mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 08:04:01 +02:00
Merge pull request #6582 from samcake/hdr
Graphics: Tone mapping is now done in a separate class
This commit is contained in:
commit
71d220027e
18 changed files with 327 additions and 170 deletions
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@ -2557,7 +2557,7 @@ void Application::init() {
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_environment.init();
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DependencyManager::get<DeferredLightingEffect>()->init(this);
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DependencyManager::get<DeferredLightingEffect>()->init();
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DependencyManager::get<AvatarManager>()->init();
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_myCamera.setMode(CAMERA_MODE_FIRST_PERSON);
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@ -160,6 +160,7 @@ enum Semantic {
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RGB,
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RGBA,
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BGRA,
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XY,
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XYZ,
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XYZW,
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@ -176,6 +177,8 @@ enum Semantic {
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SRGBA,
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SBGRA,
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R11G11B10,
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UNIFORM,
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UNIFORM_BUFFER,
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SAMPLER,
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@ -224,6 +224,11 @@ public:
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case gpu::SRGBA:
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texel.internalFormat = GL_SRGB; // standard 2.2 gamma correction color
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break;
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case gpu::R11G11B10: {
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// the type should be float
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texel.internalFormat = GL_R11F_G11F_B10F;
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break;
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}
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default:
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qCDebug(gpulogging) << "Unknown combination of texel format";
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}
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@ -240,6 +245,59 @@ public:
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break;
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case gpu::RGBA:
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texel.internalFormat = GL_RGBA;
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switch (dstFormat.getType()) {
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case gpu::UINT32:
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texel.format = GL_RGBA_INTEGER;
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texel.internalFormat = GL_RGBA32UI;
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break;
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case gpu::INT32:
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texel.format = GL_RGBA_INTEGER;
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texel.internalFormat = GL_RGBA32I;
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break;
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case gpu::FLOAT:
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texel.internalFormat = GL_RGBA32F;
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break;
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case gpu::UINT16:
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texel.format = GL_RGBA_INTEGER;
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texel.internalFormat = GL_RGBA16UI;
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break;
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case gpu::INT16:
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texel.format = GL_RGBA_INTEGER;
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texel.internalFormat = GL_RGBA16I;
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break;
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case gpu::NUINT16:
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texel.format = GL_RGBA;
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texel.internalFormat = GL_RGBA16;
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break;
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case gpu::NINT16:
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texel.format = GL_RGBA;
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texel.internalFormat = GL_RGBA16_SNORM;
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break;
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case gpu::HALF:
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texel.format = GL_RGBA;
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texel.internalFormat = GL_RGBA16F;
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break;
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case gpu::UINT8:
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texel.format = GL_RGBA_INTEGER;
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texel.internalFormat = GL_RGBA8UI;
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break;
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case gpu::INT8:
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texel.format = GL_RGBA_INTEGER;
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texel.internalFormat = GL_RGBA8I;
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break;
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case gpu::NUINT8:
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texel.format = GL_RGBA;
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texel.internalFormat = GL_RGBA8;
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break;
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case gpu::NINT8:
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texel.format = GL_RGBA;
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texel.internalFormat = GL_RGBA8_SNORM;
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break;
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case gpu::NUINT32:
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case gpu::NINT32:
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case gpu::NUM_TYPES: // quiet compiler
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Q_UNREACHABLE();
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}
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break;
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case gpu::SRGB:
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texel.internalFormat = GL_SRGB;
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@ -407,7 +407,7 @@ public:
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TexturePointer _texture = TexturePointer(NULL);
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uint16 _subresource = 0;
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Element _element = Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
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Element _element = Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
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TextureView() {};
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@ -85,7 +85,7 @@ const gpu::TexturePointer& TextureCache::getPermutationNormalTexture() {
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data[i + 2] = ((randvec.z + 1.0f) / 2.0f) * 255.0f;
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}
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_permutationNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB), 256, 2));
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_permutationNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::RGB), 256, 2));
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_permutationNormalTexture->assignStoredMip(0, _blueTexture->getTexelFormat(), sizeof(data), data);
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}
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return _permutationNormalTexture;
