mirror of
https://github.com/overte-org/overte.git
synced 2025-04-12 09:42:11 +02:00
Drafting ways to rescale in forward
This commit is contained in:
parent
6485809c82
commit
5288314d02
9 changed files with 166 additions and 56 deletions
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@ -37,7 +37,7 @@ void RenderScriptingInterface::loadSettings() {
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forceAntialiasingEnabled(_antialiasingEnabled);
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}
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RenderScriptingInterface::RenderMethod RenderScriptingInterface::getRenderMethod() {
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RenderScriptingInterface::RenderMethod RenderScriptingInterface::getRenderMethod() const {
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return (RenderMethod) _renderMethod;
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}
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@ -64,7 +64,7 @@ QStringList RenderScriptingInterface::getRenderMethodNames() const {
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return refrenderMethodNames;
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}
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bool RenderScriptingInterface::getShadowsEnabled() {
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bool RenderScriptingInterface::getShadowsEnabled() const {
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return _shadowsEnabled;
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}
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@ -88,7 +88,7 @@ void RenderScriptingInterface::forceShadowsEnabled(bool enabled) {
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});
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}
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bool RenderScriptingInterface::getAmbientOcclusionEnabled() {
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bool RenderScriptingInterface::getAmbientOcclusionEnabled() const {
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return _ambientOcclusionEnabled;
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}
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@ -112,7 +112,7 @@ void RenderScriptingInterface::forceAmbientOcclusionEnabled(bool enabled) {
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});
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}
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bool RenderScriptingInterface::getAntialiasingEnabled() {
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bool RenderScriptingInterface::getAntialiasingEnabled() const {
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return _antialiasingEnabled;
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}
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@ -145,3 +145,47 @@ void RenderScriptingInterface::forceAntialiasingEnabled(bool enabled) {
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}
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float RenderScriptingInterface::getViewportResolutionScale() const {
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return _viewportResolutionScale;
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}
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void RenderScriptingInterface::setViewportResolutionScale(float scale) {
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if (_viewportResolutionScale != scale) {
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forceViewportResolutionScale(scale);
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emit settingsChanged();
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}
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}
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void RenderScriptingInterface::forceViewportResolutionScale(float scale) {
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_renderSettingLock.withWriteLock([&] {
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_viewportResolutionScale = (scale);
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// _antialiasingEnabledSetting.set(enabled);
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auto renderConfig = qApp->getRenderEngine()->getConfiguration();
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assert(renderConfig);
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auto deferredView = renderConfig->getConfig("RenderMainView.RenderDeferredTask");
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// mainView can be null if we're rendering in forward mode
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if (deferredView) {
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deferredView->setProperty("resolutionScale", _viewportResolutionScale);
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}
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auto forwardView = renderConfig->getConfig("RenderMainView.RenderForwardTask");
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// mainView can be null if we're rendering in forward mode
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if (forwardView) {
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forwardView->setProperty("resolutionScale", _viewportResolutionScale);
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}
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/*
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auto mainViewJitterCamConfig = qApp->getRenderEngine()->getConfiguration()->getConfig<JitterSample>("RenderMainView.JitterCam");
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auto mainViewAntialiasingConfig = qApp->getRenderEngine()->getConfiguration()->getConfig<Antialiasing>("RenderMainView.Antialiasing");
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if (mainViewJitterCamConfig && mainViewAntialiasingConfig) {
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Menu::getInstance()->setIsOptionChecked(MenuOption::AntiAliasing, enabled);
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if (enabled) {
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mainViewJitterCamConfig->play();
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mainViewAntialiasingConfig->setDebugFXAA(false);
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}
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else {
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mainViewJitterCamConfig->none();
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mainViewAntialiasingConfig->setDebugFXAA(true);
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}
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}*/
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});
