diff --git a/libraries/render-utils/src/BloomEffect.cpp b/libraries/render-utils/src/BloomEffect.cpp index 414a1c3f91..523fbdbd2b 100644 --- a/libraries/render-utils/src/BloomEffect.cpp +++ b/libraries/render-utils/src/BloomEffect.cpp @@ -15,7 +15,7 @@ #include #include -#include +#include #include "render-utils/ShaderConstants.h" #define BLOOM_BLUR_LEVEL_COUNT 3 diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index c26f3b613c..8af3c81dfa 100644 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -29,7 +29,7 @@ #include #include #include -#include +#include #include "RenderHifi.h" #include "render-utils/ShaderConstants.h" @@ -251,11 +251,11 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren } // Upscale to finale resolution - const auto primaryFramebuffer = task.addJob("PrimaryBufferUpscale", toneMappedBuffer); + //const auto primaryFramebuffer = task.addJob("PrimaryBufferUpscale", toneMappedBuffer); // HUD Layer - const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying(); - task.addJob("RenderHUDLayer", renderHUDLayerInputs); + //const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying(); + //task.addJob("RenderHUDLayer", renderHUDLayerInputs); } RenderDeferredTaskDebug::RenderDeferredTaskDebug() { diff --git a/libraries/render-utils/src/RenderForwardTask.cpp b/libraries/render-utils/src/RenderForwardTask.cpp index b6b17ee376..0e3f036e6b 100755 --- a/libraries/render-utils/src/RenderForwardTask.cpp +++ b/libraries/render-utils/src/RenderForwardTask.cpp @@ -19,7 +19,8 @@ #include #include #include -#include +//#include +#include #include @@ -29,6 +30,7 @@ #include "ZoneRenderer.h" #include "FadeEffect.h" #include "ToneMappingEffect.h" +//#include "ToneMapAndResampleTask.h" #include "BackgroundStage.h" #include "FramebufferCache.h" #include "TextureCache.h" @@ -165,7 +167,8 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend #endif // Upscale to finale resolution - const auto primaryFramebuffer = task.addJob("PrimaryBufferUpscale", toneMappedBuffer); + //const auto primaryFramebuffer = task.addJob("ToneMapAndResample", toneMappedBuffer); + const auto primaryFramebuffer = task.addJob("ToneMapAndResample", toneMappedBuffer); // HUD Layer const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying(); diff --git a/libraries/render/src/render/ToneMapAndResampleTask.cpp b/libraries/render/src/render/ToneMapAndResampleTask.cpp new file mode 100644 index 0000000000..c304f12f4a --- /dev/null +++ b/libraries/render/src/render/ToneMapAndResampleTask.cpp @@ -0,0 +1,180 @@ +// +// ResampleTask.cpp +// render/src/render +// +// Various to Resample or downsample textures into framebuffers. +// +// Created by Olivier Prat on 10/09/17. +// Copyright 2017 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// +#include "ToneMapAndResampleTask.h" + +#include +#include + +using namespace render; +using namespace shader::gpu::program; +/* +gpu::PipelinePointer HalfDownsample::_pipeline; + +HalfDownsample::HalfDownsample() { + +} + +void HalfDownsample::configure(const Config& config) { + +} + +gpu::FramebufferPointer HalfDownsample::getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer) { + auto resampledFramebufferSize = sourceFramebuffer->getSize(); + + resampledFramebufferSize.x /= 2U; + resampledFramebufferSize.y /= 2U; + + if (!_destinationFrameBuffer || resampledFramebufferSize != _destinationFrameBuffer->getSize()) { + _destinationFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("HalfOutput")); + + auto sampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT); + auto target = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), resampledFramebufferSize.x, resampledFramebufferSize.y, gpu::Texture::SINGLE_MIP, sampler); + _destinationFrameBuffer->setRenderBuffer(0, target); + } + return _destinationFrameBuffer; +} + +void HalfDownsample::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& resampledFrameBuffer) { + assert(renderContext->args); + assert(renderContext->args->hasViewFrustum()); + RenderArgs* args = renderContext->args; + + resampledFrameBuffer = getResampledFrameBuffer(sourceFramebuffer); + + if (!_pipeline) { + gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque); + gpu::StatePointer state = gpu::StatePointer(new gpu::State()); + state->setDepthTest(gpu::State::DepthTest(false, false)); + _pipeline = gpu::Pipeline::create(program, state); + } + + const auto bufferSize = resampledFrameBuffer->getSize(); + glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y }; + + gpu::doInBatch("HalfDownsample::run", args->_context, [&](gpu::Batch& batch) { + batch.enableStereo(false); + + batch.setFramebuffer(resampledFrameBuffer); + + batch.setViewportTransform(viewport); + batch.setProjectionTransform(glm::mat4()); + batch.resetViewTransform(); + batch.setPipeline(_pipeline); + + batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport)); + batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0)); + batch.draw(gpu::TRIANGLE_STRIP, 4); + }); +} +*/ +gpu::PipelinePointer Resample::_pipeline; + +void Resample::configure(const Config& config) { + _factor = config.factor; +} + +gpu::FramebufferPointer Resample::getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer) { + if (_factor == 1.0f) { + return sourceFramebuffer; + } + + auto resampledFramebufferSize = glm::uvec2(glm::vec2(sourceFramebuffer->getSize()) * _factor); + + if (!