mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 17:35:08 +02:00
making my changes work on android
This commit is contained in:
commit
0cc8c1f434
10 changed files with 142 additions and 143 deletions
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@ -104,35 +104,34 @@ void Instance::enumerateNics() {
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}
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}
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}
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json Instance::getCPU(int index) {
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assert(index <(int) _cpus.size());
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assert(index < (int)_cpus.size());
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if (index < 0 || (int) _cpus.size() <= index)
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if (index < 0 || (int)_cpus.size() <= index)
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return json();
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return _cpus.at(index);
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}
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json Instance::getGPU(int index) {
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assert(index <(int) _gpus.size());
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assert(index < (int)_gpus.size());
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if (index < 0 || (int) _gpus.size() <= index)
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if (index < 0 || (int)_gpus.size() <= index)
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return json();
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return _gpus.at(index);
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}
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json Instance::getDisplay(int index) {
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assert(index <(int) _displays.size());
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if (index < 0 || (int) _displays.size() <= index)
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assert(index < (int)_displays.size());
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if (index < 0 || (int)_displays.size() <= index)
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return json();
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return _displays.at(index);
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}
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Instance::~Instance() {
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if (_cpus.size() > 0) {
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_cpus.clear();
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@ -60,7 +60,8 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
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auto colorTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(inputBuffer->getTexelFormat(), bufferSize.x, bufferSize.y,
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gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT, gpu::Sampler::WRAP_CLAMP)));
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_outputBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("BloomThreshold"));
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//_outputBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("BloomThreshold"));
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_outputBuffer = args->_blitFramebuffer;
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_outputBuffer->setRenderBuffer(0, colorTexture);
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_parameters.edit()._deltaUV = { 1.0f / bufferSize.x, 1.0f / bufferSize.y };
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@ -29,6 +29,9 @@
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#include "TextureCache.h"
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#include "FramebufferCache.h"
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#include <iostream>
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#include <sstream>
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namespace ru {
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using render_utils::slot::texture::Texture;
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using render_utils::slot::buffer::Buffer;
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@ -95,7 +95,7 @@ RenderDeferredTask::RenderDeferredTask()
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void RenderDeferredTask::configure(const Config& config) {
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// Propagate resolution scale to sub jobs who need it
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auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
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auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebuffer>("PreparePrimaryBufferDeferred");
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assert(preparePrimaryBufferConfig);
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preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);
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}
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@ -145,7 +145,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto jitter = task.addJob<JitterSample>("JitterCam");
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// GPU jobs: Start preparing the primary, deferred and lighting buffer
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const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBuffer");
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const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebuffer>("PreparePrimaryBufferDeferred");
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// Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer
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const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform", jitter);
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@ -238,24 +238,20 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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task.addJob<BloomEffect>("Bloom", bloomInputs);
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// Lighting Buffer ready for tone mapping
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//TODO re-enable last 3 steps
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//const auto toneMappingInputs = ToneMappingDeferred::Input(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying();
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//const auto toneMappedBuffer = task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
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const auto toneMappingInputs = lightingFramebuffer;
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const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappingInputs);
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// Debugging task is happening in the "over" layer after tone mapping and just before HUD
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{ // Debug the bounds of the rendered items, still look at the zbuffer
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const auto extraDebugBuffers = RenderDeferredTaskDebug::ExtraBuffers(linearDepthTarget, surfaceGeometryFramebuffer, ambientOcclusionFramebuffer, ambientOcclusionUniforms, scatteringResource, velocityBuffer);
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const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, shadowTaskOutputs, lightingStageInputs, lightClusters, prepareDeferredOutputs, extraDebugBuffers,
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deferredFrameTransform, jitter, lightingModel).asVarying();
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deferredFrameTransform, jitter, lightingModel).asVarying();
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task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs);
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}
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// Upscale to finale resolution
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//const auto primaryFramebuffer = task.addJob<render::UpsampleToBlitFramebuffer>("PrimaryBufferUpscale", toneMappedBuffer);
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// HUD Layer
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//const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying();
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//task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs);
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const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(toneMappedBuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying();
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task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs);
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}
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RenderDeferredTaskDebug::RenderDeferredTaskDebug() {
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@ -415,7 +411,6 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
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const auto debugZoneInputs = DebugZoneLighting::Inputs(deferredFrameTransform, lightFrame, backgroundFrame).asVarying();
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task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
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}
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@ -19,8 +19,6 @@
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#include <gpu/Texture.h>
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#include <graphics/ShaderConstants.h>
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#include <render/ShapePipeline.h>
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//#include <render/ResampleTask.h>
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//#include <ToneMapAndResampleTask.h>
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#include <render/FilterTask.h>
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@ -29,7 +27,6 @@
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#include "StencilMaskPass.h"
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#include "ZoneRenderer.h"
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#include "FadeEffect.h"
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//#include "ToneMappingEffect.h"
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#include "ToneMapAndResampleTask.h"
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#include "BackgroundStage.h"
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#include "FramebufferCache.h"
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@ -53,7 +50,7 @@ extern void initForwardPipelines(ShapePlumber& plumber);
