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Correct gamma in oculus, yeah!
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8671e7c499
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2 changed files with 13 additions and 9 deletions
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@ -66,8 +66,6 @@ void GraphicsEngine::initializeGPU(GLWidget* glwidget) {
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}
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void GraphicsEngine::initializeRender(bool disableDeferred) {
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disableDeferred = true;
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// Set up the render engine
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render::CullFunctor cullFunctor = LODManager::shouldRender;
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_renderEngine->addJob<UpdateSceneTask>("UpdateScene");
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@ -150,20 +150,26 @@ void OculusDisplayPlugin::hmdPresent() {
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// Manually bind the texture to the FBO
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// FIXME we should have a way of wrapping raw GL ids in GPU objects without
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// taking ownership of the object
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auto fbo = getGLBackend()->getFramebufferID(_outputFramebuffer);
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glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, curTexId, 0);
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render([&](gpu::Batch& batch) {
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auto srcfbo = getGLBackend()->getFramebufferID(_currentFrame->framebuffer);
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auto dstfbo = getGLBackend()->getFramebufferID(_outputFramebuffer);
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glNamedFramebufferTexture(dstfbo, GL_COLOR_ATTACHMENT0, curTexId, 0);
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auto viewport = ivec4(uvec2(), _outputFramebuffer->getSize());
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/* render([&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setFramebuffer(_outputFramebuffer);
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batch.setViewportTransform(ivec4(uvec2(), _outputFramebuffer->getSize()));
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batch.setStateScissorRect(ivec4(uvec2(), _outputFramebuffer->getSize()));
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batch.resetViewTransform();
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batch.setProjectionTransform(mat4());
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batch.setPipeline(_presentPipeline);
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batch.setResourceTexture(0, _compositeFramebuffer->getRenderBuffer(0));
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// batch.setPipeline(_presentPipeline);
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batch.setPipeline(_simplePipeline);
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// batch.setResourceTexture(0, _compositeFramebuffer->getRenderBuffer(0));
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batch.setResourceTexture(0, _currentFrame->framebuffer->getRenderBuffer(0));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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});
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glNamedFramebufferTexture(fbo, GL_COLOR_ATTACHMENT0, 0, 0);
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});*/
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glBlitNamedFramebuffer(srcfbo, dstfbo, viewport.x, viewport.y, viewport.z, viewport.w, viewport.x, viewport.y,
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viewport.z, viewport.w, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glNamedFramebufferTexture(dstfbo, GL_COLOR_ATTACHMENT0, 0, 0);
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}
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{
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