added tone mapping back

This commit is contained in:
Anna 2019-07-26 18:55:08 -07:00
parent 0d2b2a2aef
commit 6a6b2f6d27
11 changed files with 136 additions and 434 deletions

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@ -41,7 +41,7 @@
#include "MainWindow.h"
#include "Snapshot.h"
#include "SnapshotUploader.h"
#include "ToneMappingEffect.h"
#include "ToneMapAndResampleTask.h"
// filename format: hifi-snap-by-%username%-on-%date%_%time%_@-%location%.jpg
// %1 <= username, %2 <= date and time, %3 <= current location

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@ -15,7 +15,7 @@
#include <shaders/Shaders.h>
#include <render/BlurTask.h>
#include <render/ToneMapAndResampleTask.h>
#include "ToneMapAndResampleTask.h"
#include "render-utils/ShaderConstants.h"
#define BLOOM_BLUR_LEVEL_COUNT 3

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@ -29,7 +29,6 @@
#include <render/DrawStatus.h>
#include <render/DrawSceneOctree.h>
#include <render/BlurTask.h>
#include <render/ToneMapAndResampleTask.h>
#include "RenderHifi.h"
#include "render-utils/ShaderConstants.h"
@ -51,7 +50,7 @@
#include "AmbientOcclusionEffect.h"
#include "AntialiasingEffect.h"
#include "ToneMappingEffect.h"
#include "ToneMapAndResampleTask.h"
#include "SubsurfaceScattering.h"
#include "DrawHaze.h"
#include "BloomEffect.h"
@ -239,8 +238,9 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<BloomEffect>("Bloom", bloomInputs);
// Lighting Buffer ready for tone mapping
const auto toneMappingInputs = ToneMappingDeferred::Input(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying();
const auto toneMappedBuffer = task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
//TODO re-enable last 3 steps
//const auto toneMappingInputs = ToneMappingDeferred::Input(lightingFramebuffer, scaledPrimaryFramebuffer).asVarying();
//const auto toneMappedBuffer = task.addJob<ToneMappingDeferred>("ToneMapping", toneMappingInputs);
// Debugging task is happening in the "over" layer after tone mapping and just before HUD
{ // Debug the bounds of the rendered items, still look at the zbuffer

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@ -20,7 +20,7 @@
#include <graphics/ShaderConstants.h>
#include <render/ShapePipeline.h>
//#include <render/ResampleTask.h>
#include <render/ToneMapAndResampleTask.h>
//#include <ToneMapAndResampleTask.h>
#include <render/FilterTask.h>
@ -29,8 +29,8 @@
#include "StencilMaskPass.h"
#include "ZoneRenderer.h"
#include "FadeEffect.h"
#include "ToneMappingEffect.h"
//#include "ToneMapAndResampleTask.h"
//#include "ToneMappingEffect.h"
#include "ToneMapAndResampleTask.h"
#include "BackgroundStage.h"
#include "FramebufferCache.h"
#include "TextureCache.h"
@ -167,8 +167,7 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
#endif
// Upscale to finale resolution
//const auto primaryFramebuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappedBuffer);
const auto primaryFramebuffer = task.addJob<render::ToneMapAndResample>("ToneMapAndResample", toneMappedBuffer);
const auto primaryFramebuffer = task.addJob<ToneMapAndResample>("ToneMapAndResample", toneMappedBuffer);
// HUD Layer
const auto renderHUDLayerInputs = RenderHUDLayerTask::Input(primaryFramebuffer, lightingModel, hudOpaque, hudTransparent, hazeFrame).asVarying();