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}
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@ -29,6 +29,7 @@ class RenderScriptingInterface : public QObject {
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Q_PROPERTY(bool shadowsEnabled READ getShadowsEnabled WRITE setShadowsEnabled NOTIFY settingsChanged)
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Q_PROPERTY(bool ambientOcclusionEnabled READ getAmbientOcclusionEnabled WRITE setAmbientOcclusionEnabled NOTIFY settingsChanged)
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Q_PROPERTY(bool antialiasingEnabled READ getAntialiasingEnabled WRITE setAntialiasingEnabled NOTIFY settingsChanged)
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Q_PROPERTY(float viewportResolutionScale READ getViewportResolutionScale WRITE setViewportResolutionScale NOTIFY settingsChanged)
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public:
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RenderScriptingInterface();
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@ -66,7 +67,7 @@ public slots:
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* @function Render.getRenderMethod
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* @returns {number} <code>"DEFERRED"</code> or <code>"FORWARD"</code>
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*/
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RenderMethod getRenderMethod();
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RenderMethod getRenderMethod() const;
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/**jsdoc
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* Sets the current render method
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@ -88,7 +89,7 @@ public slots:
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* @function Render.getShadowsEnabled
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* @returns {bool} <code>true</code> if shadows are enabled, otherwise <code>false</code>
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*/
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bool getShadowsEnabled();
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bool getShadowsEnabled() const;
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/**jsdoc
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* Enables or disables shadows
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@ -102,7 +103,7 @@ public slots:
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* @function Render.getAmbientOcclusionEnabled
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* @returns {bool} <code>true</code> if ambient occlusion is enabled, otherwise <code>false</code>
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*/
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bool getAmbientOcclusionEnabled();
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bool getAmbientOcclusionEnabled() const;
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/**jsdoc
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* Enables or disables ambient occlusion
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@ -116,7 +117,7 @@ public slots:
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* @function Render.getAntialiasingEnabled
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* @returns {bool} <code>true</code> if anti-aliasing is enabled, otherwise <code>false</code>
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*/
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bool getAntialiasingEnabled();
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bool getAntialiasingEnabled() const;
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/**jsdoc
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* Enables or disables anti-aliasing
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@ -130,14 +131,14 @@ public slots:
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* @function Render.getViewportResolutionScale
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* @returns {number}
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*/
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// float getViewportResolutionScale();
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float getViewportResolutionScale() const;
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/**jsdoc
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* Sets the current viewport resolution scale
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* @function Render.setViewportResolutionScale
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* @param {number} resolutionScale - between epsilon and 1.0
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*/
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// void setViewportResolutionScale(float resolutionScale);
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void setViewportResolutionScale(float resolutionScale);
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signals:
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void settingsChanged();
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@ -150,7 +151,8 @@ private:
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int _renderMethod{ RENDER_FORWARD ? render::Args::RenderMethod::FORWARD : render::Args::RenderMethod::DEFERRED };
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bool _shadowsEnabled{ true };
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bool _ambientOcclusionEnabled{ false };
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bool _antialiasingEnabled { true };
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bool _antialiasingEnabled{ true };
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float _viewportResolutionScale{ 1.0f };
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// Actual settings saved on disk
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Setting::Handle<int> _renderMethodSetting { "renderMethod", RENDER_FORWARD ? render::Args::RenderMethod::FORWARD : render::Args::RenderMethod::DEFERRED };
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@ -163,6 +165,7 @@ private:
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void forceShadowsEnabled(bool enabled);
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void forceAmbientOcclusionEnabled(bool enabled);
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void forceAntialiasingEnabled(bool enabled);
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void forceViewportResolutionScale(float scale);
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static std::once_flag registry_flag;
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};