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@ -98,7 +98,7 @@ const unsigned char OPAQUE_BLACK[] = { 0x00, 0x00, 0x00, 0xFF };
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const gpu::TexturePointer& TextureCache::getWhiteTexture() {
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if (!_whiteTexture) {
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_whiteTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), 1, 1));
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_whiteTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, 1, 1));
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_whiteTexture->assignStoredMip(0, _whiteTexture->getTexelFormat(), sizeof(OPAQUE_WHITE), OPAQUE_WHITE);
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}
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return _whiteTexture;
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@ -106,7 +106,7 @@ const gpu::TexturePointer& TextureCache::getWhiteTexture() {
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const gpu::TexturePointer& TextureCache::getGrayTexture() {
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if (!_grayTexture) {
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_grayTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), 1, 1));
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_grayTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, 1, 1));
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_grayTexture->assignStoredMip(0, _whiteTexture->getTexelFormat(), sizeof(OPAQUE_WHITE), OPAQUE_GRAY);
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}
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return _grayTexture;
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@ -114,7 +114,7 @@ const gpu::TexturePointer& TextureCache::getGrayTexture() {
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const gpu::TexturePointer& TextureCache::getBlueTexture() {
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if (!_blueTexture) {
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_blueTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), 1, 1));
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_blueTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, 1, 1));
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_blueTexture->assignStoredMip(0, _blueTexture->getTexelFormat(), sizeof(OPAQUE_BLUE), OPAQUE_BLUE);
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}
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return _blueTexture;
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@ -122,7 +122,7 @@ const gpu::TexturePointer& TextureCache::getBlueTexture() {
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const gpu::TexturePointer& TextureCache::getBlackTexture() {
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if (!_blackTexture) {
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_blackTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA), 1, 1));
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_blackTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, 1, 1));
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_blackTexture->assignStoredMip(0, _whiteTexture->getTexelFormat(), sizeof(OPAQUE_BLACK), OPAQUE_BLACK);
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}
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return _blackTexture;
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@ -151,11 +151,11 @@ NetworkTexturePointer TextureCache::getTexture(const QUrl& url, TextureType type
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/// Returns a texture version of an image file
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gpu::TexturePointer TextureCache::getImageTexture(const QString& path) {
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QImage image = QImage(path).mirrored(false, true);
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::RGB);
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::RGB);
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if (image.hasAlphaChannel()) {
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formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
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formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::BGRA);
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formatGPU = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
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formatMip = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::BGRA);
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}
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gpu::TexturePointer texture = gpu::TexturePointer(
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gpu::Texture::create2D(formatGPU, image.width(), image.height(),
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@ -121,11 +121,11 @@ gpu::Texture* TextureUsage::create2DTextureFromImage(const QImage& srcImage, con
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// bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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bool isLinearRGB = false; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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if (image.hasAlphaChannel()) {
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formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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formatGPU = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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}
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@ -156,11 +156,11 @@ gpu::Texture* TextureUsage::createNormalTextureFromNormalImage(const QImage& src
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bool isLinearRGB = true;
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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if (image.hasAlphaChannel()) {
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formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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formatGPU = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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}
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theTexture = (gpu::Texture::create2D(formatGPU, image.width(), image.height(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
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@ -246,11 +246,11 @@ gpu::Texture* TextureUsage::createNormalTextureFromBumpImage(const QImage& srcIm
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// bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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if (image.hasAlphaChannel()) {
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formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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formatGPU = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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}
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@ -368,11 +368,11 @@ gpu::Texture* TextureUsage::createCubeTextureFromImage(const QImage& srcImage, c
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// bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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bool isLinearRGB = false; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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if (image.hasAlphaChannel()) {
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formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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formatGPU = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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}
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@ -589,13 +589,13 @@ gpu::Texture* TextureUsage::createLightmapTextureFromImage(const QImage& srcImag
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if ((image.width() > 0) && (image.height() > 0)) {
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// bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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bool isLinearRGB = false; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::NUINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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if (image.hasAlphaChannel()) {