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@ -0,0 +1,109 @@
//
// ResampleTask.cpp
// render/src/render
//
// Various to Resample or downsample textures into framebuffers.
//
// Created by Olivier Prat on 10/09/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "ToneMapAndResampleTask.h"
#include <gpu/Context.h>
#include <shaders/Shaders.h>
#include "render-utils/ShaderConstants.h"
#include "StencilMaskPass.h"
#include "FramebufferCache.h"
using namespace render;
using namespace shader::gpu::program;
using namespace shader::render_utils::program;
ToneMapAndResample::ToneMapAndResample() {
Parameters parameters;
_parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Parameters), (const gpu::Byte*) &parameters));
}
void ToneMapAndResample::setExposure(float exposure) {
auto& params = _parametersBuffer.get<Parameters>();
if (params._exposure != exposure) {
_parametersBuffer.edit<Parameters>()._exposure = exposure;
_parametersBuffer.edit<Parameters>()._twoPowExposure = pow(2.0, exposure);
}
}
void ToneMapAndResample::setToneCurve(ToneCurve curve) {
auto& params = _parametersBuffer.get<Parameters>();
if (params._toneCurve != (int)curve) {
_parametersBuffer.edit<Parameters>()._toneCurve = (int)curve;
}
}
void ToneMapAndResample::configure(const Config& config) {
setExposure(config.exposure);
setToneCurve((ToneCurve)config.curve);
}
gpu::PipelinePointer ToneMapAndResample::_pipeline;
gpu::PipelinePointer ToneMapAndResample::_mirrorPipeline;
void ToneMapAndResample::run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
auto sourceFramebuffer = input;
//auto lightingBuffer = input->getRenderBuffer(0);
resampledFrameBuffer = args->_blitFramebuffer;
/*
if (!_pipeline) {
init(args);
}
if (!lightingBuffer || !blitFramebuffer) {
return;
}
*/
if (resampledFrameBuffer != sourceFramebuffer) {
if (!_pipeline) {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
//blitState->setColorWriteMask(true, true, true, true);
_pipeline = gpu::Pipeline::create(gpu::Shader::createProgram(toneMapping), state);
_mirrorPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(toneMapping_mirrored), state);
}
const auto bufferSize = resampledFrameBuffer->getSize();
//auto srcBufferSize = glm::ivec2(lightingBuffer->getDimensions());
glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
gpu::doInBatch("Resample::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(resampledFrameBuffer);
batch.setViewportTransform(viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setPipeline(args->_renderMode == RenderArgs::MIRROR_RENDER_MODE ? _mirrorPipeline : _pipeline);
// viewport = args->_viewport ??
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
// Set full final viewport
args->_viewport = viewport;
}
}

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@ -14,13 +14,18 @@
#ifndef hifi_render_ToneMapAndResampleTask_h
#define hifi_render_ToneMapAndResampleTask_h
#include "Engine.h"
#include "render/Engine.h"
namespace render {
#include <DependencyManager.h>
#include <NumericalConstants.h>
#include <render/Forward.h>
#include <render/DrawTask.h>
//namespace render {
enum class ToneCurve {
// Different tone curve available
None,
None,
Gamma22,
Reinhard,
Filmic,
@ -110,10 +115,10 @@ namespace render {
using Output = gpu::FramebufferPointer;
using Config = ToneMappingConfig;
//using JobModel = render::Job::ModelIO<ToneMapAndResample, Input, Output, Config>;
using JobModel = Job::ModelIO<ToneMapAndResample, Input, gpu::FramebufferPointer, Config>;
using JobModel = render::Job::ModelIO<ToneMapAndResample, Input, gpu::FramebufferPointer, Config>;
void configure(const Config& config);
void run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer);
void run(const render::RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer);
protected:
@ -146,6 +151,6 @@ namespace render {
void init(RenderArgs* args);
};
}
//}
#endif // hifi_render_ResampleTask_h

