adding basic tone mapping
This commit is contained in:
@@ -123,11 +123,11 @@ void taskMain(
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if(!culling.wasVisible())
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{
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// if the meshlet is outside of the frustum, we skip it since we cant do depth culling anyways
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if(meshlet.bounding.insideFrustum(viewFrustum))
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//if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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#ifdef DEPTH_CULLING
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// if the meshlet bounding box is behind the cached depth buffer, we skip
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if(isBoxVisible(meshlet.bounding))
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//if(isBoxVisible(meshlet.bounding))
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#endif
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{
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uint index;
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@@ -0,0 +1,15 @@
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struct QuadOutput
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{
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float2 uv : UV;
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float4 position : SV_Position;
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}
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[shader("vertex")]
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QuadOutput quadMain(uint vertexIndex : SV_VertexID)
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{
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QuadOutput result;
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result.uv = float2((vertexIndex << 1) & 2, vertexIndex & 2);
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result.position = float4(result.uv * 2.0f + -1.0f, 0.0f, 1.0f);
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result.uv.y = 1 - result.uv.y;
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return result;
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}
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@@ -10,5 +10,5 @@ FragmentParameter vertexMain(
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){
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InstanceData inst = pScene.instances[input.instanceId];
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VertexAttributes attr = pVertexData.getAttributes(input.vertexId);
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return attr.getParameter(inst.transformMatrix);
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return attr.getParameter(inst.transformMatrix, inst.inverseTransformMatrix);
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}
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@@ -0,0 +1,117 @@
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// MIT License
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//
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// Copyright (c) 2024 Missing Deadlines (Benjamin Wrensch)
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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// All values used to derive this implementation are sourced from Troy�s initial AgX implementation/OCIO config file available here:
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// https://github.com/sobotka/AgX
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struct Parameters
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{
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float4 offset = float4(0.0);
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float4 slope = float4(1.0);
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float4 power = float4(1.0);
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float sat = 1.0;
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Texture2D hdrInputTexture;
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SamplerState hdrSampler;
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};
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ParameterBlock<Parameters> pParams;
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// AgX
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// ->
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// Mean error^2: 3.6705141e-06
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float3 agxDefaultContrastApprox(float3 x) {
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float3 x2 = x * x;
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float3 x4 = x2 * x2;
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return + 15.5 * x4 * x2
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- 40.14 * x4 * x
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+ 31.96 * x4
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- 6.868 * x2 * x
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+ 0.4298 * x2
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+ 0.1191 * x
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- 0.00232;
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}
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float3 agx(float3 val) {
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const float3x3 agx_mat = transpose(float3x3(
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0.842479062253094, 0.0423282422610123, 0.0423756549057051,
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0.0784335999999992, 0.878468636469772, 0.0784336,
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0.0792237451477643, 0.0791661274605434, 0.879142973793104));
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const float min_ev = -12.47393f;
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const float max_ev = 4.026069f;
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// Input transform
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val = mul(agx_mat, val);
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// Log2 space encoding
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val = clamp(log2(val), min_ev, max_ev);
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val = (val - min_ev) / (max_ev - min_ev);
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// Apply sigmoid function approximation
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val = agxDefaultContrastApprox(val);
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return val;
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}
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float3 agxEotf(float3 val) {
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const float3x3 agx_mat_inv = transpose(float3x3(
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1.19687900512017, -0.0528968517574562, -0.0529716355144438,
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-0.0980208811401368, 1.15190312990417, -0.0980434501171241,
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-0.0990297440797205, -0.0989611768448433, 1.15107367264116));
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// Undo input transform
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val = mul(agx_mat_inv, val);
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// sRGB IEC 61966-2-1 2.2 Exponent Reference EOTF Display
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//val = pow(val, float3(2.2));
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return val;
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}
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float3 agxLook(float3 val) {
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const float3 lw = float3(0.2126, 0.7152, 0.0722);
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float luma = dot(val, lw);
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// Default