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formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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formatGPU = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA));
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formatMip = gpu::Element(gpu::VEC4, gpu::NUINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA));
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}
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@ -42,8 +42,8 @@ void main(void) {
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vec3 coord = normalize(_normal);
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vec3 texel = texture(cubeMap, coord).rgb;
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vec3 color = texel * _skybox._color.rgb;
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vec3 pixel = pow(color, vec3(1.0/2.2)); // manual Gamma correction
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_fragColor = vec4(pixel, 0.0);
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// vec3 pixel = pow(color, vec3(1.0/2.2)); // manual Gamma correction
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_fragColor = vec4(color, 0.0);
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#endif
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@ -62,7 +62,7 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 s
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}
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_fragColor0 = vec4(diffuse.rgb, 0.5);
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_fragColor1 = vec4(bestFitNormal(normal), 1.0);
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_fragColor1 = vec4(bestFitNormal(normal), 0.5);
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_fragColor2 = vec4(emissive, shininess / 128.0);
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}
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@ -82,7 +82,7 @@ gpu::PipelinePointer DeferredLightingEffect::getPipeline(SimpleProgramKey config
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return pipeline;
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}
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void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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void DeferredLightingEffect::init() {
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auto VS = gpu::Shader::createVertex(std::string(simple_vert));
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auto PS = gpu::Shader::createPixel(std::string(simple_textured_frag));
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auto PSEmissive = gpu::Shader::createPixel(std::string(simple_textured_emisive_frag));
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@ -95,7 +95,7 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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gpu::Shader::makeProgram(*_simpleShader, slotBindings);
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gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
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_viewState = viewState;
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_directionalLightLocations = std::make_shared<LightLocations>();
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_directionalAmbientSphereLightLocations = std::make_shared<LightLocations>();
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_directionalSkyboxLightLocations = std::make_shared<LightLocations>();
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@ -112,49 +112,6 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
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loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);
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{
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//auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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//auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
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const char BlitTextureGamma_frag[] = R"SCRIBE(#version 410 core
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// Generated on Sat Oct 24 09:34:37 2015
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//
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// Draw texture 0 fetched at texcoord.xy
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//
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// Created by Sam Gateau on 6/22/2015
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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uniform sampler2D colorMap;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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void main(void) {
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outFragColor = texture(colorMap, varTexCoord0);
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// if (gl_FragCoord.x > 1000) {
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// Manually gamma correct from Ligthing BUffer to color buffer
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outFragColor.xyz = pow( outFragColor.xyz , vec3(1.0 / 2.2) );
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// }
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}
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)SCRIBE";
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auto blitPS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(BlitTextureGamma_frag)));
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//auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
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auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));
|
||||
|
||||
//auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
|
||||
gpu::Shader::makeProgram(*blitProgram);
|
||||
auto blitState = std::make_shared<gpu::State>();
|
||||
blitState->setColorWriteMask(true, true, true, true);
|
||||
_blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
|
||||
}
|
||||
|
||||
// Allocate a global light representing the Global Directional light casting shadow (the sun) and the ambient light
|
||||
_globalLights.push_back(0);
|
||||
_allocatedLights.push_back(std::make_shared<model::Light>());
|
||||
|
@ -693,38 +650,6 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
batch.enableStereo(false);
|
||||
QSize framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
|
||||
auto lightingBuffer = framebufferCache->getLightingTexture();
|
||||
auto destFbo = framebufferCache->getPrimaryFramebuffer();
|
||||
batch.setFramebuffer(destFbo);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
{
|
||||
float sMin = args->_viewport.x / (float)framebufferSize.width();
|
||||
float sWidth = args->_viewport.z / (float)framebufferSize.width();
|
||||
float tMin = args->_viewport.y / (float)framebufferSize.height();
|
||||
float tHeight = args->_viewport.w / (float)framebufferSize.height();
|
||||
Transform model;
|
||||
batch.setPipeline(_blitLightBuffer);
|
||||
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
|
||||
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
|
||||
batch.setModelTransform(model);
|
||||
}
|
||||
|
||||
batch.setResourceTexture(0, lightingBuffer);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
args->_context->render(batch);
|
||||
});
|
||||
}
|
||||
|
||||
void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferUnit) {
|
||||
auto globalLight = _allocatedLights[_globalLights.front()];
|
||||
args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
|
||||
|
@ -763,6 +688,7 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
|
|||
locations->deferredTransformBuffer = program->getBuffers().findLocation("deferredTransformBuffer");
|
||||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
state->setColorWriteMask(true, true, true, false);
|
||||
|
||||
// Stencil test all the light passes for objects pixels only, not the background
|
||||
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
|
||||
|
|
|
@ -21,7 +21,6 @@
|
|||
#include "model/Stage.h"
|
||||
#include "model/Geometry.h"
|
||||
|
||||
class AbstractViewStateInterface;
|
||||
class RenderArgs;
|
||||
class SimpleProgramKey;
|
||||
struct LightLocations;
|
||||
|
@ -34,7 +33,7 @@ public:
|
|||
static const int NORMAL_FITTING_MAP_SLOT = 10;
|
||||
static const int DEFERRED_TRANSFORM_BUFFER_SLOT = 2;
|
||||
|
||||
void init(AbstractViewStateInterface* viewState);
|
||||
void init();
|
||||
|
||||
/// Sets up the state necessary to render static untextured geometry with the simple program.
|
||||
gpu::PipelinePointer bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true,
|
||||
|
@ -78,7 +77,6 @@ public:
|
|||
|
||||
void prepare(RenderArgs* args);
|
||||
void render(RenderArgs* args);
|
||||
void copyBack(RenderArgs* args);
|
||||
|
||||
void setupTransparent(RenderArgs* args, int lightBufferUnit);
|
||||
|
||||
|
@ -101,9 +99,7 @@ private:
|
|||
gpu::ShaderPointer _simpleShader;
|
||||
gpu::ShaderPointer _emissiveShader;
|
||||
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
|
||||
|
||||
gpu::PipelinePointer _blitLightBuffer;
|
||||
|
||||
|
||||
gpu::PipelinePointer _directionalSkyboxLight;
|
||||
LightLocationsPtr _directionalSkyboxLightLocations;
|
||||
|
||||
|
@ -143,8 +139,6 @@ private:
|
|||
std::vector<int> _globalLights;
|
||||
std::vector<int> _pointLights;
|
||||
std::vector<int> _spotLights;
|
||||
|
||||
AbstractViewStateInterface* _viewState;
|
||||
|
||||
int _ambientLightMode = 0;
|
||||
model::AtmospherePointer _atmosphere;
|
||||
|
|
|
@ -53,7 +53,7 @@ void FramebufferCache::createPrimaryFramebuffer() {
|
|||
_deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
_deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
|
||||
auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
|
||||
auto colorFormat = gpu::Element::COLOR_RGBA_32;
|
||||
auto width = _frameBufferSize.width();
|
||||
auto height = _frameBufferSize.height();
|
||||
|
||||
|
@ -87,10 +87,10 @@ void FramebufferCache::createPrimaryFramebuffer() {
|
|||
auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));
|
||||
_selfieFramebuffer->setRenderBuffer(0, tex);
|
||||
|
||||
_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA), width, height, defaultSampler));
|
||||
//_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::SRGBA), width, height, defaultSampler));
|
||||
// _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, defaultSampler));
|
||||
_lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
//_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, defaultSampler));
|
||||
//lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::R11G11B10), width, height, defaultSampler));
|
||||
_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, defaultSampler));
|
||||
_lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
|
||||
_lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
|
||||
_lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
|
||||
}
|
||||
|
|
|
@ -44,67 +44,81 @@ void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderCo
|
|||
DependencyManager::get<DeferredLightingEffect>()->render(renderContext->args);
|
||||
}
|
||||
|
||||
void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("ResolveDeferred");
|
||||
DependencyManager::get<DeferredLightingEffect>()->copyBack(renderContext->args);
|
||||
void ToneMappingDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("ToneMappingDeferred");
|
||||
_toneMappingEffect.render(renderContext->args);
|
||||
}
|
||||
|
||||
RenderDeferredTask::RenderDeferredTask() : Task() {
|
||||
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
|
||||
// CPU only, create the list of renderedOpaques items
|
||||
_jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque",
|
||||
FetchItems(
|
||||
[] (const RenderContextPointer& context, int count) {
|
||||
context->_numFeedOpaqueItems = count;
|
||||
}
|
||||
)
|
||||
FetchItems([](const RenderContextPointer& context, int count) {
|
||||
context->_numFeedOpaqueItems = count;
|
||||
})
|
||||
)));
|
||||
_jobs.push_back(Job(new CullItemsOpaque::JobModel("CullOpaque", _jobs.back().getOutput())));
|
||||
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput())));
|
||||
auto& renderedOpaques = _jobs.back().getOutput();
|
||||
_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput())));
|
||||
|
||||
// CPU only, create the list of renderedTransparents items
|
||||
_jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",
|
||||
FetchItems(ItemFilter::Builder::transparentShape().withoutLayered(),
|
||||
[](const RenderContextPointer& context, int count) {
|
||||
context->_numFeedTransparentItems = count;
|
||||
})
|
||||
)));
|
||||
_jobs.push_back(Job(new CullItemsTransparent::JobModel("CullTransparent", _jobs.back().getOutput())));
|
||||
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false))));
|
||||
auto& renderedTransparents = _jobs.back().getOutput();
|
||||
|
||||
// GPU Jobs: Start preparing the deferred and lighting buffer
|
||||
_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
|
||||
|
||||
// Render opaque objects in DeferredBuffer
|
||||
_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", renderedOpaques)));
|
||||
|
||||
// Once opaque is all rendered create stencil background
|
||||
_jobs.push_back(Job(new DrawStencilDeferred::JobModel("DrawOpaqueStencil")));
|
||||
|
||||
// Use Stencil and start drawing background in Lighting buffer
|
||||
_jobs.push_back(Job(new DrawBackgroundDeferred::JobModel("DrawBackgroundDeferred")));
|
||||
|
||||
// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
|
||||
_jobs.push_back(Job(new DrawLight::JobModel("DrawLight")));
|
||||
_jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));
|
||||
_jobs.push_back(Job(new ResolveDeferred::JobModel("ResolveDeferred")));
|
||||
_jobs.push_back(Job(new AmbientOcclusion::JobModel("AmbientOcclusion")));
|
||||
|
||||
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
|
||||
_jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));
|
||||
|
||||
// AO job, to be revisited
|
||||
_jobs.push_back(Job(new AmbientOcclusion::JobModel("AmbientOcclusion")));
|
||||
_jobs.back().setEnabled(false);
|
||||
_occlusionJobIndex = (int)_jobs.size() - 1;
|
||||
|
||||
// AA job to be revisited
|
||||
_jobs.push_back(Job(new Antialiasing::JobModel("Antialiasing")));
|
||||
|
||||
_jobs.back().setEnabled(false);
|
||||
_antialiasingJobIndex = (int)_jobs.size() - 1;
|
||||
|
||||
_jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",
|
||||
FetchItems(
|
||||
ItemFilter::Builder::transparentShape().withoutLayered(),
|
||||
[] (const RenderContextPointer& context, int count) {
|
||||
context->_numFeedTransparentItems = count;
|
||||
}
|
||||
)
|
||||
)));
|
||||
_jobs.push_back(Job(new CullItemsTransparent::JobModel("CullTransparent", _jobs.back().getOutput())));
|
||||
|
||||
|
||||
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false))));
|
||||
_jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", _jobs.back().getOutput())));
|
||||
// Render transparent objects forward in LigthingBuffer
|
||||
_jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", renderedTransparents)));
|
||||
|
||||
// Lighting Buffer ready for tone mapping
|
||||
_jobs.push_back(Job(new ToneMappingDeferred::JobModel("ToneMapping")));
|
||||
|
||||
// Debugging Deferred buffer job
|
||||
_jobs.push_back(Job(new DebugDeferredBuffer::JobModel("DebugDeferredBuffer")));
|
||||
_jobs.back().setEnabled(false);
|
||||
_drawDebugDeferredBufferIndex = _jobs.size() - 1;
|
||||
|
||||
// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
|
||||
auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
|
||||
|
||||
auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath);
|
||||
_jobs.push_back(Job(new render::DrawStatus::JobModel("DrawStatus", renderedOpaques, DrawStatus(statusIconMap))));
|
||||
|
||||
_jobs.back().setEnabled(false);
|
||||
_drawStatusJobIndex = (int)_jobs.size() - 1;
|
||||
// Status icon rendering job
|
||||
{
|
||||
// Grab a texture map representing the different status icons and assign that to the drawStatsuJob
|
||||
auto iconMapPath = PathUtils::resourcesPath() + "icons/statusIconAtlas.svg";
|
||||
auto statusIconMap = DependencyManager::get<TextureCache>()->getImageTexture(iconMapPath);
|
||||
_jobs.push_back(Job(new render::DrawStatus::JobModel("DrawStatus", renderedOpaques, DrawStatus(statusIconMap))));
|
||||
_jobs.back().setEnabled(false);
|
||||
_drawStatusJobIndex = _jobs.size() - 1;
|
||||
}
|
||||
|
||||
_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));
|
||||
|
||||
|
@ -112,7 +126,6 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
|
|||
_jobs.back().setEnabled(false);
|
||||
_drawHitEffectJobIndex = (int)_jobs.size() -1;
|
||||
|
||||
|
||||
// Give ourselves 3 frmaes of timer queries
|
||||
_timerQueries.push_back(std::make_shared<gpu::Query>());
|
||||
_timerQueries.push_back(std::make_shared<gpu::Query>());
|
||||
|
|
|
@ -16,6 +16,8 @@
|
|||
|
||||
#include "gpu/Pipeline.h"
|
||||
|
||||
#include "ToneMappingEffect.h"
|
||||
|
||||
class SetupDeferred {
|
||||
public:
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
@ -38,11 +40,13 @@ public:
|
|||
typedef render::Job::Model<RenderDeferred> JobModel;
|
||||
};
|
||||
|
||||
class ResolveDeferred {
|
||||
class ToneMappingDeferred {
|
||||
public:
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
||||
typedef render::Job::Model<ResolveDeferred> JobModel;
|
||||
ToneMappingEffect _toneMappingEffect;
|
||||
|
||||
typedef render::Job::Model<ToneMappingDeferred> JobModel;
|
||||
};
|
||||
|
||||
class DrawOpaqueDeferred {
|
||||
|
|
|
@ -108,5 +108,6 @@ void main (void)
|
|||
|
||||
vec3 finalColor = frontColor.rgb + fMiePhase * secondaryFrontColor.rgb;
|
||||
outFragColor.a = finalColor.b;
|
||||
outFragColor.rgb = pow(finalColor.rgb, vec3(1.0/2.2));
|
||||
// outFragColor.rgb = pow(finalColor.rgb, vec3(1.0/2.2));
|
||||
outFragColor.rgb = finalColor.rgb;
|
||||
}
|
||||
|
|
112
libraries/render-utils/src/ToneMappingEffect.cpp
Normal file
112
libraries/render-utils/src/ToneMappingEffect.cpp
Normal file
|
@ -0,0 +1,112 @@
|
|||
//
|
||||
// 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 <gpu/StandardShaderLib.h>
|
||||
|
||||
#include <RenderArgs.h>
|
||||
|
||||
#include "FramebufferCache.h"
|
||||
|
||||
|
||||
ToneMappingEffect::ToneMappingEffect() {
|
||||
|
||||
}
|
||||
|
||||
void ToneMappingEffect::init() {
|
||||
//auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
//auto PSBlit = gpu::StandardShaderLib::getDrawTexturePS();
|
||||
const char BlitTextureGamma_frag[] = R"SCRIBE(#version 410 core
|
||||
// Generated on Sat Oct 24 09:34:37 2015
|
||||
//
|
||||
// Draw texture 0 fetched at texcoord.xy
|
||||
//
|
||||
// Created by Sam Gateau on 6/22/2015
|
||||
// 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
|
||||
//
|
||||
|
||||
|
||||
uniform sampler2D colorMap;
|
||||
|
||||
in vec2 varTexCoord0;
|
||||
out vec4 outFragColor;
|
||||
|
||||
void main(void) {
|
||||
vec4 fragColor = texture(colorMap, varTexCoord0);
|
||||
// if (gl_FragCoord.x > 1000) {
|
||||
// Manually gamma correct from Ligthing BUffer to color buffer
|
||||
// outFragColor.xyz = pow( fragColor.xyz , vec3(1.0 / 2.2) );
|
||||
|
||||
fragColor *= 2.0; // Hardcoded Exposure Adjustment
|
||||
vec3 x = max(vec3(0.0),fragColor.xyz-0.004);
|
||||
vec3 retColor = (x*(6.2*x+.5))/(x*(6.2*x+1.7)+0.06);
|
||||
|
||||
// fragColor *= 8; // Hardcoded Exposure Adjustment
|
||||
// fragColor = fragColor/(1.0+fragColor);
|
||||
// vec3 retColor = pow(fragColor.xyz,vec3(1/2.2));
|
||||
|
||||
outFragColor = vec4(retColor, 1.0);
|
||||
// }
|
||||
}
|
||||
|
||||
)SCRIBE";
|
||||
auto blitPS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(BlitTextureGamma_frag)));
|
||||
|
||||
//auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
|
||||
auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
|
||||
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));
|
||||
|
||||
//auto blitProgram = gpu::StandardShaderLib::getProgram(gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS, gpu::StandardShaderLib::getDrawTexturePS);
|
||||
gpu::Shader::makeProgram(*blitProgram);
|
||||
auto blitState = std::make_shared<gpu::State>();
|
||||
blitState->setColorWriteMask(true, true, true, true);
|
||||
_blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
|
||||
}
|
||||
|
||||
|
||||
void ToneMappingEffect::render(RenderArgs* args) {
|
||||
if (!_blitLightBuffer) {
|
||||
init();
|
||||
}
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
|
||||
batch.enableStereo(false);
|
||||
QSize framebufferSize = framebufferCache->getFrameBufferSize();
|
||||
|
||||
auto lightingBuffer = framebufferCache->getLightingTexture();
|
||||
auto destFbo = framebufferCache->getPrimaryFramebuffer();
|
||||
batch.setFramebuffer(destFbo);
|
||||
batch.setViewportTransform(args->_viewport);
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
{
|
||||
float sMin = args->_viewport.x / (float)framebufferSize.width();
|
||||
float sWidth = args->_viewport.z / (float)framebufferSize.width();
|
||||
float tMin = args->_viewport.y / (float)framebufferSize.height();
|
||||
float tHeight = args->_viewport.w / (float)framebufferSize.height();
|
||||
Transform model;
|
||||
batch.setPipeline(_blitLightBuffer);
|
||||
model.setTranslation(glm::vec3(sMin, tMin, 0.0));
|
||||
model.setScale(glm::vec3(sWidth, tHeight, 1.0));
|
||||
batch.setModelTransform(model);
|
||||
}
|
||||
|
||||
batch.setResourceTexture(0, lightingBuffer);
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
|
||||
args->_context->render(batch);
|
||||
});
|
||||
}
|
46
libraries/render-utils/src/ToneMappingEffect.h
Normal file
46
libraries/render-utils/src/ToneMappingEffect.h
Normal file
|
@ -0,0 +1,46 @@
|
|||
//
|
||||
// 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>
|
||||
|
||||
class RenderArgs;
|
||||
|
||||
class ToneMappingEffect {
|
||||
public:
|
||||
ToneMappingEffect();
|
||||
virtual ~ToneMappingEffect() {}
|
||||
|
||||
void render(RenderArgs* args);
|
||||
|
||||
private:
|
||||
|
||||
gpu::PipelinePointer _blitLightBuffer;
|
||||
|
||||
// Class describing the uniform buffer with all the parameters common to the tone mapping shaders
|
||||
class Parameters {
|
||||
public:
|
||||
|
||||
Parameters() {}
|
||||
};
|
||||
typedef gpu::BufferView UniformBufferView;
|
||||
gpu::BufferView _parametersBuffer;
|
||||
|
||||
void init();
|
||||
};
|
||||
|
||||
#endif // hifi_ToneMappingEffect_h
|
|
@ -198,11 +198,11 @@ void Font::read(QIODevice& in) {
|
|||
|
||||
image = image.convertToFormat(QImage::Format_RGBA8888);
|
||||
|
||||
gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
|
||||
gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, gpu::RGB);
|
||||
gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::RGB);
|
||||
gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::RGB);
|
||||
if (image.hasAlphaChannel()) {
|
||||
formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
|
||||
formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::BGRA);
|
||||
formatGPU = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
|
||||
formatMip = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::BGRA);
|
||||
}
|
||||
_texture = gpu::TexturePointer(gpu::Texture::create2D(formatGPU, image.width(), image.height(),
|
||||
gpu::Sampler(gpu::Sampler::FILTER_MIN_POINT_MAG_LINEAR)));
|
||||
|
|
|
@ -104,8 +104,8 @@ void ViveControllerManager::activate() {
|
|||
// sizeof(vr::RenderModel_Vertex_t),
|
||||
// gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::RAW)));
|
||||
|
||||
gpu::Element formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
|
||||
gpu::Element formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
|
||||
gpu::Element formatGPU = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
|
||||
gpu::Element formatMip = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
|
||||
_texture = gpu::TexturePointer(
|
||||
gpu::Texture::create2D(formatGPU, model.diffuseTexture.unWidth, model.diffuseTexture.unHeight,
|
||||
gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR)));
|
||||
|
|
Loading…
Reference in a new issue