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@ -1,96 +0,0 @@
//
// ToneMappingEffect.cpp
// libraries/render-utils/src
//
// Created by Sam Gateau on 12/7/2015.
// Copyright 2015 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 "ToneMappingEffect.h"
#include <gpu/Context.h>
#include <shaders/Shaders.h>
#include "render-utils/ShaderConstants.h"
#include "StencilMaskPass.h"
#include "FramebufferCache.h"
ToneMappingEffect::ToneMappingEffect() {
Parameters parameters;
_parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Parameters), (const gpu::Byte*) &parameters));
}
void ToneMappingEffect::init(RenderArgs* args) {
auto blitProgram = gpu::Shader::createProgram(shader::render_utils::program::toneMapping);
auto blitState = std::make_shared<gpu::State>();
blitState->setColorWriteMask(true, true, true, true);
_blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
}
void ToneMappingEffect::setExposure(float exposure) {
auto& params = _parametersBuffer.get<Parameters>();
if (params._exposure != exposure) {
_parametersBuffer.edit<Parameters>()._exposure = exposure;
_parametersBuffer.edit<Parameters>()._twoPowExposure = pow(2.0, exposure);
}
}
void ToneMappingEffect::setToneCurve(ToneCurve curve) {
auto& params = _parametersBuffer.get<Parameters>();
if (params._toneCurve != curve) {
_parametersBuffer.edit<Parameters>()._toneCurve = curve;
}
}
void ToneMappingEffect::render(RenderArgs* args, const gpu::TexturePointer& lightingBuffer, const gpu::FramebufferPointer& destinationFramebuffer) {
if (!_blitLightBuffer) {
init(args);
}
if (!lightingBuffer || !destinationFramebuffer) {
return;
}
auto framebufferSize = glm::ivec2(lightingBuffer->getDimensions());
gpu::doInBatch("ToneMappingEffect::render", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(destinationFramebuffer);
// FIXME: Generate the Luminosity map
//batch.generateTextureMips(lightingBuffer);
batch.setViewportTransform(args->_viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(framebufferSize, args->_viewport));
batch.setPipeline(_blitLightBuffer);
batch.setUniformBuffer(render_utils::slot::buffer::ToneMappingParams, _parametersBuffer);
batch.setResourceTexture(render_utils::slot::texture::ToneMappingColor, lightingBuffer);
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}
void ToneMappingDeferred::configure(const Config& config) {
_toneMappingEffect.setExposure(config.exposure);
_toneMappingEffect.setToneCurve((ToneMappingEffect::ToneCurve)config.curve);
}
void ToneMappingDeferred::run(const render::RenderContextPointer& renderContext, const Input& input, Output& output) {
auto lightingBuffer = input.get0()->getRenderBuffer(0);
auto destFbo = input.get1();
if (!destFbo) {
destFbo = renderContext->args->_blitFramebuffer;
}
_toneMappingEffect.render(renderContext->args, lightingBuffer, destFbo);
output = destFbo;
}

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@ -1,96 +0,0 @@
//
// ToneMappingEffect.h
// libraries/render-utils/src
//
// Created by Sam Gateau on 12/7/2015.
// Copyright 2015 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_ToneMappingEffect_h
#define hifi_ToneMappingEffect_h
#include <DependencyManager.h>
#include <NumericalConstants.h>
#include <gpu/Resource.h>
#include <gpu/Pipeline.h>
#include <render/Forward.h>
#include <render/DrawTask.h>
class ToneMappingEffect {
public:
ToneMappingEffect();
virtual ~ToneMappingEffect() {}
void render(RenderArgs* args, const gpu::TexturePointer& lightingBuffer, const gpu::FramebufferPointer& destinationBuffer);
void setExposure(float exposure);
float getExposure() const { return _parametersBuffer.get<Parameters>()._exposure; }
// Different tone curve available
enum ToneCurve {
None = 0,
Gamma22,
Reinhard,
Filmic,
};
void setToneCurve(ToneCurve curve);
ToneCurve getToneCurve() const { return (ToneCurve)_parametersBuffer.get<Parameters>()._toneCurve; }
private:
gpu::PipelinePointer _blitLightBuffer;
// Class describing the uniform buffer with all the parameters common to the tone mapping shaders
class Parameters {
public:
float _exposure = 0.0f;
float _twoPowExposure = 1.0f;
glm::vec2 spareA;
int _toneCurve = Gamma22;
glm::vec3 spareB;
Parameters() {}
};
typedef gpu::BufferView UniformBufferView;
gpu::BufferView _parametersBuffer;
void init(RenderArgs* args);
};
class ToneMappingConfig : public render::Job::Config {
Q_OBJECT
Q_PROPERTY(float exposure MEMBER exposure WRITE setExposure);
Q_PROPERTY(int curve MEMBER curve WRITE setCurve);
public:
ToneMappingConfig() : render::Job::Config(true) {}
void setExposure(float newExposure) { exposure = newExposure; emit dirty(); }
void setCurve(int newCurve) { curve = std::max((int)ToneMappingEffect::None, std::min((int)ToneMappingEffect::Filmic, newCurve)); emit dirty(); }
float exposure{ 0.0f };
int curve{ ToneMappingEffect::Gamma22 };
signals:
void dirty();
};
class ToneMappingDeferred {
public:
// Inputs: lightingFramebuffer, destinationFramebuffer
using Input = render::VaryingSet2<gpu::FramebufferPointer, gpu::FramebufferPointer>;
using Output = gpu::FramebufferPointer;
using Config = ToneMappingConfig;
using JobModel = render::Job::ModelIO<ToneMappingDeferred, Input, Output, Config>;
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
ToneMappingEffect _toneMappingEffect;
};
#endif // hifi_ToneMappingEffect_h