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float3 offset = pParams.offset.xyz;
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float3 slope = pParams.slope.xyz;
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float3 power = pParams.power.xyz;
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float sat = pParams.sat;
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// ASC CDL
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val = pow(val * slope + offset, power);
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return luma + sat * (val - luma);
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}
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[shader("pixel")]
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float4 toneMapping(float2 uv : UV) : SV_Target
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{
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float3 hdrValue = pParams.hdrInputTexture.Sample(pParams.hdrSampler, uv).rgb;
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//float3 value = agx(hdrValue);
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//value = agxLook(value);
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//value = agxEotf(value);
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float3 value = hdrValue / (hdrValue + float3(10));
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return float4(value, 1);
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}
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@@ -56,7 +56,6 @@ int main(int argc, char** argv) {
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.size = {1920, 1080},
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.offset = {0, 0},
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},
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.numSamples = Gfx::SE_SAMPLE_COUNT_4_BIT,
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};
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OGameView sceneView = new PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string(), useDepthCulling);
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sceneView->setFocused();
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@@ -60,7 +60,7 @@ void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset) {
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int totalWidth = 0, totalHeight = 0, n = 0;
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unsigned char* data = stbi_load(args.filePath.string().c_str(), &totalWidth, &totalHeight, &n, 4);
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ktxTexture2* kTexture = nullptr;
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VkFormat format = VK_FORMAT_R8G8B8A8_UNORM;
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VkFormat format = VK_FORMAT_R8G8B8A8_SRGB;
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ktxTextureCreateInfo createInfo = {
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.vkFormat = (uint32)format,
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.baseDepth = 1,
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+4
-5
@@ -112,10 +112,10 @@ int main() {
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath = sourcePath / "import/textures/wgen.png",
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//});
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
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// .importPath = "Whitechapel",
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//});
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
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.importPath = "Whitechapel",
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});
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//AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/box.glb",
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// .importPath = "",
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@@ -143,7 +143,6 @@ int main() {
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.size = {1920, 1080},
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.offset = {0, 0},
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},
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.numSamples = Gfx::SE_SAMPLE_COUNT_4_BIT,
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};
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OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string());
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sceneView->setFocused();
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@@ -35,7 +35,6 @@ struct WindowCreateInfo {
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struct ViewportCreateInfo {
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URect dimensions;
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float fieldOfView = glm::radians(70.0f);
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Gfx::SeSampleCountFlags numSamples;
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};
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// doesnt own the data, only proxy it
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struct DataSource {
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@@ -189,7 +189,7 @@ void BasePass::render() {
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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.samples = msColorAttachment.getNumSamples(),
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},
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.rasterizationState =
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{
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@@ -210,7 +210,7 @@ void BasePass::render() {
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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.samples = msColorAttachment.getNumSamples(),
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},
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.rasterizationState =
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{
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@@ -231,7 +231,7 @@ void BasePass::render() {
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Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
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0, sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
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if (graphics->supportMeshShading()) {
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//command->drawMesh(drawCall.instanceMeshData.size(), 1, 1);
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command->drawMesh(drawCall.instanceMeshData.size(), 1, 1);
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} else {
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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for (const auto& meshData : drawCall.instanceMeshData) {
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@@ -287,7 +287,7 @@ void BasePass::render() {
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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.samples = msColorAttachment.getNumSamples(),
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},
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.rasterizationState =
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{
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@@ -314,7 +314,7 @@ void BasePass::render() {
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.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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.samples = msColorAttachment.getNumSamples(),
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},
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.rasterizationState =
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{
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@@ -345,7 +345,7 @@ void BasePass::render() {
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Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
