Merge pull request #11559 from Zvork/bloom

Bloom
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Sam Gateau 2017-11-15 15:11:31 -08:00 committed by GitHub
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15 changed files with 1067 additions and 89 deletions

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// BloomApply.slf
// Mix the three gaussian blur textures.
//
// Created by Olivier Prat on 10/09/2017
// 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
//
uniform sampler2D blurMap0;
uniform sampler2D blurMap1;
uniform sampler2D blurMap2;
uniform float intensity;
in vec2 varTexCoord0;
out vec4 outFragColor;
void main(void) {
vec4 blur0 = texture(blurMap0, varTexCoord0);
vec4 blur1 = texture(blurMap1, varTexCoord0);
vec4 blur2 = texture(blurMap2, varTexCoord0);
outFragColor = vec4((blur0.rgb+blur1.rgb+blur2.rgb)*intensity, 1.0f);
}

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//
// BloomEffect.cpp
// render-utils/src/
//
// Created by Olivier Prat on 09/25/17.
// 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 "BloomEffect.h"
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
#include <render/BlurTask.h>
#include <render/ResampleTask.h>
#include "BloomThreshold_frag.h"
#include "BloomApply_frag.h"
#define BLOOM_BLUR_LEVEL_COUNT 3
BloomThreshold::BloomThreshold(unsigned int downsamplingFactor) :
_downsamplingFactor(downsamplingFactor) {
assert(downsamplingFactor > 0);
}
void BloomThreshold::configure(const Config& config) {
_threshold = config.threshold;
}
void BloomThreshold::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
const auto frameTransform = inputs.get0();
const auto inputFrameBuffer = inputs.get1();
assert(inputFrameBuffer->hasColor());
auto inputBuffer = inputFrameBuffer->getRenderBuffer(0);
auto bufferSize = gpu::Vec2u(inputBuffer->getDimensions());
// Downsample resolution
bufferSize.x /= _downsamplingFactor;
bufferSize.y /= _downsamplingFactor;
if (!_outputBuffer || _outputBuffer->getSize() != bufferSize) {
auto colorTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(inputBuffer->getTexelFormat(), bufferSize.x, bufferSize.y,
gpu::Texture::SINGLE_MIP, gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
_outputBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("BloomThreshold"));
_outputBuffer->setRenderBuffer(0, colorTexture);
}
static const int COLOR_MAP_SLOT = 0;
static const int THRESHOLD_SLOT = 1;
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = gpu::Shader::createPixel(std::string(BloomThreshold_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("colorMap", COLOR_MAP_SLOT));
slotBindings.insert(gpu::Shader::Binding("threshold", THRESHOLD_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
_pipeline = gpu::Pipeline::create(program, state);
}
glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
batch.setPipeline(_pipeline);
batch.setFramebuffer(_outputBuffer);
batch.setResourceTexture(COLOR_MAP_SLOT, inputBuffer);
batch._glUniform1f(THRESHOLD_SLOT, _threshold);
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
outputs = _outputBuffer;
}
BloomApply::BloomApply() {
}
void BloomApply::configure(const Config& config) {
_intensity = config.intensity;
}
void BloomApply::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
static auto BLUR0_SLOT = 0;
static auto BLUR1_SLOT = 1;
static auto BLUR2_SLOT = 2;
static auto INTENSITY_SLOT = 3;
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = gpu::Shader::createPixel(std::string(BloomApply_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("blurMap0", BLUR0_SLOT));
slotBindings.insert(gpu::Shader::Binding("blurMap1", BLUR1_SLOT));
slotBindings.insert(gpu::Shader::Binding("blurMap2", BLUR2_SLOT));
slotBindings.insert(gpu::Shader::Binding("intensity", INTENSITY_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
_pipeline = gpu::Pipeline::create(program, state);
}
const auto frameBuffer = inputs.get0();
const auto framebufferSize = frameBuffer->getSize();
const auto blur0FB = inputs.get1();
const auto blur1FB = inputs.get2();
const auto blur2FB = inputs.get3();
const glm::ivec4 viewport{ 0, 0, framebufferSize.x, framebufferSize.y };
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(frameBuffer);
batch.setViewportTransform(viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setPipeline(_pipeline);
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, viewport));
batch.setResourceTexture(BLUR0_SLOT, blur0FB->getRenderBuffer(0));
batch.setResourceTexture(BLUR1_SLOT, blur1FB->getRenderBuffer(0));
batch.setResourceTexture(BLUR2_SLOT, blur2FB->getRenderBuffer(0));
batch._glUniform1f(INTENSITY_SLOT, _intensity / 3.0f);
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}
void BloomDraw::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
const auto frameBuffer = inputs.get0();
const auto bloomFrameBuffer = inputs.get1();
if (frameBuffer && bloomFrameBuffer) {
const auto framebufferSize = frameBuffer->getSize();
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = gpu::StandardShaderLib::getDrawTextureOpaquePS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE,
gpu::State::ZERO, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
_pipeline = gpu::Pipeline::create(program, state);
}
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(frameBuffer);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setPipeline(_pipeline);
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, args->_viewport));