_destinationFrameBuffer || resampledFramebufferSize != _destinationFrameBuffer->getSize()) { + _destinationFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("ResampledOutput")); + + auto sampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR); + auto target = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), resampledFramebufferSize.x, resampledFramebufferSize.y, gpu::Texture::SINGLE_MIP, sampler); + _destinationFrameBuffer->setRenderBuffer(0, target); + } + return _destinationFrameBuffer; +} + +void Resample::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& resampledFrameBuffer) { + assert(renderContext->args); + assert(renderContext->args->hasViewFrustum()); + RenderArgs* args = renderContext->args; + + resampledFrameBuffer = getResampledFrameBuffer(sourceFramebuffer); + if (resampledFrameBuffer != sourceFramebuffer) { + if (!_pipeline) { + gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque); + gpu::StatePointer state = gpu::StatePointer(new gpu::State()); + state->setDepthTest(gpu::State::DepthTest(false, false)); + _pipeline = gpu::Pipeline::create(program, state); + } + + const auto bufferSize = resampledFrameBuffer->getSize(); + 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); + batch.setProjectionTransform(glm::mat4()); + batch.resetViewTransform(); + batch.setPipeline(_pipeline); + + batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport)); + batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0)); + batch.draw(gpu::TRIANGLE_STRIP, 4); + }); + + // Set full final viewport + args->_viewport = viewport; + } +} + +gpu::PipelinePointer ResampleToBlitFramebuffer::_pipeline; +gpu::PipelinePointer ResampleToBlitFramebuffer::_mirrorPipeline; + +void ResampleToBlitFramebuffer::run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer) { + assert(renderContext->args); + assert(renderContext->args->hasViewFrustum()); + RenderArgs* args = renderContext->args; + auto sourceFramebuffer = input; + + resampledFrameBuffer = args->_blitFramebuffer; + + if (resampledFrameBuffer != sourceFramebuffer) { + if (!_pipeline) { + gpu::StatePointer state = gpu::StatePointer(new gpu::State()); + state->setDepthTest(gpu::State::DepthTest(false, false)); + + _pipeline = gpu::Pipeline::create(gpu::Shader::createProgram(drawTransformUnitQuadTextureOpaque), state); + _mirrorPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureMirroredX), state); + } + const auto bufferSize = resampledFrameBuffer->getSize(); + 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); + batch.setProjectionTransform(glm::mat4()); + batch.resetViewTransform(); + batch.setPipeline(args->_renderMode == RenderArgs::MIRROR_RENDER_MODE ? _mirrorPipeline : _pipeline); + + batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport)); + batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0)); + batch.draw(gpu::TRIANGLE_STRIP, 4); + }); + + // Set full final viewport + args->_viewport = viewport; + } +} \ No newline at end of file diff --git a/libraries/render/src/render/ToneMapAndResampleTask.h b/libraries/render/src/render/ToneMapAndResampleTask.h new file mode 100644 index 0000000000..f900bf85fa --- /dev/null +++ b/libraries/render/src/render/ToneMapAndResampleTask.h @@ -0,0 +1,87 @@ +// +// ResampleTask.h +// render/src/render +// +// Various to upsample or downsample textures into framebuffers. +// +// Created by Olivier Prat on 10/09/17. +// Copyright 2017 High Fidelity, Inc. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html +// + +#ifndef hifi_render_ToneMapAndResampleTask_h +#define hifi_render_ToneMapAndResampleTask_h + +#include "Engine.h" + +namespace render { +/* + class HalfDownsample { + public: + using Config = JobConfig; + using JobModel = Job::ModelIO; + + HalfDownsample(); + + void configure(const Config& config); + void run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& resampledFrameBuffer); + + protected: + + static gpu::PipelinePointer _pipeline; + + gpu::FramebufferPointer _destinationFrameBuffer; + + gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer); + }; +*/ + class ResampleConfig : public render::Job::Config { + Q_OBJECT + Q_PROPERTY(float factor MEMBER factor NOTIFY dirty) + public: + + float factor{ 1.0f }; + + signals: + void dirty(); + }; + + class Resample { + public: + using Config = ResampleConfig; + using JobModel = Job::ModelIO; + + Resample(float factor = 2.0f) : _factor{ factor } {} + + void configure(const Config& config); + void run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& resampledFrameBuffer); + + protected: + + static gpu::PipelinePointer _pipeline; + + gpu::FramebufferPointer _destinationFrameBuffer; + float _factor{ 2.0f }; + + gpu::FramebufferPointer getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer); + }; + + class ResampleToBlitFramebuffer { + public: + using Input = gpu::FramebufferPointer; + using JobModel = Job::ModelIO; + + ResampleToBlitFramebuffer() {} + + void run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer); + + protected: + + static gpu::PipelinePointer _pipeline; + static gpu::PipelinePointer _mirrorPipeline; + }; +} + +#endif // hifi_render_ResampleTask_h \ No newline at end of file