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0, sizeof(VertexData::DrawCallOffsets), &t.offsets);
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if (graphics->supportMeshShading()) {
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//transparentCommand->drawMesh(1, 1, 1);
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transparentCommand->drawMesh(1, 1, 1);
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} else {
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// command->bindIndexBuffer(t.vertexData->getIndexBuffer());
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// for (const auto& meshData : drawCall.instanceMeshData) {
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@@ -396,7 +396,7 @@ void BasePass::publishOutputs() {
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.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.width = viewport->getOwner()->getFramebufferWidth(),
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.height = viewport->getOwner()->getFramebufferHeight(),
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.samples = viewport->getSamples(),
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.samples = Gfx::SE_SAMPLE_COUNT_4_BIT,
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT,
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});
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@@ -404,7 +404,7 @@ void BasePass::publishOutputs() {
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.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
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.width = viewport->getOwner()->getFramebufferWidth(),
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.height = viewport->getOwner()->getFramebufferHeight(),
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.samples = viewport->getSamples(),
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.samples = Gfx::SE_SAMPLE_COUNT_4_BIT, // todo: configure
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.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT,
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});
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@@ -417,7 +417,7 @@ void BasePass::publishOutputs() {
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
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msDepthAttachment.clear.depthStencil.depth = 0.0f;
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colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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colorAttachment = Gfx::RenderTargetAttachment(basePassColor, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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msColorAttachment =
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@@ -437,7 +437,7 @@ void BasePass::publishOutputs() {
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}
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void BasePass::createRenderPass() {
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RenderPass::beginFrame(Component::Camera());
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//RenderPass::beginFrame(Component::Camera());
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//terrainRenderer = new TerrainRenderer(graphics, scene, viewParamsLayout, viewParamsSet);
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cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
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timestamps = resources->requestTimestampQuery("TIMESTAMPS");
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@@ -538,7 +538,7 @@ void BasePass::createRenderPass() {
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.pipelineLayout = debugPipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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.samples = msColorAttachment.getNumSamples(),
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},
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.rasterizationState =
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{
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@@ -612,7 +612,7 @@ void BasePass::createRenderPass() {
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.pipelineLayout = pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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.samples = msColorAttachment.getNumSamples(),
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},
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.rasterizationState =
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{
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@@ -17,6 +17,8 @@ target_sources(Engine
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RenderPass.cpp
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TerrainRenderer.h
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TerrainRenderer.cpp
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ToneMappingPass.h
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ToneMappingPass.cpp
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UIPass.h
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UIPass.cpp
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VisibilityPass.h
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@@ -31,6 +33,7 @@ target_sources(Engine
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CachedDepthPass.h
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DepthCullingPass.h
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LightCullingPass.h
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ToneMappingPass.h
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RayTracingPass.h
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RenderGraph.h
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RenderGraphResources.h
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@@ -297,7 +297,7 @@ void TerrainRenderer::setViewport(Gfx::PViewport _viewport, Gfx::PRenderPass ren
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.pipelineLayout = meshUpdater.pipelineLayout,
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.multisampleState =
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{
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.samples = viewport->getSamples(),
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.samples = Gfx::SE_SAMPLE_COUNT_1_BIT,
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},
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.rasterizationState =
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{
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@@ -0,0 +1,112 @@
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#include "ToneMappingPass.h"
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using namespace Seele;
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ToneMappingPass::ToneMappingPass(Gfx::PGraphics graphics) : RenderPass(graphics) {
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layout = graphics->createDescriptorLayout("ToneMappingDescriptor");
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "offset",
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.uniformLength = sizeof(Vector4),
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "slope",
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.uniformLength = sizeof(Vector4),
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "power",
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.uniformLength = sizeof(Vector4),
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "sat",
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.uniformLength = sizeof(float),
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "hdrInputTexture",
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = "hdrSampler",
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
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});
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layout->create();
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pipelineLayout = graphics->createPipelineLayout("ToneMappingLayout");