batch.setResourceTexture(0, bloomFrameBuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}
}
DebugBloom::DebugBloom() {
}
void DebugBloom::configure(const Config& config) {
_mode = static_cast<DebugBloomConfig::Mode>(config.mode);
assert(_mode < DebugBloomConfig::MODE_COUNT);
}
void DebugBloom::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
const auto frameBuffer = inputs.get0();
const auto combinedBlurBuffer = inputs.get4();
const auto framebufferSize = frameBuffer->getSize();
const auto level0FB = inputs.get1();
const auto level1FB = inputs.get2();
const auto level2FB = inputs.get3();
const gpu::TexturePointer levelTextures[BLOOM_BLUR_LEVEL_COUNT] = {
level0FB->getRenderBuffer(0),
level1FB->getRenderBuffer(0),
level2FB->getRenderBuffer(0)
};
static auto TEXCOORD_RECT_SLOT = 1;
if (!_pipeline) {
auto vs = gpu::StandardShaderLib::getDrawTexcoordRectTransformUnitQuadVS();
auto ps = gpu::StandardShaderLib::getDrawTextureOpaquePS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("texcoordRect"), TEXCOORD_RECT_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false));
_pipeline = gpu::Pipeline::create(program, state);
}
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(frameBuffer);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setPipeline(_pipeline);
Transform modelTransform;
if (_mode == DebugBloomConfig::MODE_ALL_LEVELS) {
batch._glUniform4f(TEXCOORD_RECT_SLOT, 0.0f, 0.0f, 1.f, 1.f);
modelTransform = gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, args->_viewport / 2);
modelTransform.postTranslate(glm::vec3(-1.0f, 1.0f, 0.0f));
batch.setModelTransform(modelTransform);
batch.setResourceTexture(0, levelTextures[0]);
batch.draw(gpu::TRIANGLE_STRIP, 4);
modelTransform.postTranslate(glm::vec3(2.0f, 0.0f, 0.0f));
batch.setModelTransform(modelTransform);
batch.setResourceTexture(0, levelTextures[1]);
batch.draw(gpu::TRIANGLE_STRIP, 4);
modelTransform.postTranslate(glm::vec3(-2.0f, -2.0f, 0.0f));
batch.setModelTransform(modelTransform);
batch.setResourceTexture(0, levelTextures[2]);
batch.draw(gpu::TRIANGLE_STRIP, 4);
modelTransform.postTranslate(glm::vec3(2.0f, 0.0f, 0.0f));
batch.setModelTransform(modelTransform);
batch.setResourceTexture(0, combinedBlurBuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
} else {
auto viewport = args->_viewport;
auto blurLevel = _mode - DebugBloomConfig::MODE_LEVEL0;
viewport.z /= 2;
batch._glUniform4f(TEXCOORD_RECT_SLOT, 0.5f, 0.0f, 0.5f, 1.f);
modelTransform = gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, viewport);
modelTransform.postTranslate(glm::vec3(-1.0f, 0.0f, 0.0f));
batch.setModelTransform(modelTransform);
batch.setResourceTexture(0, levelTextures[blurLevel]);
batch.draw(gpu::TRIANGLE_STRIP, 4);
}
});
}
void BloomConfig::setIntensity(float value) {
auto task = static_cast<render::Task::TaskConcept*>(_task);
auto blurJobIt = task->editJob("BloomApply");
assert(blurJobIt != task->_jobs.end());
blurJobIt->getConfiguration()->setProperty("intensity", value);
}
float BloomConfig::getIntensity() const {
auto task = static_cast<render::Task::TaskConcept*>(_task);
auto blurJobIt = task->getJob("BloomApply");
assert(blurJobIt != task->_jobs.end());
return blurJobIt->getConfiguration()->property("intensity").toFloat();
}
void BloomConfig::setSize(float value) {
std::string blurName{ "BloomBlurN" };
auto sigma = 0.5f+value*3.5f;
for (auto i = 0; i < BLOOM_BLUR_LEVEL_COUNT; i++) {
blurName.back() = '0' + i;
auto task = static_cast<render::Task::TaskConcept*>(_task);
auto blurJobIt = task->editJob(blurName);
assert(blurJobIt != task->_jobs.end());
auto& gaussianBlur = blurJobIt->edit<render::BlurGaussian>();
auto gaussianBlurParams = gaussianBlur.getParameters();
gaussianBlurParams->setFilterGaussianTaps(5, sigma);
// Gaussian blur increases at each level to have a slower rolloff on the edge
// of the response
sigma *= 1.5f;
}
}
Bloom::Bloom() {
}
void Bloom::configure(const Config& config) {
std::string blurName{ "BloomBlurN" };
for (auto i = 0; i < BLOOM_BLUR_LEVEL_COUNT; i++) {
blurName.back() = '0' + i;
auto blurConfig = config.getConfig<render::BlurGaussian>(blurName);
blurConfig->setProperty("filterScale", 1.0f);
}
}
void Bloom::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs) {
// Start by computing threshold of color buffer input at quarter resolution
const auto bloomInputBuffer = task.addJob<BloomThreshold>("BloomThreshold", inputs, 4U);
// Multi-scale blur, each new blur is half resolution of the previous pass
const auto blurFB0 = task.addJob<render::BlurGaussian>("BloomBlur0", bloomInputBuffer, true);
const auto blurFB1 = task.addJob<render::BlurGaussian>("BloomBlur1", blurFB0, true, 2U);
const auto blurFB2 = task.addJob<render::BlurGaussian>("BloomBlur2", blurFB1, true, 2U);
const auto& input = inputs.get<Inputs>();
const auto& frameBuffer = input[1];
// Mix all blur levels at quarter resolution
const auto applyInput = BloomApply::Inputs(bloomInputBuffer, blurFB0, blurFB1, blurFB2).asVarying();
task.addJob<BloomApply>("BloomApply", applyInput);
// And them blend result in additive manner on top of final color buffer
const auto drawInput = BloomDraw::Inputs(frameBuffer, bloomInputBuffer).asVarying();
task.addJob<BloomDraw>("BloomDraw", drawInput);
const auto debugInput = DebugBloom::Inputs(frameBuffer, blurFB0, blurFB1, blurFB2, bloomInputBuffer).asVarying();
task.addJob<DebugBloom>("DebugBloom", debugInput);
}