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void RenderForwardTask::configure(const Config& config) {
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// Propagate resolution scale to sub jobs who need it
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auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebufferMSAA>("PreparePrimaryBuffer");
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auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebufferMSAA>("PreparePrimaryBufferForward");
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assert(preparePrimaryBufferConfig);
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preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);
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}
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@ -101,7 +98,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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// GPU jobs: Start preparing the main framebuffer
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const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebufferMSAA>("PreparePrimaryBuffer");
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const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebufferMSAA>("PreparePrimaryBufferForward");
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// Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer
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const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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@ -149,7 +146,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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const auto resolveInputs = ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
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const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
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const auto toneMappedBuffer = resolvedFramebuffer;
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//const auto toneMappedBuffer = resolvedFramebuffer;
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#else
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const auto newResolvedFramebuffer = task.addJob<NewFramebuffer>("MakeResolvingFramebuffer");
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@ -168,7 +165,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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const auto primaryFramebuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", resolvedFramebuffer);
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// HUD Layer
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const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying();
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const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(toneMappedBuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying();
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task.addJob<RenderHUDLayerTask>("RenderHUDLayer", renderHUDLayerInputs);
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}
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@ -50,11 +50,13 @@ public:
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const float SCALE_RANGE_MIN = 0.1f;
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const float SCALE_RANGE_MAX = 2.0f;
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resolutionScale = std::max(SCALE_RANGE_MIN, std::min(SCALE_RANGE_MAX, scale));
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//emit dirty();
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}
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int getNumSamples() const { return numSamples; }
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void setNumSamples(int num) {
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numSamples = std::max(1, std::min(32, num));
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emit dirty();
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}
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signals:
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@ -1,15 +1,14 @@
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//
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// ResampleTask.cpp
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// render/src/render
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// ToneMapAndResampleTask.cpp
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// libraries/render-utils/src
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//
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// Various to Resample or downsample textures into framebuffers.
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//
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// Created by Olivier Prat on 10/09/17.
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// Copyright 2017 High Fidelity, Inc.
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// Created by Anna Brewer on 7/3/19.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "ToneMapAndResampleTask.h"
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#include <gpu/Context.h>
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@ -23,11 +22,26 @@ using namespace render;
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using namespace shader::gpu::program;
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using namespace shader::render_utils::program;
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gpu::PipelinePointer ToneMapAndResample::_pipeline;
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gpu::PipelinePointer ToneMapAndResample::_mirrorPipeline;
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ToneMapAndResample::ToneMapAndResample() {
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Parameters parameters;
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_parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Parameters), (const gpu::Byte*) ¶meters));
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}
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void ToneMapAndResample::init(RenderArgs* args) {
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// shared_ptr to gpu::State
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gpu::StatePointer blitState = gpu::StatePointer(new gpu::State());
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blitState->setDepthTest(gpu::State::DepthTest(false, false));
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blitState->setColorWriteMask(true, true, true, true);
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_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(gpu::Shader::createProgram(toneMapping), blitState));
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_mirrorPipeline = gpu::PipelinePointer(gpu::Pipeline::create(gpu::Shader::createProgram(toneMapping_mirrored), blitState));
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}
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void ToneMapAndResample::setExposure(float exposure) {
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auto& params = _parametersBuffer.get<Parameters>();
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if (params._exposure != exposure) {
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@ -48,12 +62,10 @@ void ToneMapAndResample::configure(const Config& config) {
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setToneCurve((ToneCurve)config.curve);
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}
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gpu::PipelinePointer ToneMapAndResample::_pipeline;
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gpu::PipelinePointer ToneMapAndResample::_mirrorPipeline;
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void ToneMapAndResample::run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer) {
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assert(renderContext->args);
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assert(renderContext->args->hasViewFrustum());
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RenderArgs* args = renderContext->args;
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auto sourceFramebuffer = input;
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@ -61,47 +73,40 @@ void ToneMapAndResample::run(const RenderContextPointer& renderContext, const In
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resampledFrameBuffer = args->_blitFramebuffer;
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/*
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if (!lightingBuffer || !blitFramebuffer) {
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return;
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}*/
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}
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if (resampledFrameBuffer != sourceFramebuffer) {
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if (!_pipeline) {
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(gpu::State::DepthTest(false, false));
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state->setColorWriteMask(true, true, true, true);
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_pipeline = gpu::Pipeline::create(gpu::Shader::createProgram(toneMapping), state);
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_mirrorPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(toneMapping_mirrored), state);
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init(args);
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}
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const auto bufferSize = resampledFrameBuffer->getSize();
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auto srcBufferSize = glm::ivec2(lightingBuffer->getDimensions());
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const auto srcBufferSize = glm::ivec2(lightingBuffer->getDimensions());
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glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
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glm::ivec4 destViewport{ 0, 0, bufferSize.x, bufferSize.y };
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gpu::doInBatch("Resample::run", args->_context, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setFramebuffer(resampledFrameBuffer);
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batch.setViewportTransform(viewport);
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batch.setViewportTransform(destViewport);
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batch.setProjectionTransform(glm::mat4());
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batch.resetViewTransform();
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batch.setPipeline(args->_renderMode == RenderArgs::MIRROR_RENDER_MODE ? _mirrorPipeline : _pipeline);
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// viewport = args->_viewport ??