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pipelineLayout->addDescriptorLayout(layout);
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graphics->beginShaderCompilation(ShaderCompilationInfo{
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.name = "ToneMapping",
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.modules = {"FullScreenQuad", "ToneMapping"},
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.entryPoints = {{"quadMain", "FullScreenQuad"}, {"toneMapping", "ToneMapping"}},
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.rootSignature = pipelineLayout,
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});
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pipelineLayout->create();
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vert = graphics->createVertexShader({0});
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frag = graphics->createFragmentShader({1});
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sampler = graphics->createSampler({});
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}
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ToneMappingPass::~ToneMappingPass() {}
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void ToneMappingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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void ToneMappingPass::render() {
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hdrInputTexture.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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layout->reset();
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set = layout->allocateDescriptorSet();
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set->updateTexture("hdrInputTexture", 0, hdrInputTexture.getTexture());
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set->updateSampler("hdrSampler", 0, sampler);
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set->writeChanges();
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graphics->beginRenderPass(renderPass);
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Gfx::ORenderCommand command = graphics->createRenderCommand("ToneMapping");
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command->setViewport(viewport);
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command->bindPipeline(pipeline);
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command->bindDescriptor({set});
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command->draw(3, 1, 0, 0);
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graphics->executeCommands(std::move(command));
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graphics->endRenderPass();
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}
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void ToneMappingPass::endFrame() {}
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void ToneMappingPass::publishOutputs() {
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colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("TONEMAPPING_COLOR", colorAttachment);
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}
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void ToneMappingPass::createRenderPass() {
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hdrInputTexture = resources->requestRenderTarget("BASEPASS_COLOR");
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Gfx::RenderTargetLayout targetLayout = Gfx::RenderTargetLayout{
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.colorAttachments = {colorAttachment},
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};
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Array<Gfx::SubPassDependency> dependency = {
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{
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.srcSubpass = ~0U,
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.dstSubpass = 0,
|
||||
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
},
|
||||
{
|
||||
.srcSubpass = 0,
|
||||
.dstSubpass = ~0U,
|
||||
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
|
||||
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
|
||||
},
|
||||
};
|
||||
renderPass = graphics->createRenderPass(targetLayout, dependency, viewport, "ToneMappingPass");
|
||||
pipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
|
||||
.vertexShader = vert,
|
||||
.fragmentShader = frag,
|
||||
.renderPass = renderPass,
|
||||
.pipelineLayout = pipelineLayout,
|
||||
.colorBlend =
|
||||
{
|
||||
.attachmentCount = 1,
|
||||
},
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
#include "RenderPass.h"
|
||||
#include "Graphics/Shader.h"
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
class ToneMappingPass : public RenderPass {
|
||||
public:
|
||||
ToneMappingPass(Gfx::PGraphics graphics);
|
||||
ToneMappingPass(ToneMappingPass&&) = default;
|
||||
ToneMappingPass& operator=(ToneMappingPass&&) = default;
|
||||
virtual ~ToneMappingPass();
|
||||
virtual void beginFrame(const Component::Camera& cam) override;
|
||||
virtual void render() override;
|
||||
virtual void endFrame() override;
|
||||
virtual void publishOutputs() override;
|
||||
virtual void createRenderPass() override;
|
||||
|
||||
private:
|
||||
// non-hdr swapchain output
|
||||
Gfx::RenderTargetAttachment colorAttachment;
|
||||
|
||||
Gfx::RenderTargetAttachment hdrInputTexture;
|
||||
Gfx::OSampler sampler;
|
||||
|
||||
Gfx::ODescriptorLayout layout;
|
||||
Gfx::PDescriptorSet set;
|
||||
Gfx::OPipelineLayout pipelineLayout;
|
||||
Gfx::OVertexShader vert;
|
||||
Gfx::OFragmentShader frag;
|
||||
Gfx::PGraphicsPipeline pipeline;
|
||||
};
|
||||
}
|
||||
@@ -458,7 +458,7 @@ void WaterRenderer::setViewport(Gfx::PViewport _viewport, Gfx::PRenderPass rende
|
||||
.pipelineLayout = waterLayout,
|
||||
.multisampleState =
|
||||
{
|
||||
.samples = viewport->getSamples(),
|
||||
.samples = Gfx::SE_SAMPLE_COUNT_4_BIT,
|
||||
},
|
||||
.rasterizationState =
|
||||
{
|
||||
|
||||
@@ -35,7 +35,8 @@ class RenderTargetAttachment {
|
||||
}
|
||||
SeSampleCountFlags getNumSamples() const {
|
||||
if (viewport != nullptr) {
|
||||
return viewport->getSamples();
|
||||
// viewport backbuffers are not multisampled themselves
|
||||
return Gfx::SE_SAMPLE_COUNT_1_BIT;
|
||||
}
|
||||
return texture->getNumSamples();
|
||||
}
|
||||
|
||||
@@ -55,6 +55,7 @@ void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transfo
|
||||
matData.instances.resize(referencedInstance->getId() + 1);
|
||||
}
|
||||
BatchedDrawCall& matInstanceData = matData.instances[referencedInstance->getId()];
|
||||
matInstanceData.materialInstance = referencedInstance;
|
||||
for (const auto& data : meshData[mesh->id]) {
|
||||
if (mat->hasTransparency()) {
|
||||
auto params = referencedInstance->getMaterialOffsets();
|
||||
@@ -75,7 +76,6 @@ void VertexData::updateMesh(uint32 meshletOffset, PMesh mesh, Component::Transfo
|
||||
.rayTracingScene = mesh->blas,
|
||||
});
|
||||
} else { // opaque
|
||||
matInstanceData.materialInstance = referencedInstance;
|
||||
matInstanceData.rayTracingData.add(mesh->blas);
|
||||
matInstanceData.instanceData.add(inst);
|
||||
matInstanceData.instanceMeshData.add(data);
|
||||
@@ -138,13 +138,12 @@ void VertexData::createDescriptors() {
|
||||
|
||||
void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet> loadedMeshlets) {
|
||||
std::unique_lock l(vertexDataLock);
|
||||
uint32 numMeshData = (loadedMeshlets.size() + 2047) / 2048; // todo: magic number
|
||||
for (uint32 n = 0; n < numMeshData; ++n) {
|
||||
uint32 meshletsToProcess = std::min<uint32>(loadedMeshlets.size() - n * 2048, 2048);
|
||||
for (auto&& chunk : loadedMeshlets | std::views::chunk(2048)) {
|
||||
uint32 meshletOffset = meshlets.size();
|
||||
AABB meshAABB;
|
||||
for (uint32 i = 0; i < meshletsToProcess; ++i) {
|
||||
Meshlet& m = loadedMeshlets[n * 2048 + i];
|
||||
uint32 numMeshlets = 0;
|
||||
for (auto&& m : chunk) {
|
||||
numMeshlets++;
|
||||
//...
