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109 lines
No EOL
3.6 KiB
C++
109 lines
No EOL
3.6 KiB
C++
//
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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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#include "render-utils/ShaderConstants.h"
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#include "StencilMaskPass.h"
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#include "FramebufferCache.h"
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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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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::setExposure(float exposure) {
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auto& params = _parametersBuffer.get<Parameters>();
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if (params._exposure != exposure) {
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_parametersBuffer.edit<Parameters>()._exposure = exposure;
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_parametersBuffer.edit<Parameters>()._twoPowExposure = pow(2.0, exposure);
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}
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}
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void ToneMapAndResample::setToneCurve(ToneCurve curve) {
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auto& params = _parametersBuffer.get<Parameters>();
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if (params._toneCurve != (int)curve) {
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_parametersBuffer.edit<Parameters>()._toneCurve = (int)curve;
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}
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}
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void ToneMapAndResample::configure(const Config& config) {
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setExposure(config.exposure);
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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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//auto lightingBuffer = input->getRenderBuffer(0);
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resampledFrameBuffer = args->_blitFramebuffer;
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/*
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if (!_pipeline) {
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init(args);
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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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//blitState->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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}
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const auto bufferSize = resampledFrameBuffer->getSize();
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//auto srcBufferSize = glm::ivec2(lightingBuffer->getDimensions());
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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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// viewport = args->_viewport ??
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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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} |