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@ -313,7 +313,7 @@ gpu::FramebufferPointer PreparePrimaryFramebuffer::createFramebuffer(const char*
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}
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void PreparePrimaryFramebuffer::configure(const Config& config) {
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_resolutionScale = config.resolutionScale;
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_resolutionScale = config.getResolutionScale();
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}
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void PreparePrimaryFramebuffer::run(const RenderContextPointer& renderContext, Output& primaryFramebuffer) {
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@ -89,13 +89,18 @@ private:
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class PreparePrimaryFramebufferConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(float resolutionScale MEMBER resolutionScale NOTIFY dirty)
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Q_PROPERTY(float resolutionScale WRITE setResolutionScale READ getResolutionScale)
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public:
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float resolutionScale{ 1.0f };
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float getResolutionScale() const { return resolutionScale; }
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void setResolutionScale(float scale) {
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resolutionScale = std::max(0.1f, std::min(1.0f, resolutionScale));
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}
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signals:
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void dirty();
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protected:
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float resolutionScale{ 1.0f };
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};
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class PreparePrimaryFramebuffer {
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@ -13,6 +13,8 @@
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#include "LightStage.h"
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#include "LightingModel.h"
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class BeginGPURangeTimer {
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public:
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using JobModel = render::Job::ModelO<BeginGPURangeTimer, gpu::RangeTimerPointer>;
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@ -99,7 +99,7 @@ void RenderDeferredTask::configure(const Config& config) {
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auto upsamplePrimaryBufferConfig = config.getConfig<Upsample>("PrimaryBufferUpscale");
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assert(preparePrimaryBufferConfig);
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assert(upsamplePrimaryBufferConfig);
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preparePrimaryBufferConfig->setProperty("resolutionScale", config.resolutionScale);
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preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);
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upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale);
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}
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@ -47,6 +47,16 @@ using namespace render;
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extern void initForwardPipelines(ShapePlumber& plumber);
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void RenderForwardTask::configure(const Config& config) {
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// Propagate resolution scale to sub jobs who need it
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auto preparePrimaryBufferConfig = config.getConfig<PreparePrimaryFramebufferMSAA>("PreparePrimaryBuffer");
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// auto upsamplePrimaryBufferConfig = config.getConfig<Upsample>("PrimaryBufferUpscale");
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assert(preparePrimaryBufferConfig);
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// assert(upsamplePrimaryBufferConfig);
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preparePrimaryBufferConfig->setResolutionScale(config.resolutionScale);
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// upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale);
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}
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void RenderForwardTask::build(JobModel& task, const render::Varying& input, render::Varying& output) {
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task.addJob<SetRenderMethod>("SetRenderMethodTask", render::Args::FORWARD);
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@ -87,16 +97,19 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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// First job, alter faded
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fadeEffect->build(task, opaques);
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// Prepare objects shared by several jobs
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const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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// GPU jobs: Start preparing the main framebuffer
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const auto framebuffer = task.addJob<PrepareFramebuffer>("PrepareFramebuffer");
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const auto scaledPrimaryFramebuffer = task.addJob<PreparePrimaryFramebufferMSAA>("PreparePrimaryBuffer");
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task.addJob<PrepareForward>("PrepareForward", lightFrame);
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// Prepare deferred, generate the shared Deferred Frame Transform. Only valid with the scaled frame buffer
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const auto deferredFrameTransform = task.addJob<GenerateDeferredFrameTransform>("DeferredFrameTransform");
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// Prepare Forward Framebuffer pass
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const auto prepareForwardInputs = PrepareForward::Inputs(scaledPrimaryFramebuffer, lightFrame).asVarying();
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task.addJob<PrepareForward>("PrepareForward", prepareForwardInputs);
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// draw a stencil mask in hidden regions of the framebuffer.