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@ -0,0 +1,166 @@
//
// BloomEffect.h
// render-utils/src/
//
// Created by Olivier Prat on 09/25/17.
// 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_utils_BloomEffect_h
#define hifi_render_utils_BloomEffect_h
#include <render/Engine.h>
#include "DeferredFrameTransform.h"
class BloomConfig : public render::Task::Config {
Q_OBJECT
Q_PROPERTY(float intensity READ getIntensity WRITE setIntensity NOTIFY dirty)
Q_PROPERTY(float size MEMBER size WRITE setSize NOTIFY dirty)
public:
BloomConfig() : render::Task::Config(false) {}
float size{ 0.8f };
void setIntensity(float value);
float getIntensity() const;
void setSize(float value);
signals:
void dirty();
};
class BloomThresholdConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(float threshold MEMBER threshold NOTIFY dirty)
public:
float threshold{ 1.25f };
signals:
void dirty();
};
class BloomThreshold {
public:
using Inputs = render::VaryingSet2<DeferredFrameTransformPointer, gpu::FramebufferPointer>;
using Outputs = gpu::FramebufferPointer;
using Config = BloomThresholdConfig;
using JobModel = render::Job::ModelIO<BloomThreshold, Inputs, Outputs, Config>;
BloomThreshold(unsigned int downsamplingFactor);
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs);
private:
gpu::FramebufferPointer _outputBuffer;
gpu::PipelinePointer _pipeline;
float _threshold;
unsigned int _downsamplingFactor;
};
class BloomApplyConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(float intensity MEMBER intensity NOTIFY dirty)
public:
float intensity{ 0.8f };
signals:
void dirty();
};
class BloomApply {
public:
using Inputs = render::VaryingSet4<gpu::FramebufferPointer, gpu::FramebufferPointer, gpu::FramebufferPointer, gpu::FramebufferPointer>;
using Config = BloomApplyConfig;
using JobModel = render::Job::ModelI<BloomApply, Inputs, Config>;
BloomApply();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
private:
gpu::PipelinePointer _pipeline;
float _intensity{ 1.0f };
};
class BloomDraw {
public:
using Inputs = render::VaryingSet2<gpu::FramebufferPointer, gpu::FramebufferPointer>;
using JobModel = render::Job::ModelI<BloomDraw, Inputs>;
BloomDraw() {}
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
private:
gpu::PipelinePointer _pipeline;
};
class DebugBloomConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(int mode MEMBER mode NOTIFY dirty)
public:
enum Mode {
MODE_LEVEL0 = 0,
MODE_LEVEL1,
MODE_LEVEL2,
MODE_ALL_LEVELS,
MODE_COUNT
};
DebugBloomConfig() : render::Job::Config(false) {}
int mode{ MODE_ALL_LEVELS };
signals:
void dirty();
};
class DebugBloom {
public:
using Inputs = render::VaryingSet5<gpu::FramebufferPointer, gpu::FramebufferPointer, gpu::FramebufferPointer, gpu::FramebufferPointer, gpu::FramebufferPointer>;
using Config = DebugBloomConfig;
using JobModel = render::Job::ModelI<DebugBloom, Inputs, Config>;
DebugBloom();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
private:
gpu::PipelinePointer _pipeline;
DebugBloomConfig::Mode _mode;
};
class Bloom {
public:
using Inputs = render::VaryingSet2<DeferredFrameTransformPointer, gpu::FramebufferPointer>;
using Config = BloomConfig;
using JobModel = render::Task::ModelI<Bloom, Inputs, Config>;
Bloom();
void configure(const Config& config);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs);
};
#endif // hifi_render_utils_BloomEffect_h

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@ -0,0 +1,45 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// BloomThreshold.slf
// Perform a soft threshold on an input texture and downsample to half size in one go.
//
// Created by Olivier Prat on 09/26/2017
// 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
//
uniform sampler2D colorMap;
uniform float threshold;
in vec2 varTexCoord0;
out vec4 outFragColor;
#define DOWNSAMPLING_FACTOR 4
#define SAMPLE_COUNT (DOWNSAMPLING_FACTOR/2)
void main(void) {
vec2 deltaX = dFdx(varTexCoord0) / SAMPLE_COUNT;
vec2 deltaY = dFdy(varTexCoord0) / SAMPLE_COUNT;
vec2 startUv = varTexCoord0;
vec4 maskedColor = vec4(0,0,0,0);
for (int y=0 ; y<SAMPLE_COUNT ; y++) {
vec2 uv = startUv;
for (int x=0 ; x<SAMPLE_COUNT ; x++) {
vec4 color = texture(colorMap, uv);
float luminance = (color.r+color.g+color.b) / 3.0;
float mask = clamp((luminance-threshold)*0.25, 0, 1);
color *= mask;
maskedColor += color;
uv += deltaX;
}
startUv += deltaY;
}
maskedColor /= SAMPLE_COUNT*SAMPLE_COUNT;
outFragColor = vec4(maskedColor.rgb, 1.0);
}

