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https://github.com/overte-org/overte.git
synced 2025-04-12 19:58:15 +02:00
broken on android again somehow
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db49a0b9d6
commit
2fca77867b
5 changed files with 27 additions and 15 deletions
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@ -60,8 +60,7 @@ 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 = args->_blitFramebuffer;
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_outputBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("BloomThreshold"));
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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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@ -154,13 +154,19 @@ void NewFramebuffer::run(const render::RenderContextPointer& renderContext, cons
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glm::uvec2 frameSize(args->_viewport.z, args->_viewport.w);
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output.reset();
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auto destBlitFbo = args->_blitFramebuffer;
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if (destBlitFbo && destBlitFbo->getSize() == frameSize) {
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output = destBlitFbo;
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return;
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}
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// Else use the lodal Framebuffer
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if (_outputFramebuffer && _outputFramebuffer->getSize() != frameSize) {
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_outputFramebuffer.reset();
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}
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if (!_outputFramebuffer) {
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_outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("newFramebuffer.out"));
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_outputFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("newFramebuffer2.out"));
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auto colorFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10);
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
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auto colorTexture = gpu::Texture::createRenderBuffer(colorFormat, frameSize.x, frameSize.y, gpu::Texture::SINGLE_MIP, defaultSampler);
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@ -140,7 +140,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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task.addJob<DebugZoneLighting>("DrawZoneStack", debugZoneInputs);
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}
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const auto newResolvedFramebuffer = task.addJob<NewFramebuffer>("MakeResolvingFramebuffer");
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//const auto newResolvedFramebuffer = task.addJob<NewFramebuffer>("MakeResolvingFramebuffer");
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#if 1
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const auto resolveInputs = ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
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@ -149,12 +149,13 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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#endif
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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 toneMappingInputs = ToneMappingDeferred::Input(resolvedFramebuffer, args->blitFramebuffer).asVarying();
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const auto toneMappedBuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", resolvedFramebuffer);
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const auto primaryFramebuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappedBuffer);
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// HUD Layer
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const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(toneMappedBuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying();
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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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@ -29,9 +29,8 @@ 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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/*
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void ToneMapAndResample::init() {
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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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@ -41,6 +40,7 @@ void ToneMapAndResample::init(RenderArgs* args) {
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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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*/
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void ToneMapAndResample::setExposure(float exposure) {
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auto& params = _parametersBuffer.get<Parameters>();
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@ -72,20 +72,26 @@ void ToneMapAndResample::run(const RenderContextPointer& renderContext, const In
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auto lightingBuffer = input->getRenderBuffer(0);
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resampledFrameBuffer = args->_blitFramebuffer;
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if (!lightingBuffer || !resampledFramebuffer) {
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/*
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if (!lightingBuffer || !resampledFrameBuffer) {
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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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init(args);
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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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const auto bufferSize = resampledFrameBuffer->getSize();
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const auto srcBufferSize = glm::ivec2(lightingBuffer->getDimensions());
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auto srcBufferSize = glm::ivec2(lightingBuffer->getDimensions());
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glm::ivec4 destViewport{ 0, 0, bufferSize.x, bufferSize.y };
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@ -44,7 +44,7 @@ layout(location=0) out vec4 outFragColor;
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void main(void) {
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<@if HIFI_USE_MIRRORED@>
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vec4 fragColorRaw = texture(colorMap, vec2(1.0 - varTexCoord0.x, varTexCoord0.y);
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vec4 fragColorRaw = texture(colorMap, vec2(1.0 - varTexCoord0.x, varTexCoord0.y));
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<@else@>
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vec4 fragColorRaw = texture(colorMap, varTexCoord0);
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<@endif@>
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