// Set frame accumulation weight
myRaytraceProgram->SetUniform (theGlContext,
- myUniformLocations[0][OpenGl_RT_uMaxRadiance], static_cast<Standard_ShortReal> (theCView.RenderParams.RadianceClampValue));
+ myUniformLocations[0][OpenGl_RT_uMaxRadiance], static_cast<Standard_ShortReal> (myRenderParams.RadianceClampValue));
- // Set random number generator seed
- myRaytraceProgram->SetUniform (theGlContext,
- myUniformLocations[0][OpenGl_RT_uFrameRndSeed], static_cast<Standard_Integer> (myRNG.NextInt() >> 2));
-
- Standard_Integer aSamplesPerPixel = theCView.RenderParams.SamplesPerPixel;
+ Standard_Integer aSamplesPerPixel =myRenderParams.SamplesPerPixel;
if (aSamplesPerPixel == 0)
{
{
for (int aPassIndex = 0; aPassIndex < aSamplesPerPixel; ++aPassIndex)
{
- aRenderFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1 : myRaytraceFBO2;
- anAccumFramebuffer = myAccumFrames % 2 ? myRaytraceFBO2 : myRaytraceFBO1;
+ aRenderFramebuffer = myAccumFrames % 2 ? myRaytraceFBO1[aFBOIdx] : myRaytraceFBO2[aFBOIdx];
+ anAccumFramebuffer = myAccumFrames % 2 ? myRaytraceFBO2[aFBOIdx] : myRaytraceFBO1[aFBOIdx];
aRenderFramebuffer->BindBuffer (theGlContext);
theGlContext, GL_TEXTURE0 + OpenGl_RT_DepthTexture);
myOutImageProgram->SetUniform (theGlContext,
- myUniformLocations[0][OpenGl_RT_uBilateralEnabled], theCView.RenderParams.IsGIFilteringEnabled ? 1 : 0);
+ myUniformLocations[0][OpenGl_RT_uBilateralEnabled], myRenderParams.IsGIFilteringEnabled ? 1 : 0);
theGlContext->core20fwd->glDrawArrays (GL_TRIANGLES, 0, 6);