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@ -73,9 +73,9 @@ void DeferredFramebuffer::allocate() {
_deferredFramebufferDepthColor->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
_lightingTexture = gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, gpu::Texture::SINGLE_MIP, defaultSampler);
_lightingTexture = gpu::Texture::createRenderBuffer(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, gpu::Texture::SINGLE_MIP, smoothSampler);
_lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting"));
_lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
_lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);

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@ -42,6 +42,7 @@
#include "ToneMappingEffect.h"
#include "SubsurfaceScattering.h"
#include "DrawHaze.h"
#include "BloomEffect.h"
#include "HighlightEffect.h"
#include <sstream>
@ -166,7 +167,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).asVarying();
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
// LIght Cluster Grid Debuging job
// Light Cluster Grid Debuging job
{
const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).asVarying();
task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
@ -177,6 +178,10 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
// Add bloom
const auto bloomInputs = Bloom::Inputs(deferredFrameTransform, lightingFramebuffer).asVarying();
task.addJob<Bloom>("Bloom", bloomInputs);
// Lighting Buffer ready for tone mapping
const auto toneMappingInputs = ToneMappingDeferred::Inputs(lightingFramebuffer, primaryFramebuffer).asVarying();
task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);

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@ -29,11 +29,10 @@ enum BlurShaderMapSlots {
BlurTask_DepthSlot,
};
const float BLUR_NUM_SAMPLES = 7.0f;
BlurParams::BlurParams() {
Params params;
_parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Params), (const gpu::Byte*) &params));
setFilterGaussianTaps(3);
}
void BlurParams::setWidthHeight(int width, int height, bool isStereo) {
@ -49,10 +48,10 @@ void BlurParams::setWidthHeight(int width, int height, bool isStereo) {
}
}
void BlurParams::setTexcoordTransform(const glm::vec4 texcoordTransformViewport) {
auto texcoordTransform = _parametersBuffer.get<Params>().texcoordTransform;
if (texcoordTransformViewport != texcoordTransform) {
_parametersBuffer.edit<Params>().texcoordTransform = texcoordTransform;
void BlurParams::setTexcoordTransform(glm::vec4 texcoordTransformViewport) {
auto& params = _parametersBuffer.get<Params>();
if (texcoordTransformViewport != params.texcoordTransform) {
_parametersBuffer.edit<Params>().texcoordTransform = texcoordTransformViewport;
}
}
@ -60,7 +59,58 @@ void BlurParams::setFilterRadiusScale(float scale) {
auto filterInfo = _parametersBuffer.get<Params>().filterInfo;
if (scale != filterInfo.x) {
_parametersBuffer.edit<Params>().filterInfo.x = scale;
_parametersBuffer.edit<Params>().filterInfo.y = scale / BLUR_NUM_SAMPLES;
}
}
void BlurParams::setFilterNumTaps(int count) {
assert(count <= BLUR_MAX_NUM_TAPS);
auto filterInfo = _parametersBuffer.get<Params>().filterInfo;
if (count != (int)filterInfo.y) {
_parametersBuffer.edit<Params>().filterInfo.y = count;
}
}
void BlurParams::setFilterTap(int index, float offset, float value) {
auto filterTaps = _parametersBuffer.edit<Params>().filterTaps;
assert(index < BLUR_MAX_NUM_TAPS);
filterTaps[index].x = offset;
filterTaps[index].y = value;
}
void BlurParams::setFilterGaussianTaps(int numHalfTaps, float sigma) {
auto& params = _parametersBuffer.edit<Params>();
const int numTaps = 2 * numHalfTaps + 1;
assert(numTaps <= BLUR_MAX_NUM_TAPS);
assert(sigma > 0.0f);
const float inverseTwoSigmaSquared = float(0.5 / double(sigma*sigma));
float totalWeight = 1.0f;
float weight;
float offset;
int i;
params.filterInfo.y = numTaps;
params.filterTaps[0].x = 0.0f;
params.filterTaps[0].y = 1.0f;
for (i = 0; i < numHalfTaps; i++) {
offset = i + 1;
weight = (float)exp(-offset*offset * inverseTwoSigmaSquared);
params.filterTaps[i + 1].x = offset;
params.filterTaps[i + 1].y = weight;
params.filterTaps[i + 1 + numHalfTaps].x = -offset;
params.filterTaps[i + 1 + numHalfTaps].y = weight;
totalWeight += 2 * weight;
}
// Tap weights will be normalized in shader because side cases on edges of screen
// won't have the same number of taps as in the center.
}
void BlurParams::setOutputAlpha(float value) {
value = glm::clamp(value, 0.0f, 1.0f);
auto filterInfo = _parametersBuffer.get<Params>().filterInfo;
if (value != filterInfo.z) {
_parametersBuffer.edit<Params>().filterInfo.z = value;
}
}
@ -86,17 +136,23 @@ void BlurParams::setLinearDepthPosFar(float farPosDepth) {
}
BlurInOutResource::BlurInOutResource(bool generateOutputFramebuffer) :
_generateOutputFramebuffer(generateOutputFramebuffer)
{
BlurInOutResource::BlurInOutResource(bool generateOutputFramebuffer, unsigned int downsampleFactor) :
_downsampleFactor(downsampleFactor),
