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created tonemapandresample
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parent
c3fbabb14e
commit
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5 changed files with 277 additions and 7 deletions
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@ -15,7 +15,7 @@
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#include <shaders/Shaders.h>
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#include <render/BlurTask.h>
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#include <render/ResampleTask.h>
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#include <render/ToneMapAndResampleTask.h>
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#include "render-utils/ShaderConstants.h"
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#define BLOOM_BLUR_LEVEL_COUNT 3
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@ -29,7 +29,7 @@
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#include <render/DrawStatus.h>
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#include <render/DrawSceneOctree.h>
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#include <render/BlurTask.h>
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#include <render/ResampleTask.h>
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#include <render/ToneMapAndResampleTask.h>
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#include "RenderHifi.h"
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#include "render-utils/ShaderConstants.h"
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@ -251,11 +251,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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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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//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(primaryFramebuffer, 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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@ -19,7 +19,8 @@
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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 <render/ResampleTask.h>
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#include <render/ToneMapAndResampleTask.h>
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#include <render/FilterTask.h>
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@ -29,6 +30,7 @@
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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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#include "TextureCache.h"
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@ -165,7 +167,8 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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#endif
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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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//const auto primaryFramebuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappedBuffer);
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const auto primaryFramebuffer = task.addJob<render::ResampleToBlitFramebuffer>("ToneMapAndResample", 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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180
libraries/render/src/render/ToneMapAndResampleTask.cpp
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180
libraries/render/src/render/ToneMapAndResampleTask.cpp
Normal file
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@ -0,0 +1,180 @@
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//
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// ResampleTask.cpp
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// render/src/render
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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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//
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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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#include <shaders/Shaders.h>
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using namespace render;
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using namespace shader::gpu::program;
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/*
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gpu::PipelinePointer HalfDownsample::_pipeline;
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HalfDownsample::HalfDownsample() {
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}
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void HalfDownsample::configure(const Config& config) {
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}
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gpu::FramebufferPointer HalfDownsample::getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer) {
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auto resampledFramebufferSize = sourceFramebuffer->getSize();
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resampledFramebufferSize.x /= 2U;
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resampledFramebufferSize.y /= 2U;
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if (!_destinationFrameBuffer || resampledFramebufferSize != _destinationFrameBuffer->getSize()) {
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_destinationFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("HalfOutput"));
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auto sampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
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auto target = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), resampledFramebufferSize.x, resampledFramebufferSize.y, gpu::Texture::SINGLE_MIP, sampler);
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_destinationFrameBuffer->setRenderBuffer(0, target);
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}
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return _destinationFrameBuffer;
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}
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void HalfDownsample::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, 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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resampledFrameBuffer = getResampledFrameBuffer(sourceFramebuffer);
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if (!_pipeline) {
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gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque);
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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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_pipeline = gpu::Pipeline::create(program, state);
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}
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const auto bufferSize = resampledFrameBuffer->getSize();
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glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
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gpu::doInBatch("HalfDownsample::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.setProjectionTransform(glm::mat4());
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batch.resetViewTransform();
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batch.setPipeline(_pipeline);
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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
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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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}
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*/
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gpu::PipelinePointer Resample::_pipeline;
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void Resample::configure(const Config& config) {
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_factor = config.factor;
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}
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gpu::FramebufferPointer Resample::getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer) {
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if (_factor == 1.0f) {
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return sourceFramebuffer;
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}
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auto resampledFramebufferSize = glm::uvec2(glm::vec2(sourceFramebuffer->getSize()) * _factor);
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if (!_destinationFrameBuffer || resampledFramebufferSize != _destinationFrameBuffer->getSize()) {
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_destinationFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("ResampledOutput"));
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auto sampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
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auto target = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), resampledFramebufferSize.x, resampledFramebufferSize.y, gpu::Texture::SINGLE_MIP, sampler);
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_destinationFrameBuffer->setRenderBuffer(0, target);
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}
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return _destinationFrameBuffer;
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}
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void Resample::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, 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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resampledFrameBuffer = getResampledFrameBuffer(sourceFramebuffer);
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if (resampledFrameBuffer != sourceFramebuffer) {
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if (!_pipeline) {
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gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque);
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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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_pipeline = gpu::Pipeline::create(program, state);
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}
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const auto bufferSize = resampledFrameBuffer->getSize();
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glm::ivec4 viewport{ 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.setProjectionTransform(glm::mat4());
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batch.resetViewTransform();
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batch.setPipeline(_pipeline);
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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
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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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}
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}
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gpu::PipelinePointer ResampleToBlitFramebuffer::_pipeline;
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gpu::PipelinePointer ResampleToBlitFramebuffer::_mirrorPipeline;
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void ResampleToBlitFramebuffer::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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resampledFrameBuffer = args->_blitFramebuffer;
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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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_pipeline = gpu::Pipeline::create(gpu::Shader::createProgram(drawTransformUnitQuadTextureOpaque), state);
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_mirrorPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureMirroredX), state);
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}
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const auto bufferSize = resampledFrameBuffer->getSize();
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glm::ivec4 viewport{ 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.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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batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
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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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}
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}
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87
libraries/render/src/render/ToneMapAndResampleTask.h
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87
libraries/render/src/render/ToneMapAndResampleTask.h
Normal file
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//
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// ResampleTask.h
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// render/src/render
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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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//
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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 "Engine.h"
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namespace render {
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/*
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class HalfDownsample {
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public:
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using Config = JobConfig;
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using JobModel = Job::ModelIO<HalfDownsample, gpu::FramebufferPointer, gpu::FramebufferPointer, Config>;
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HalfDownsample();
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void configure(const Config& config);
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void run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& resampledFrameBuffer);
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protected:
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static gpu::PipelinePointer _pipeline;
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gpu::FramebufferPointer _destinationFrameBuffer;
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gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer);
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};
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*/
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class ResampleConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(float factor MEMBER factor NOTIFY dirty)
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public:
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float factor{ 1.0f };
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signals:
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void dirty();
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};
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class Resample {
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public:
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using Config = ResampleConfig;
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using JobModel = Job::ModelIO<Resample, gpu::FramebufferPointer, gpu::FramebufferPointer, Config>;
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Resample(float factor = 2.0f) : _factor{ factor } {}
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void configure(const Config& config);
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void run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& resampledFrameBuffer);
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protected:
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static gpu::PipelinePointer _pipeline;
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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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};
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class ResampleToBlitFramebuffer {
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public:
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using Input = gpu::FramebufferPointer;
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using JobModel = Job::ModelIO<ResampleToBlitFramebuffer, Input, gpu::FramebufferPointer>;
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ResampleToBlitFramebuffer() {}
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void run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer);
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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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};
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}
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#endif // hifi_render_ResampleTask_h
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