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@ -1 +1,2 @@
VERTEX gpu::vertex::DrawViewportQuadTransformTexcoord
DEFINES mirrored:f

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@ -43,7 +43,11 @@ layout(location=0) in vec2 varTexCoord0;
layout(location=0) out vec4 outFragColor;
void main(void) {
vec4 fragColorRaw = texture(colorMap, varTexCoord0);
<@if HIFI_USE_MIRRORED@>
vec4 fragColorRaw = texture(colorMap, vec2(1.0 - varTexCoord0.x, varTexCoord0.y));
<@else@>
vec4 fragColorRaw = texture(colorMap, varTexCoord0);
<@endif@>
vec3 fragColor = fragColorRaw.xyz;
vec3 srcColor = fragColor * getTwoPowExposure();

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@ -1,224 +0,0 @@
//
// ResampleTask.cpp
// render/src/render
//
// Various to Resample or downsample textures into framebuffers.
//
// Created by Olivier Prat on 10/09/17.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "ToneMapAndResampleTask.h"
#include <gpu/Context.h>
#include <shaders/Shaders.h>
using namespace render;
using namespace shader::gpu::program;
/*
gpu::PipelinePointer HalfDownsample::_pipeline;
HalfDownsample::HalfDownsample() {
}
void HalfDownsample::configure(const Config& config) {
}
gpu::FramebufferPointer HalfDownsample::getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer) {
auto resampledFramebufferSize = sourceFramebuffer->getSize();
resampledFramebufferSize.x /= 2U;
resampledFramebufferSize.y /= 2U;
if (!_destinationFrameBuffer || resampledFramebufferSize != _destinationFrameBuffer->getSize()) {
_destinationFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("HalfOutput"));
auto sampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT);
auto target = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), resampledFramebufferSize.x, resampledFramebufferSize.y, gpu::Texture::SINGLE_MIP, sampler);
_destinationFrameBuffer->setRenderBuffer(0, target);
}
return _destinationFrameBuffer;
}
void HalfDownsample::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& resampledFrameBuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
resampledFrameBuffer = getResampledFrameBuffer(sourceFramebuffer);
if (!_pipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
_pipeline = gpu::Pipeline::create(program, state);
}
const auto bufferSize = resampledFrameBuffer->getSize();
glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
gpu::doInBatch("HalfDownsample::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(resampledFrameBuffer);
batch.setViewportTransform(viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setPipeline(_pipeline);
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
}
*/
/*
gpu::PipelinePointer Resample::_pipeline;
void Resample::configure(const Config& config) {
_factor = config.factor;
}
gpu::FramebufferPointer Resample::getResampledFrameBuffer(const gpu::FramebufferPointer& sourceFramebuffer) {
if (_factor == 1.0f) {
return sourceFramebuffer;
}
auto resampledFramebufferSize = glm::uvec2(glm::vec2(sourceFramebuffer->getSize()) * _factor);
if (!_destinationFrameBuffer || resampledFramebufferSize != _destinationFrameBuffer->getSize()) {
_destinationFrameBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("ResampledOutput"));
auto sampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
auto target = gpu::Texture::createRenderBuffer(sourceFramebuffer->getRenderBuffer(0)->getTexelFormat(), resampledFramebufferSize.x, resampledFramebufferSize.y, gpu::Texture::SINGLE_MIP, sampler);
_destinationFrameBuffer->setRenderBuffer(0, target);
}
return _destinationFrameBuffer;
}