_generateOutputFramebuffer(generateOutputFramebuffer) {
assert(downsampleFactor > 0);
}
bool BlurInOutResource::updateResources(const gpu::FramebufferPointer& sourceFramebuffer, Resources& blurringResources) {
if (!sourceFramebuffer) {
return false;
}
if (_blurredFramebuffer && _blurredFramebuffer->getSize() != sourceFramebuffer->getSize()) {
auto blurBufferSize = sourceFramebuffer->getSize();
blurBufferSize.x /= _downsampleFactor;
blurBufferSize.y /= _downsampleFactor;
if (_blurredFramebuffer && _blurredFramebuffer->getSize() != blurBufferSize) {
_blurredFramebuffer.reset();
}
@ -108,7 +164,7 @@ bool BlurInOutResource::updateResources(const gpu::FramebufferPointer& sourceFra
// _blurredFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat());
//}
auto blurringSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
auto blurringTarget = gpu::Texture::create2D(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), gpu::Texture::SINGLE_MIP, blurringSampler);
auto blurringTarget = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), blurBufferSize.x, blurBufferSize.y, gpu::Texture::SINGLE_MIP, blurringSampler);
_blurredFramebuffer->setRenderBuffer(0, blurringTarget);
}
@ -117,7 +173,7 @@ bool BlurInOutResource::updateResources(const gpu::FramebufferPointer& sourceFra
blurringResources.blurringTexture = _blurredFramebuffer->getRenderBuffer(0);
if (_generateOutputFramebuffer) {
if (_outputFramebuffer && _outputFramebuffer->getSize() != sourceFramebuffer->getSize()) {
if (_outputFramebuffer && _outputFramebuffer->getSize() != blurBufferSize) {
_outputFramebuffer.reset();
}
@ -131,7 +187,7 @@ bool BlurInOutResource::updateResources(const gpu::FramebufferPointer& sourceFra
_outputFramebuffer->setDepthStencilBuffer(sourceFramebuffer->getDepthStencilBuffer(), sourceFramebuffer->getDepthStencilBufferFormat());
}*/
auto blurringSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
auto blurringTarget = gpu::Texture::create2D(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), sourceFramebuffer->getWidth(), sourceFramebuffer->getHeight(), gpu::Texture::SINGLE_MIP, blurringSampler);
auto blurringTarget = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), blurBufferSize.x, blurBufferSize.y, gpu::Texture::SINGLE_MIP, blurringSampler);
_outputFramebuffer->setRenderBuffer(0, blurringTarget);
}
@ -145,8 +201,8 @@ bool BlurInOutResource::updateResources(const gpu::FramebufferPointer& sourceFra
return true;
}
BlurGaussian::BlurGaussian(bool generateOutputFramebuffer) :
_inOutResources(generateOutputFramebuffer)
BlurGaussian::BlurGaussian(bool generateOutputFramebuffer, unsigned int downsampleFactor) :
_inOutResources(generateOutputFramebuffer, downsampleFactor)
{
_parameters = std::make_shared<BlurParams>();
}
@ -196,7 +252,16 @@ gpu::PipelinePointer BlurGaussian::getBlurHPipeline() {
}
void BlurGaussian::configure(const Config& config) {
auto state = getBlurHPipeline()->getState();
_parameters->setFilterRadiusScale(config.filterScale);
_parameters->setOutputAlpha(config.mix);
if (config.mix < 1.0f) {
state->setBlendFunction(config.mix < 1.0f, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
} else {
state->setBlendFunction(false);
}
}
@ -206,7 +271,6 @@ void BlurGaussian::run(const RenderContextPointer& renderContext, const gpu::Fra
RenderArgs* args = renderContext->args;
BlurInOutResource::Resources blurringResources;
if (!_inOutResources.updateResources(sourceFramebuffer, blurringResources)) {
// early exit if no valid blurring resources
@ -216,14 +280,15 @@ void BlurGaussian::run(const RenderContextPointer& renderContext, const gpu::Fra
auto blurVPipeline = getBlurVPipeline();
auto blurHPipeline = getBlurHPipeline();
glm::ivec4 viewport { 0, 0, blurredFramebuffer->getWidth(), blurredFramebuffer->getHeight() };
_parameters->setWidthHeight(args->_viewport.z, args->_viewport.w, args->isStereo());
glm::ivec2 textureSize(blurringResources.sourceTexture->getDimensions());
_parameters->setTexcoordTransform(gpu::Framebuffer::evalSubregionTexcoordTransformCoefficients(textureSize, args->_viewport));
glm::ivec2 textureSize = blurredFramebuffer->getSize();
_parameters->setWidthHeight(blurredFramebuffer->getWidth(), blurredFramebuffer->getHeight(), args->isStereo());
_parameters->setTexcoordTransform(gpu::Framebuffer::evalSubregionTexcoordTransformCoefficients(textureSize, viewport));
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setViewportTransform(args->_viewport);
batch.setViewportTransform(viewport);
batch.setUniformBuffer(BlurTask_ParamsSlot, _parameters->_parametersBuffer);
@ -251,7 +316,7 @@ void BlurGaussian::run(const RenderContextPointer& renderContext, const gpu::Fra
BlurGaussianDepthAware::BlurGaussianDepthAware(bool generateOutputFramebuffer, const BlurParamsPointer& params) :
_inOutResources(generateOutputFramebuffer),
_inOutResources(generateOutputFramebuffer, 1U),
_parameters((params ? params : std::make_shared<BlurParams>()))
{
}