|
||||
meshAABB = meshAABB.combine(m.boundingBox);
|
||||
uint32 vertexOffset = vertexIndices.size();
|
||||
@@ -165,7 +164,7 @@ void VertexData::loadMesh(MeshId id, Array<uint32> loadedIndices, Array<Meshlet>
|
||||
}
|
||||
meshData[id].add(MeshData{
|
||||
.bounding = meshAABB, //.toSphere(),
|
||||
.numMeshlets = (uint32)meshletsToProcess,
|
||||
.numMeshlets = numMeshlets,
|
||||
.meshletOffset = meshletOffset,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -172,7 +172,7 @@ RenderPass::RenderPass(PGraphics graphics, Gfx::RenderTargetLayout _layout, Arra
|
||||
.colorAttachmentCount = (uint32)colorRefs.size(),
|
||||
.pColorAttachments = colorRefs.data(),
|
||||
.pResolveAttachments = resolveRefs.size() > 0 ? resolveRefs.data() : nullptr,
|
||||
.pDepthStencilAttachment = &depthRef,
|
||||
.pDepthStencilAttachment = layout.depthAttachment.getTexture() != nullptr ? &depthRef : nullptr,
|
||||
};
|
||||
Array<VkSubpassDependency2> dep;
|
||||
for (const auto& d : dependencies) {
|
||||
|
||||
@@ -10,7 +10,7 @@ Window::~Window() {}
|
||||
Viewport::Viewport(PWindow owner, const ViewportCreateInfo& viewportInfo)
|
||||
: sizeX(std::min(owner->getFramebufferWidth(), viewportInfo.dimensions.size.x)),
|
||||
sizeY(std::min(owner->getFramebufferHeight(), viewportInfo.dimensions.size.y)), offsetX(viewportInfo.dimensions.offset.x),
|
||||
offsetY(viewportInfo.dimensions.offset.y), fieldOfView(viewportInfo.fieldOfView), samples(viewportInfo.numSamples), owner(owner) {}
|
||||
offsetY(viewportInfo.dimensions.offset.y), fieldOfView(viewportInfo.fieldOfView), owner(owner) {}
|
||||
|
||||
Viewport::~Viewport() {}
|
||||
|
||||
|
||||
@@ -52,7 +52,6 @@ class Viewport {
|
||||
constexpr uint32 getOffsetY() const { return offsetY; }
|
||||
constexpr float getContentScaleX() const { return owner->getContentScaleX(); }
|
||||
constexpr float getContentScaleY() const { return owner->getContentScaleY(); }
|
||||
constexpr Gfx::SeSampleCountFlags getSamples() const { return samples; }
|
||||
Matrix4 getProjectionMatrix() const;
|
||||
|
||||
protected:
|
||||
@@ -61,7 +60,6 @@ class Viewport {
|
||||
uint32 offsetX;
|
||||
uint32 offsetY;
|
||||
float fieldOfView;
|
||||
Gfx::SeSampleCountFlags samples;
|
||||
PWindow owner;
|
||||
};
|
||||
DEFINE_REF(Viewport)
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "Graphics/RenderPass/RayTracingPass.h"
|
||||
#include "Graphics/RenderPass/RenderGraphResources.h"
|
||||
#include "Graphics/RenderPass/VisibilityPass.h"
|
||||
#include "Graphics/RenderPass/ToneMappingPass.h"
|
||||
#include "System/CameraUpdater.h"
|
||||
#include "System/LightGather.h"
|
||||
#include "System/MeshUpdater.h"
|
||||
@@ -26,6 +27,7 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
|
||||
renderGraph.addPass(new VisibilityPass(graphics));
|
||||
renderGraph.addPass(new LightCullingPass(graphics, scene));
|
||||
renderGraph.addPass(new BasePass(graphics, scene));
|
||||
renderGraph.addPass(new ToneMappingPass(graphics));
|
||||
renderGraph.setViewport(viewport);
|
||||
renderGraph.createRenderPass();
|
||||
if (graphics->supportRayTracing()) {
|
||||
|
||||
Reference in New Issue
Block a user