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task.addJob<PrepareStencil>("PrepareStencil", framebuffer);
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task.addJob<PrepareStencil>("PrepareStencil", scaledPrimaryFramebuffer);
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// Draw opaques forward
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const auto opaqueInputs = DrawForward::Inputs(opaques, lightingModel).asVarying();
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@ -130,7 +143,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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// Just resolve the msaa
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const auto resolveInputs =
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ResolveFramebuffer::Inputs(framebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
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ResolveFramebuffer::Inputs(scaledPrimaryFramebuffer, static_cast<gpu::FramebufferPointer>(nullptr)).asVarying();
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const auto resolvedFramebuffer = task.addJob<ResolveFramebuffer>("Resolve", resolveInputs);
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//auto resolvedFramebuffer = task.addJob<ResolveNewFramebuffer>("Resolve", framebuffer);
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@ -157,35 +170,38 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
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// task.addJob<Blit>("Blit", framebuffer);
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}
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void PrepareFramebuffer::configure(const Config& config) {
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gpu::FramebufferPointer PreparePrimaryFramebufferMSAA::createFramebuffer(const char* name, const glm::uvec2& frameSize, int numSamples) {
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gpu::FramebufferPointer framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create(name));
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
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auto colorFormat = gpu::Element::COLOR_SRGBA_32;
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auto colorTexture =
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gpu::Texture::createRenderBufferMultisample(colorFormat, frameSize.x, frameSize.y, numSamples, defaultSampler);
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framebuffer->setRenderBuffer(0, colorTexture);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
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auto depthTexture =
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gpu::Texture::createRenderBufferMultisample(depthFormat, frameSize.x, frameSize.y, numSamples, defaultSampler);
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framebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
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return framebuffer;
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}
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void PreparePrimaryFramebufferMSAA::configure(const Config& config) {
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_resolutionScale = config.getResolutionScale();
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_numSamples = config.getNumSamples();
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}
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void PrepareFramebuffer::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& framebuffer) {
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void PreparePrimaryFramebufferMSAA::run(const RenderContextPointer& renderContext, gpu::FramebufferPointer& framebuffer) {
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glm::uvec2 frameSize(renderContext->args->_viewport.z, renderContext->args->_viewport.w);
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glm::uvec2 scaledFrameSize(glm::vec2(frameSize) * _resolutionScale);
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// Resizing framebuffers instead of re-building them seems to cause issues with threaded rendering
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if (_framebuffer && (_framebuffer->getSize() != frameSize || _framebuffer->getNumSamples() != _numSamples)) {
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_framebuffer.reset();
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if (!_framebuffer || (_framebuffer->getSize() != scaledFrameSize) || (_framebuffer->getNumSamples() != _numSamples)) {
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_framebuffer = createFramebuffer("forward", scaledFrameSize, _numSamples);
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}
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if (!_framebuffer) {
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_framebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("forward"));
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int numSamples = _numSamples;
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auto colorFormat = gpu::Element::COLOR_SRGBA_32;
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
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auto colorTexture =
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gpu::Texture::createRenderBufferMultisample(colorFormat, frameSize.x, frameSize.y, numSamples, defaultSampler);
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_framebuffer->setRenderBuffer(0, colorTexture);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
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auto depthTexture =
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gpu::Texture::createRenderBufferMultisample(depthFormat, frameSize.x, frameSize.y, numSamples, defaultSampler);
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_framebuffer->setDepthStencilBuffer(depthTexture, depthFormat);
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}
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/*
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auto args = renderContext->args;
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gpu::doInBatch("PrepareFramebuffer::run", args->_context, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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@ -196,7 +212,7 @@ void PrepareFramebuffer::run(const RenderContextPointer& renderContext, gpu::Fra
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batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH |
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gpu::Framebuffer::BUFFER_STENCIL,
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vec4(vec3(0), 0), 1.0, 0, true);
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});
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});*/
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framebuffer = _framebuffer;
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}
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@ -204,18 +220,30 @@ void PrepareFramebuffer::run(const RenderContextPointer& renderContext, gpu::Fra
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void PrepareForward::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