View file

@ -14,6 +14,8 @@
#include "Engine.h"
#include "BlurTask_shared.slh"
namespace render {
@ -25,6 +27,11 @@ public:
void setTexcoordTransform(const glm::vec4 texcoordTransformViewport);
void setFilterRadiusScale(float scale);
void setFilterNumTaps(int count);
// Tap 0 is considered the center of the kernel
void setFilterTap(int index, float offset, float value);
void setFilterGaussianTaps(int numHalfTaps, float sigma = 1.47f);
void setOutputAlpha(float value);
void setDepthPerspective(float oneOverTan2FOV);
void setDepthThreshold(float threshold);
@ -40,7 +47,7 @@ public:
// Viewport to Texcoord info, if the region of the blur (viewport) is smaller than the full frame
glm::vec4 texcoordTransform{ 0.0f, 0.0f, 1.0f, 1.0f };
// Filter info (radius scale
// Filter info (radius scale, number of taps, output alpha)
glm::vec4 filterInfo{ 1.0f, 0.0f, 0.0f, 0.0f };
// Depth info (radius scale
@ -52,6 +59,9 @@ public:
// LinearDepth info is { f }
glm::vec4 linearDepthInfo{ 0.0f };
// Taps (offset, weight)
glm::vec2 filterTaps[BLUR_MAX_NUM_TAPS];
Params() {}
};
gpu::BufferView _parametersBuffer;
@ -62,7 +72,7 @@ using BlurParamsPointer = std::shared_ptr<BlurParams>;
class BlurInOutResource {
public:
BlurInOutResource(bool generateOutputFramebuffer = false);
BlurInOutResource(bool generateOutputFramebuffer, unsigned int downsampleFactor);
struct Resources {
gpu::TexturePointer sourceTexture;
@ -75,8 +85,9 @@ public:
gpu::FramebufferPointer _blurredFramebuffer;
// the output framebuffer defined if the job needs to output the result in a new framebuffer and not in place in th einput buffer
// the output framebuffer defined if the job needs to output the result in a new framebuffer and not in place in the input buffer
gpu::FramebufferPointer _outputFramebuffer;
unsigned int _downsampleFactor{ 1U };
bool _generateOutputFramebuffer{ false };
};
@ -84,12 +95,15 @@ public:
class BlurGaussianConfig : public Job::Config {
Q_OBJECT
Q_PROPERTY(bool enabled WRITE setEnabled READ isEnabled NOTIFY dirty) // expose enabled flag
Q_PROPERTY(float filterScale MEMBER filterScale NOTIFY dirty) // expose enabled flag
Q_PROPERTY(float filterScale MEMBER filterScale NOTIFY dirty)
Q_PROPERTY(float mix MEMBER mix NOTIFY dirty)
public:
BlurGaussianConfig() : Job::Config(true) {}
float filterScale{ 0.2f };
float mix{ 1.0f };
signals :
void dirty();
@ -102,11 +116,13 @@ public:
using Config = BlurGaussianConfig;
using JobModel = Job::ModelIO<BlurGaussian, gpu::FramebufferPointer, gpu::FramebufferPointer, Config>;
BlurGaussian(bool generateOutputFramebuffer = false);
BlurGaussian(bool generateOutputFramebuffer = false, unsigned int downsampleFactor = 1U);
void configure(const Config& config);
void run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& blurredFramebuffer);
BlurParamsPointer getParameters() const { return _parameters; }
protected:
BlurParamsPointer _parameters;

