, 0.5f}, {0.5f, -0.5f}};
+                       static float jit_ofs[32][2];
                        float winmat_jitter[4][4];
                        float *accum_buffer= MEM_mallocN(sizex * sizey * sizeof(float) * 4, "accum1");
                        float *accum_tmp= MEM_mallocN(sizex * sizey * sizeof(float) * 4, "accum2");
                        int j;
 
+                       BLI_initjit(jit_ofs[0], scene->r.osa);
+
                        /* first sample buffer, also initializes 'rv3d->persmat' */
                        ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat);
                        GPU_offscreen_read_pixels(oglrender->ofs, GL_FLOAT, accum_buffer);
 
                        /* skip the first sample */
-                       for(j=1; j < SAMPLES; j++) {
+                       for(j=1; j < scene->r.osa; j++) {
                                copy_m4_m4(winmat_jitter, winmat);
-                               window_translate_m4(winmat_jitter, rv3d->persmat, jit_ofs[j][0] / sizex, jit_ofs[j][1] / sizey);
+                               window_translate_m4(winmat_jitter, rv3d->persmat,
+                                                   (jit_ofs[j][0] * 2.0f) / sizex,
+                                                   (jit_ofs[j][1] * 2.0f) / sizey);
 
                                ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat_jitter);
                                GPU_offscreen_read_pixels(oglrender->ofs, GL_FLOAT, accum_tmp);
                                add_vn_vn(accum_buffer, accum_tmp, sizex*sizey*sizeof(float));
                        }
 
-                       mul_vn_vn_fl(rr->rectf, accum_buffer, sizex*sizey*sizeof(float), 1.0/SAMPLES);
+                       mul_vn_vn_fl(rr->rectf, accum_buffer, sizex*sizey*sizeof(float), 1.0f / scene->r.osa);
 
                        MEM_freeN(accum_buffer);
                        MEM_freeN(accum_tmp);