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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(srcBufferSize, args->_viewport));
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batch.setUniformBuffer(render_utils::slot::buffer::ToneMappingParams, _parametersBuffer);
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batch.setResourceTexture(render_utils::slot::texture::ToneMappingColor, lightingBuffer);
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//batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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});
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// Set full final viewport
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args->_viewport = viewport;
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output = blitFramebuffer;
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}
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}
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@ -1,105 +1,102 @@
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//
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// ResampleTask.h
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// render/src/render
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// ToneMapAndResample.h
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// libraries/render-utils/src
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//
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// Various to upsample or downsample textures into framebuffers.
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//
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// Created by Olivier Prat on 10/09/17.
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// Copyright 2017 High Fidelity, Inc.
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// Created by Anna Brewer on 7/3/19.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_render_ToneMapAndResampleTask_h
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#define hifi_render_ToneMapAndResampleTask_h
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#include "render/Engine.h"
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#ifndef hifi_ToneMapAndResample_h
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#define hifi_ToneMapAndResample_h
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#include <DependencyManager.h>
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#include <NumericalConstants.h>
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#include <gpu/Resource.h>
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#include <gpu/Pipeline.h>
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#include <render/Forward.h>
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#include <render/DrawTask.h>
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//namespace render {
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enum class ToneCurve {
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// Different tone curve available
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None,
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Gamma22,
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Reinhard,
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Filmic,
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};
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enum class ToneCurve {
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// Different tone curve available
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None,
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Gamma22,
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Reinhard,
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Filmic,
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};
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class ToneMappingConfig : public render::Job::Config {
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Q_OBJECT
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class ToneMappingConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(float exposure MEMBER exposure WRITE setExposure);
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Q_PROPERTY(int curve MEMBER curve WRITE setCurve);
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Q_PROPERTY(int curve MEMBER curve WRITE setCurve);
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public:
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ToneMappingConfig() : render::Job::Config(true) {}
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void setExposure(float newExposure) { exposure = newExposure; emit dirty(); }
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void setCurve(int newCurve) { curve = std::max((int)ToneCurve::None, std::min((int)ToneCurve::Filmic, newCurve)); emit dirty(); }
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float exposure{ 0.0f };
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int curve{ (int)ToneCurve::Gamma22 };
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signals:
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void dirty();
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};
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class ToneMapAndResample {
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public:
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ToneMapAndResample();
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virtual ~ToneMapAndResample() {}
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void render(RenderArgs* args, const gpu::TexturePointer& lightingBuffer, gpu::FramebufferPointer& destinationBuffer);
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void setExposure(float exposure);
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float getExposure() const { return _parametersBuffer.get<Parameters>()._exposure; }
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void setToneCurve(ToneCurve curve);
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ToneCurve getToneCurve() const { return (ToneCurve)_parametersBuffer.get<Parameters>()._toneCurve; }
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// Inputs: lightingFramebuffer, destinationFramebuffer
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using Input = gpu::FramebufferPointer;
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using Output = gpu::FramebufferPointer;
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using Config = ToneMappingConfig;
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using JobModel = render::Job::ModelIO<ToneMapAndResample, Input, Output, Config>;
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void configure(const Config& config);
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void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
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protected:
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static gpu::PipelinePointer _pipeline;
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static gpu::PipelinePointer _mirrorPipeline;
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gpu::FramebufferPointer _destinationFrameBuffer;
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float _factor{ 2.0f };
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gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer);
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private:
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gpu::PipelinePointer _blitLightBuffer;
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// Class describing the uniform buffer with all the parameters common to the tone mapping shaders
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class Parameters {
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public:
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ToneMappingConfig() : render::Job::Config(true) {}
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float _exposure = 0.0f;
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float _twoPowExposure = 1.0f;
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glm::vec2 spareA;
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int _toneCurve = (int)ToneCurve::Gamma22;
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glm::vec3 spareB;
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||||
|
||||
void setExposure(float newExposure) { exposure = newExposure; emit dirty(); }
|
||||
void setCurve(int newCurve) { curve = std::max((int)ToneCurve::None, std::min((int)ToneCurve::Filmic, newCurve)); emit dirty(); }
|
||||
|
||||
float exposure{ 0.0f };
|
||||
int curve{ (int)ToneCurve::Gamma22 };
|
||||
signals:
|
||||
void dirty();
|
||||
Parameters() {}
|
||||
};
|
||||
typedef gpu::BufferView UniformBufferView;
|
||||
gpu::BufferView _parametersBuffer;
|
||||
|
||||
class ToneMapAndResample{
|
||||
public:
|
||||
ToneMapAndResample();
|
||||
virtual ~ToneMapAndResample() {}
|
||||
void init(RenderArgs* args);
|
||||
};
|
||||
|
||||
void setExposure(float exposure);
|
||||
float getExposure() const { return _parametersBuffer.get<Parameters>()._exposure; }
|
||||
|
||||
void setToneCurve(ToneCurve curve);
|
||||
ToneCurve getToneCurve() const { return (ToneCurve)_parametersBuffer.get<Parameters>()._toneCurve; }
|
||||
|
||||
// Inputs: lightingFramebuffer, destinationFramebuffer
|
||||
using Input = gpu::FramebufferPointer;
|
||||
using Output = gpu::FramebufferPointer;
|
||||
using Config = ToneMappingConfig;
|
||||
//using JobModel = render::Job::ModelIO<ToneMapAndResample, Input, Output, Config>;
|
||||
using JobModel = render::Job::ModelIO<ToneMapAndResample, Input, gpu::FramebufferPointer, Config>;
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const render::RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer);
|
||||
|
||||
protected:
|
||||
|
||||
static gpu::PipelinePointer _pipeline;
|
||||
static gpu::PipelinePointer _mirrorPipeline;
|
||||
|
||||
gpu::FramebufferPointer _destinationFrameBuffer;
|
||||
|
||||
float _factor{ 2.0f };
|
||||
|
||||
gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer);
|
||||
|
||||
private:
|
||||
|
||||
gpu::PipelinePointer _blitLightBuffer;
|
||||
|
||||
// Class describing the uniform buffer with all the parameters common to the tone mapping shaders
|
||||
class Parameters {
|
||||
public:
|
||||
float _exposure = 0.0f;
|
||||
float _twoPowExposure = 1.0f;
|
||||
glm::vec2 spareA;
|
||||
int _toneCurve = (int)ToneCurve::Gamma22;
|
||||
glm::vec3 spareB;
|
||||
|
||||
Parameters() {}
|
||||
};
|
||||
typedef gpu::BufferView UniformBufferView;
|
||||
gpu::BufferView _parametersBuffer;
|
||||
|
||||
void init(RenderArgs* args);
|
||||
};
|
||||
//}
|
||||
|
||||
#endif // hifi_render_ResampleTask_h
|
||||
#endif // hifi_ToneMapAndResample_h
|
||||
|
|
|
@ -43,11 +43,11 @@ layout(location=0) in vec2 varTexCoord0;
|
|||
layout(location=0) out vec4 outFragColor;
|
||||
|
||||
void main(void) {
|
||||
<@if HIFI_USE_MIRRORED@>
|
||||
vec4 fragColorRaw = texture(colorMap, vec2(1.0 - varTexCoord0.x, varTexCoord0.y));
|
||||
<@else@>
|
||||
vec4 fragColorRaw = texture(colorMap, varTexCoord0);
|
||||
<@endif@>
|
||||
<@if HIFI_USE_MIRRORED@>
|
||||
vec4 fragColorRaw = texture(colorMap, vec2(1.0 - varTexCoord0.x, varTexCoord0.y);
|
||||
<@else@>
|
||||
vec4 fragColorRaw = texture(colorMap, varTexCoord0);
|
||||
<@endif@>
|
||||
vec3 fragColor = fragColorRaw.xyz;
|
||||
|
||||
vec3 srcColor = fragColor * getTwoPowExposure();
|
||||
|
|
|
@ -45,7 +45,7 @@ Rectangle {
|
|||
anchors.right: parent.right
|
||||
spacing: 5
|
||||
Repeater {
|
||||
model: [ "MSAA:PrepareFramebuffer:numSamples:4:1"
|
||||
model: [ "MSAA:PreparePrimaryBufferForward:numSamples:4:1"
|
||||
]
|
||||
ConfigSlider {
|
||||
label: qsTr(modelData.split(":")[0])
|
||||
|
|
Loading…
Reference in a new issue