View file

@ -9,17 +9,7 @@
<@func declareBlurUniforms()@>
#define NUM_TAPS 7
#define NUM_TAPS_OFFSET 3.0f
float uniformFilterWidth = 0.05f;
const float gaussianDistributionCurve[NUM_TAPS] = float[](
0.383f, 0.006f, 0.061f, 0.242f, 0.242f, 0.061f, 0.006f
);
const float gaussianDistributionOffset[NUM_TAPS] = float[](
0.0f, -3.0f, -2.0f, -1.0f, 1.0f, 2.0f, 3.0f
);
<@include BlurTask_shared.slh@>
struct BlurParameters {
vec4 resolutionInfo;
@ -28,6 +18,7 @@ struct BlurParameters {
vec4 depthInfo;
vec4 stereoInfo;
vec4 linearDepthInfo;
vec2 taps[BLUR_MAX_NUM_TAPS];
};
uniform blurParamsBuffer {
@ -46,6 +37,25 @@ float getFilterScale() {
return parameters.filterInfo.x;
}
int getFilterNumTaps() {
return int(parameters.filterInfo.y);
}
float getOutputAlpha() {
return parameters.filterInfo.z;
}
vec2 getFilterTap(int index) {
return parameters.taps[index];
}
float getFilterTapOffset(vec2 tap) {
return tap.x;
}
float getFilterTapWeight(vec2 tap) {
return tap.y;
}
float getDepthThreshold() {
return parameters.depthInfo.x;
@ -70,19 +80,29 @@ uniform sampler2D sourceMap;
vec4 pixelShaderGaussian(vec2 texcoord, vec2 direction, vec2 pixelStep) {
texcoord = evalTexcoordTransformed(texcoord);
vec4 sampleCenter = texture(sourceMap, texcoord);
vec2 finalStep = getFilterScale() * direction * pixelStep;
vec4 srcBlurred = vec4(0.0);
float totalWeight = 0.f;
int numTaps = getFilterNumTaps();
for(int i = 0; i < NUM_TAPS; i++) {
// Fetch color and depth for current sample.
vec2 sampleCoord = texcoord + (gaussianDistributionOffset[i] * finalStep);
vec4 srcSample = texture(sourceMap, sampleCoord);
// Accumulate.
srcBlurred += gaussianDistributionCurve[i] * srcSample;
for(int i = 0; i < numTaps; i++) {
vec2 tapInfo = getFilterTap(i);
// Fetch color for current sample.
vec2 sampleCoord = texcoord + (getFilterTapOffset(tapInfo) * finalStep);
if (all(greaterThanEqual(sampleCoord, vec2(0,0))) && all(lessThanEqual(sampleCoord, vec2(1.0,1.0)))) {
vec4 srcSample = texture(sourceMap, sampleCoord);
float weight = getFilterTapWeight(tapInfo);
// Accumulate.
srcBlurred += srcSample * weight;
totalWeight += weight;
}
}
if (totalWeight>0.0) {
srcBlurred /= totalWeight;
}
srcBlurred.a = getOutputAlpha();
return srcBlurred;
}
@ -95,15 +115,6 @@ vec4 pixelShaderGaussian(vec2 texcoord, vec2 direction, vec2 pixelStep) {
uniform sampler2D sourceMap;
uniform sampler2D depthMap;
#define NUM_HALF_TAPS 4
const float gaussianDistributionCurveHalf[NUM_HALF_TAPS] = float[](
0.383f, 0.242f, 0.061f, 0.006f
);
const float gaussianDistributionOffsetHalf[NUM_HALF_TAPS] = float[](
0.0f, 1.0f, 2.0f, 3.0f
);
vec4 pixelShaderGaussianDepthAware(vec2 texcoord, vec2 direction, vec2 pixelStep) {
texcoord = evalTexcoordTransformed(texcoord);
float sampleDepth = texture(depthMap, texcoord).x;
@ -122,45 +133,36 @@ vec4 pixelShaderGaussianDepthAware(vec2 texcoord, vec2 direction, vec2 pixelStep
float scale = distanceToProjectionWindow / sampleDepth;
vec2 finalStep = filterScale * scale * direction * pixelStep;
int numTaps = getFilterNumTaps();
// Accumulate the center sample
vec4 srcBlurred = gaussianDistributionCurve[0] * sampleCenter;
vec2 tapInfo = getFilterTap(0);
float totalWeight = getFilterTapWeight(tapInfo);
vec4 srcBlurred = sampleCenter * totalWeight;
for(int i = 1; i < numTaps; i++) {
tapInfo = getFilterTap(i);
for(int i = 1; i < NUM_TAPS; i++) {
// Fetch color and depth for current sample.
vec2 sampleCoord = texcoord + (gaussianDistributionOffset[i] * finalStep);
float srcDepth = texture(depthMap, sampleCoord).x;
vec4 srcSample = texture(sourceMap, sampleCoord);
vec2 sampleCoord = texcoord + (getFilterTapOffset(tapInfo) * finalStep);
if (all(greaterThanEqual(sampleCoord, vec2(0,0))) && all(lessThanEqual(sampleCoord, vec2(1.0,1.0)))) {
float srcDepth = texture(depthMap, sampleCoord).x;
vec4 srcSample = texture(sourceMap, sampleCoord);
float weight = getFilterTapWeight(tapInfo);
// If the difference in depth is huge, we lerp color back.
float s = clamp(depthThreshold * distanceToProjectionWindow * filterScale * abs(srcDepth - sampleDepth), 0.0, 1.0);
srcSample = mix(srcSample, sampleCenter, s);
// If the difference in depth is huge, we lerp color back.
float s = clamp(depthThreshold * distanceToProjectionWindow * filterScale * abs(srcDepth - sampleDepth), 0.0, 1.0);
srcSample = mix(srcSample, sampleCenter, s);
// Accumulate.
srcBlurred += gaussianDistributionCurve[i] * srcSample;
// Accumulate.
srcBlurred += srcSample * weight;
totalWeight += weight;
}
}
/*
for(int i = 1; i < NUM_HALF_TAPS; i++) {
// Fetch color and depth for current sample.
vec2 texcoordOffset = (gaussianDistributionOffsetHalf[i] * finalStep);
float srcDepthN = texture(depthMap, texcoord - texcoordOffset).x;
float srcDepthP = texture(depthMap, texcoord + texcoordOffset).x;
vec4 srcSampleN = texture(sourceMap, texcoord - texcoordOffset);
vec4 srcSampleP = texture(sourceMap, texcoord + texcoordOffset);
// If the difference in depth is huge, we lerp color back.
float sN = clamp(depthThreshold * distanceToProjectionWindow * filterScale * abs(srcDepthN - sampleDepth), 0.0, 1.0);
float sP = clamp(depthThreshold * distanceToProjectionWindow * filterScale * abs(srcDepthP - sampleDepth), 0.0, 1.0);
srcSampleN = mix(srcSampleN, sampleCenter, sN);
srcSampleP = mix(srcSampleP, sampleCenter, sP);
// Accumulate.
srcBlurred += gaussianDistributionCurveHalf[i] * (srcSampleP + srcSampleN);
}*/
if (totalWeight>0.0) {
srcBlurred /= totalWeight;
}
return srcBlurred;
}

