added tone mapping config

This commit is contained in:
Anna 2019-07-26 12:53:18 -07:00
parent 16595d9412
commit 0d2b2a2aef
3 changed files with 118 additions and 10 deletions

View file

@ -168,7 +168,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
// Upscale to finale resolution
//const auto primaryFramebuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappedBuffer);
const auto primaryFramebuffer = task.addJob<render::ResampleToBlitFramebuffer>("ToneMapAndResample", toneMappedBuffer);
const auto primaryFramebuffer = task.addJob<render::ToneMapAndResample>("ToneMapAndResample", toneMappedBuffer);
// HUD Layer
const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying();

View file

@ -77,6 +77,7 @@ void HalfDownsample::run(const RenderContextPointer& renderContext, const gpu::F
});
}
*/
/*
gpu::PipelinePointer Resample::_pipeline;
void Resample::configure(const Config& config) {
@ -136,32 +137,74 @@ void Resample::run(const RenderContextPointer& renderContext, const gpu::Framebu
args->_viewport = viewport;
}
}
*/
ToneMapAndResample::ToneMapAndResample() {
Parameters parameters;
_parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Parameters), (const gpu::Byte*) &parameters));
}
gpu::PipelinePointer ResampleToBlitFramebuffer::_pipeline;
gpu::PipelinePointer ResampleToBlitFramebuffer::_mirrorPipeline;
void ToneMapAndResample::setExposure(float exposure) {
auto& params = _parametersBuffer.get<Parameters>();
if (params._exposure != exposure) {
_parametersBuffer.edit<Parameters>()._exposure = exposure;
_parametersBuffer.edit<Parameters>()._twoPowExposure = pow(2.0, exposure);
}
}
void ResampleToBlitFramebuffer::run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer) {
void ToneMapAndResample::setToneCurve(ToneCurve curve) {
auto& params = _parametersBuffer.get<Parameters>();
if (params._toneCurve != (int)curve) {
_parametersBuffer.edit<Parameters>()._toneCurve = (int)curve;
}
}
void ToneMapAndResample::configure(const Config& config) {
setExposure(config.exposure);
setToneCurve((ToneCurve)config.curve);
}
gpu::PipelinePointer ToneMapAndResample::_pipeline;
gpu::PipelinePointer ToneMapAndResample::_mirrorPipeline;
void ToneMapAndResample::run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
auto sourceFramebuffer = input;
//auto lightingBuffer = input->getRenderBuffer(0);
resampledFrameBuffer = args->_blitFramebuffer;
/*
if (!_pipeline) {
init(args);
}
if (!lightingBuffer || !blitFramebuffer) {
return;
}
*/
if (resampledFrameBuffer != sourceFramebuffer) {
if (!_pipeline) {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
//blitState->setColorWriteMask(true, true, true, true);
_pipeline = gpu::Pipeline::create(gpu::Shader::createProgram(drawTransformUnitQuadTextureOpaque), state);
_mirrorPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureMirroredX), state);
}
const auto bufferSize = resampledFrameBuffer->getSize();
//auto srcBufferSize = glm::ivec2(lightingBuffer->getDimensions());
glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
gpu::doInBatch("Resample::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(resampledFrameBuffer);
batch.setViewportTransform(viewport);
@ -169,6 +212,7 @@ void ResampleToBlitFramebuffer::run(const RenderContextPointer& renderContext, c
batch.resetViewTransform();
batch.setPipeline(args->_renderMode == RenderArgs::MIRROR_RENDER_MODE ? _mirrorPipeline : _pipeline);
// viewport = args->_viewport ??
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);

View file

@ -17,6 +17,31 @@
#include "Engine.h"
namespace render {
enum class ToneCurve {
// Different tone curve available
None,
Gamma22,
Reinhard,
Filmic,
};
class ToneMappingConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(float exposure MEMBER exposure WRITE setExposure);
Q_PROPERTY(int curve MEMBER curve WRITE setCurve);
public:
ToneMappingConfig() : render::Job::Config(true) {}
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();
};
/*
class HalfDownsample {
public:
@ -37,6 +62,7 @@ namespace render {
gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer);
};
*/
/*
class ResampleConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(float factor MEMBER factor NOTIFY dirty)
@ -67,20 +93,58 @@ namespace render {
gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer);
};
class ResampleToBlitFramebuffer {
*/
class ToneMapAndResample{
public:
ToneMapAndResample();
virtual ~ToneMapAndResample() {}
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 JobModel = Job::ModelIO<ResampleToBlitFramebuffer, Input, gpu::FramebufferPointer>;
ResampleToBlitFramebuffer() {}
using Output = gpu::FramebufferPointer;
using Config = ToneMappingConfig;
//using JobModel = render::Job::ModelIO<ToneMapAndResample, Input, Output, Config>;
using JobModel = Job::ModelIO<ToneMapAndResample, Input, gpu::FramebufferPointer, Config>;
void configure(const Config& config);
void run(const 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);
};
}