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RenderArgs* args = renderContext->args;
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auto primaryFramebuffer = inputs.get0();
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auto lightStageFrame = inputs.get1();
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gpu::doInBatch("RenderForward::Draw::run", args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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batch.enableStereo(false);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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batch.setFramebuffer(primaryFramebuffer);
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batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH |
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gpu::Framebuffer::BUFFER_STENCIL,
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vec4(vec3(0), 0), 1.0, 0, true);
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graphics::LightPointer keySunLight;
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auto lightStage = args->_scene->getStage<LightStage>();
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if (lightStage) {
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keySunLight = lightStage->getCurrentKeyLight(*inputs);
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keySunLight = lightStage->getCurrentKeyLight(*lightStageFrame);
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}
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graphics::LightPointer keyAmbiLight;
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if (lightStage) {
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keyAmbiLight = lightStage->getCurrentAmbientLight(*inputs);
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keyAmbiLight = lightStage->getCurrentAmbientLight(*lightStageFrame);
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}
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if (keySunLight) {
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@ -17,39 +17,57 @@
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#include "AssembleLightingStageTask.h"
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#include "LightingModel.h"
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class RenderForwardTaskConfig : public render::Task::Config {
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Q_OBJECT
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Q_PROPERTY(float resolutionScale MEMBER resolutionScale NOTIFY dirty)
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public:
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float resolutionScale{ 1.f };
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signals:
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void dirty();
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};
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class RenderForwardTask {
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public:
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using Input = render::VaryingSet3<RenderFetchCullSortTask::Output, LightingModelPointer, AssembleLightingStageTask::Output>;
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using JobModel = render::Task::ModelI<RenderForwardTask, Input>;
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using Config = RenderForwardTaskConfig;
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using JobModel = render::Task::ModelI<RenderForwardTask, Input, Config>;
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RenderForwardTask() {}
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void configure(const Config& config);
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void build(JobModel& task, const render::Varying& input, render::Varying& output);
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};
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class PrepareFramebufferConfig : public render::Job::Config {
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class PreparePrimaryFramebufferMSAAConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(int numSamples WRITE setNumSamples READ getNumSamples NOTIFY dirty)
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Q_PROPERTY(float resolutionScale WRITE setResolutionScale READ getResolutionScale)
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Q_PROPERTY(int numSamples WRITE setNumSamples READ getNumSamples)
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public:
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float getResolutionScale() const { return resolutionScale; }
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void setResolutionScale(float scale) {
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resolutionScale = std::max(0.1f, std::min(1.0f, resolutionScale));
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}
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int getNumSamples() const { return numSamples; }
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void setNumSamples(int num) {
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numSamples = std::max(1, std::min(32, num));
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emit dirty();
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}
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signals:
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void dirty();
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protected:
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float resolutionScale{ 1.0f };
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int numSamples{ 4 };
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};
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class PrepareFramebuffer {
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class PreparePrimaryFramebufferMSAA {
|
||||
public:
|
||||
using Inputs = gpu::FramebufferPointer;
|
||||
using Config = PrepareFramebufferConfig;
|
||||
using JobModel = render::Job::ModelO<PrepareFramebuffer, Inputs, Config>;
|
||||
using Output = gpu::FramebufferPointer;
|
||||
using Config = PreparePrimaryFramebufferMSAAConfig;
|
||||
using JobModel = render::Job::ModelO<PreparePrimaryFramebufferMSAA, Output, Config>;
|
||||
|
||||
void configure(const Config& config);
|
||||
void run(const render::RenderContextPointer& renderContext,
|
||||
|
@ -57,12 +75,15 @@ public:
|
|||
|
||||
private:
|
||||
gpu::FramebufferPointer _framebuffer;
|
||||
float _resolutionScale{ 1.0f };
|
||||
int _numSamples;
|
||||
|
||||
static gpu::FramebufferPointer createFramebuffer(const char* name, const glm::uvec2& frameSize, int numSamples);
|
||||
};
|
||||
|
||||
class PrepareForward {
|
||||
public:
|
||||
using Inputs = LightStage::FramePointer;
|
||||
using Inputs = render::VaryingSet2 <gpu::FramebufferPointer, LightStage::FramePointer>;
|
||||
using JobModel = render::Job::ModelI<PrepareForward, Inputs>;
|
||||
|
||||
void run(const render::RenderContextPointer& renderContext,
|
||||
|
|
|
@ -30,5 +30,12 @@ Column {
|
|||
object: Render
|
||||
property: "shadowsEnabled"
|
||||
}
|
||||
Prop.PropScalar {
|
||||
label: "Viewport Resolution Scale"
|
||||
object: Render
|
||||
property: "viewportResolutionScale"
|
||||
min: 0.1
|
||||
max: 1.0
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue