Merge pull request #6711 from samcake/hdr

Graphics : Fix procedural Shader Gamma and Adding color linear getters in Particle system
This commit is contained in:
Brad Davis 2015-12-21 12:22:14 -08:00
commit e3ab230638
7 changed files with 19 additions and 14 deletions

View file

@ -223,10 +223,10 @@ void RenderableParticleEffectEntityItem::updateRenderItem() {
particleUniforms.radius.middle = getParticleRadius();
particleUniforms.radius.finish = getRadiusFinish();
particleUniforms.radius.spread = getRadiusSpread();
particleUniforms.color.start = toGlm(getColorStart(), getAlphaStart());
particleUniforms.color.middle = toGlm(getXColor(), getAlpha());
particleUniforms.color.finish = toGlm(getColorFinish(), getAlphaFinish());
particleUniforms.color.spread = toGlm(getColorSpread(), getAlphaSpread());
particleUniforms.color.start = glm::vec4(getColorStartRGB(), getAlphaStart());
particleUniforms.color.middle = glm::vec4(getColorRGB(), getAlpha());
particleUniforms.color.finish = glm::vec4(getColorFinishRGB(), getAlphaFinish());
particleUniforms.color.spread = glm::vec4(getColorSpreadRGB(), getAlphaSpread());
particleUniforms.lifespan = getLifespan();
// Build particle primitives

View file

@ -9,16 +9,15 @@
//
<@include gpu/Inputs.slh@>
<@include gpu/Color.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
out vec4 _color;
void main(void) {
// pass along the diffuse color
_color = inColor;
_color = colorToLinearRGBA(inColor);
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();

View file

@ -15,6 +15,8 @@
#include "EntityItem.h"
#include "ColorUtils.h"
class ParticleEffectEntityItem : public EntityItem {
public:
ALLOW_INSTANTIATION // This class can be instantiated
@ -47,6 +49,7 @@ public:
const rgbColor& getColor() const { return _color; }
xColor getXColor() const { xColor color = { _color[RED_INDEX], _color[GREEN_INDEX], _color[BLUE_INDEX] }; return color; }
glm::vec3 getColorRGB() const { return ColorUtils::toLinearVec3(toGlm(getXColor())); }
static const xColor DEFAULT_COLOR;
void setColor(const rgbColor& value) { memcpy(_color, value, sizeof(_color)); }
@ -59,14 +62,17 @@ public:
bool _isColorStartInitialized = false;
void setColorStart(const xColor& colorStart) { _colorStart = colorStart; _isColorStartInitialized = true; }
xColor getColorStart() const { return _isColorStartInitialized ? _colorStart : getXColor(); }
glm::vec3 getColorStartRGB() const { return _isColorStartInitialized ? ColorUtils::toLinearVec3(toGlm(_colorStart)) : getColorRGB(); }
bool _isColorFinishInitialized = false;
void setColorFinish(const xColor& colorFinish) { _colorFinish = colorFinish; _isColorFinishInitialized = true; }
xColor getColorFinish() const { return _isColorFinishInitialized ? _colorFinish : getXColor(); }
glm::vec3 getColorFinishRGB() const { return _isColorStartInitialized ? ColorUtils::toLinearVec3(toGlm(_colorFinish)) : getColorRGB(); }
static const xColor DEFAULT_COLOR_SPREAD;
void setColorSpread(const xColor& colorSpread) { _colorSpread = colorSpread; }
xColor getColorSpread() const { return _colorSpread; }
glm::vec3 getColorSpreadRGB() const { return ColorUtils::toLinearVec3(toGlm(_colorSpread)); }
static const float MAXIMUM_ALPHA;
static const float MINIMUM_ALPHA;

View file

@ -35,6 +35,8 @@ void main(void) {
#ifdef PROCEDURAL
vec3 color = getSkyboxColor();
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
color = pow(color, vec3(2.2));
_fragColor = vec4(color, 0.0);
#else
@ -42,7 +44,6 @@ void main(void) {
vec3 coord = normalize(_normal);
vec3 texel = texture(cubeMap, coord).rgb;
vec3 color = texel * _skybox._color.rgb;
// vec3 pixel = pow(color, vec3(1.0/2.2)); // manual Gamma correction
_fragColor = vec4(color, 0.0);
#endif

View file

@ -54,7 +54,6 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque",
FetchItems([](const RenderContextPointer& context, int count) {
context->getItemsConfig().opaque.numFeed = count;
auto& opaque = context->getItemsConfig().opaque;
})
)));
_jobs.push_back(Job(new CullItemsOpaque::JobModel("CullOpaque", _jobs.back().getOutput())));
@ -105,12 +104,12 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
// Lighting Buffer ready for tone mapping
_jobs.push_back(Job(new ToneMappingDeferred::JobModel("ToneMapping")));
_toneMappingJobIndex = _jobs.size() - 1;
_toneMappingJobIndex = (int)_jobs.size() - 1;
// Debugging Deferred buffer job
_jobs.push_back(Job(new DebugDeferredBuffer::JobModel("DebugDeferredBuffer")));
_jobs.back().setEnabled(false);
_drawDebugDeferredBufferIndex = _jobs.size() - 1;
_drawDebugDeferredBufferIndex = (int)_jobs.size() - 1;
// Status icon rendering job
{
@ -119,7 +118,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
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;
_drawStatusJobIndex = (int)_jobs.size() - 1;
}
_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));

View file

@ -141,7 +141,5 @@ void ToneMappingEffect::render(RenderArgs* args) {
batch.setUniformBuffer(3, _parametersBuffer);
batch.setResourceTexture(0, lightingBuffer);
batch.draw(gpu::TRIANGLE_STRIP, 4);
args->_context->render(batch);
});
}

View file

@ -40,6 +40,8 @@ void main(void) {
#ifdef PROCEDURAL_V1
specular = getProceduralColor().rgb;
// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
specular = pow(specular, vec3(2.2));
emissiveAmount = 1.0;
#else
emissiveAmount = getProceduralColors(diffuse, specular, shininess);