View file

@ -0,0 +1,10 @@
// Generated on <$_SCRIBE_DATE$>
//
// Created by Olivier Prat on 09/25/17.
// 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
//
#define BLUR_MAX_NUM_TAPS 33

View file

@ -0,0 +1,83 @@
//
// ResampleTask.cpp
// 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
//
#include "ResampleTask.h"
#include "gpu/Context.h"
#include "gpu/StandardShaderLib.h"
using namespace render;
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) {
auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
auto ps = gpu::StandardShaderLib::getDrawTextureOpaquePS();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
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(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);
});
}

View file

@ -0,0 +1,41 @@
//
// 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_ResampleTask_h
#define hifi_render_ResampleTask_h
#include "Engine.h"
namespace render {
class HalfDownsample {
public:
using Config = JobConfig;
using JobModel = Job::ModelIO<HalfDownsample, gpu::FramebufferPointer, gpu::FramebufferPointer, Config>;
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);
};
}
#endif // hifi_render_ResampleTask_h

View file

@ -171,6 +171,8 @@ public:
_concept->setCPURunTime((double)(usecTimestampNow() - start) / 1000.0);
}
const std::string& getName() const { return _name; }
protected:
ConceptPointer _concept;
std::string _name = "";
@ -206,6 +208,24 @@ public:
const Varying getInput() const override { return _input; }
const Varying getOutput() const override { return _output; }
typename Jobs::iterator editJob(std::string name) {
typename Jobs::iterator jobIt;
for (jobIt = _jobs.begin(); jobIt != _jobs.end(); ++jobIt) {
if (jobIt->getName() == name) {
return jobIt;
}
}
return jobIt;
}
typename Jobs::const_iterator getJob(std::string name) const {
typename Jobs::const_iterator jobIt;
for (jobIt = _jobs.begin(); jobIt != _jobs.end(); ++jobIt) {
if (jobIt->getName() == name) {
return jobIt;
}
}
return jobIt;
}
TaskConcept(const Varying& input, QConfigPointer config) : Concept(config), _input(input) {}

View file

@ -0,0 +1,119 @@
//
// bloom.qml
// developer/utilities/render
//
// Olivier Prat, created on 09/25/2017.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or https://www.apache.org/licenses/LICENSE-2.0.html
//
import QtQuick 2.5
import QtQuick.Controls 1.4
import "configSlider"
Item {
id: root
property var config: Render.getConfig("RenderMainView.Bloom")
property var configThreshold: Render.getConfig("RenderMainView.BloomThreshold")
property var configDebug: Render.getConfig("RenderMainView.DebugBloom")
Column {
spacing: 8
CheckBox {
text: "Enable"
checked: root.config["enabled"]
onCheckedChanged: {
root.config["enabled"] = checked;
}
}
GroupBox {
title: "Debug"
Row {
ExclusiveGroup { id: debugGroup }
RadioButton {
text : "Off"
checked : !root.configDebug["enabled"]
onCheckedChanged: {
if (checked) {
root.configDebug["enabled"] = false
}
}
exclusiveGroup : debugGroup
}
RadioButton {
text : "Lvl 0"
checked :root.configDebug["enabled"] && root.configDebug["mode"]==0
onCheckedChanged: {
if (checked) {
root.configDebug["enabled"] = true
root.configDebug["mode"] = 0
}
}
exclusiveGroup : debugGroup
}
RadioButton {
text : "Lvl 1"
checked : root.configDebug["enabled"] && root.configDebug["mode"]==1
onCheckedChanged: {
if (checked) {
root.configDebug["enabled"] = true
root.configDebug["mode"] = 1
}
}
exclusiveGroup : debugGroup
}
RadioButton {
text : "Lvl 2"
checked : root.configDebug["enabled"] && root.configDebug["mode"]==2
onCheckedChanged: {
if (checked) {
root.configDebug["enabled"] = true
root.configDebug["mode"] = 2
}
}
exclusiveGroup : debugGroup
}
RadioButton {
text : "All"
checked : root.configDebug["enabled"] && root.configDebug["mode"]==3
onCheckedChanged: {
if (checked) {
root.configDebug["enabled"] = true
root.configDebug["mode"] = 3
}
}
exclusiveGroup : debugGroup
}
}
}
ConfigSlider {
label: "Intensity"
integral: false
config: root.config
property: "intensity"
max: 5.0
min: 0.0
width: 280
}
ConfigSlider {
label: "Size"
integral: false
config: root.config
property: "size"
max: 1.0
min: 0.0
width: 280
}
ConfigSlider {
label: "Threshold"
integral: false
config: root.configThreshold
property: "threshold"
max: 2.0
min: 0.0
width: 280
}
}
}

View file

@ -0,0 +1,20 @@
//
// debugBloom.js
// developer/utilities/render
//
// Olivier Prat, created on 09/25/2017.
// 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
//
// Set up the qml ui
var qml = Script.resolvePath('bloom.qml');
var window = new OverlayWindow({
title: 'Bloom',
source: qml,
width: 285,
height: 170,
});
window.closed.connect(function() { Script.stop(); });