void Resample::run(const RenderContextPointer& renderContext, const gpu::FramebufferPointer& sourceFramebuffer, gpu::FramebufferPointer& resampledFrameBuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
resampledFrameBuffer = getResampledFrameBuffer(sourceFramebuffer);
if (resampledFrameBuffer != sourceFramebuffer) {
if (!_pipeline) {
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::gpu::program::drawTransformUnitQuadTextureOpaque);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
_pipeline = gpu::Pipeline::create(program, state);
}
const auto bufferSize = resampledFrameBuffer->getSize();
glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
gpu::doInBatch("Resample::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(resampledFrameBuffer);
batch.setViewportTransform(viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setPipeline(_pipeline);
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
// Set full final viewport
args->_viewport = viewport;
}
}
*/
ToneMapAndResample::ToneMapAndResample() {
Parameters parameters;
_parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Parameters), (const gpu::Byte*) &parameters));
}
void ToneMapAndResample::setExposure(float exposure) {
auto& params = _parametersBuffer.get<Parameters>();
if (params._exposure != exposure) {
_parametersBuffer.edit<Parameters>()._exposure = exposure;
_parametersBuffer.edit<Parameters>()._twoPowExposure = pow(2.0, exposure);
}
}
void ToneMapAndResample::setToneCurve(ToneCurve curve) {
auto& params = _parametersBuffer.get<Parameters>();
if (params._toneCurve != (int)curve) {
_parametersBuffer.edit<Parameters>()._toneCurve = (int)curve;
}
}
void ToneMapAndResample::configure(const Config& config) {
setExposure(config.exposure);
setToneCurve((ToneCurve)config.curve);
}
gpu::PipelinePointer ToneMapAndResample::_pipeline;
gpu::PipelinePointer ToneMapAndResample::_mirrorPipeline;
void ToneMapAndResample::run(const RenderContextPointer& renderContext, const Input& input, gpu::FramebufferPointer& resampledFrameBuffer) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
RenderArgs* args = renderContext->args;
auto sourceFramebuffer = input;
//auto lightingBuffer = input->getRenderBuffer(0);
resampledFrameBuffer = args->_blitFramebuffer;
/*
if (!_pipeline) {
init(args);
}
if (!lightingBuffer || !blitFramebuffer) {
return;
}
*/
if (resampledFrameBuffer != sourceFramebuffer) {
if (!_pipeline) {
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(false, false));
//blitState->setColorWriteMask(true, true, true, true);
_pipeline = gpu::Pipeline::create(gpu::Shader::createProgram(drawTransformUnitQuadTextureOpaque), state);
_mirrorPipeline = gpu::Pipeline::create(gpu::Shader::createProgram(DrawTextureMirroredX), state);
}
const auto bufferSize = resampledFrameBuffer->getSize();
//auto srcBufferSize = glm::ivec2(lightingBuffer->getDimensions());
glm::ivec4 viewport{ 0, 0, bufferSize.x, bufferSize.y };
gpu::doInBatch("Resample::run", args->_context, [&](gpu::Batch& batch) {
batch.enableStereo(false);
batch.setFramebuffer(resampledFrameBuffer);
batch.setViewportTransform(viewport);
batch.setProjectionTransform(glm::mat4());
batch.resetViewTransform();
batch.setPipeline(args->_renderMode == RenderArgs::MIRROR_RENDER_MODE ? _mirrorPipeline : _pipeline);
// viewport = args->_viewport ??
batch.setModelTransform(gpu::Framebuffer::evalSubregionTexcoordTransform(bufferSize, viewport));
batch.setResourceTexture(0, sourceFramebuffer->getRenderBuffer(0));
batch.draw(gpu::TRIANGLE_STRIP, 4);
});
// Set full final viewport
args->_viewport = viewport;
}
}