Пример #1
0
GeometryBuffers initializeGeometryBuffers(FrameGraph &frameGraph, int width,
                                          int height)
{

  return frameGraph.addPass<GeometryBuffers>(
      //////////////////////////////////////////////////////
      // SETUP
      [&](FrameGraph::PassBuilder &builder, GeometryBuffers &data) {
        data.depth = builder.createTexture2D(ImageFormat::D32_SFLOAT, width,
                                             height, "depth");
        data.diffuse = builder.createTexture2D(ImageFormat::R8G8B8A8_UNORM,
                                               width, height, "diffuse");
        data.normals = builder.createTexture2D(ImageFormat::R16G16_SFLOAT,
                                               width, height, "normals");
        data.objectIDs = builder.createTexture2D(ImageFormat::R16G16_SINT,
                                                 width, height, "objectIDs");
        data.velocity = builder.createTexture2D(ImageFormat::R32G32_SFLOAT,
                                                width, height, "velocity");
        builder.setName("InitGeometryBuffers");
      },
      //////////////////////////////////////////////////////
      // EXECUTE
      [](GeometryBuffers &data, FrameGraph::PassResources &pass) {
        // Clear targets
        clearTexture(pass.getTexture(data.diffuse),
                     vec4{0.0f, 0.0f, 0.0f, 1.0f});
        clearTexture(pass.getTexture(data.normals),
                     vec4{0.5f, 0.5f, 0.0f, 1.0f});
        clearTexture(pass.getTexture(data.objectIDs), ivec4{0, 0, 0, 0});
        clearDepthTexture(pass.getTexture(data.depth), 0.0f);
        clearTexture(pass.getTexture(data.velocity),
                     vec4{0.0f, 0.0f, 0.0f, 1.0f});
      });
}
Пример #2
0
bool ATOM_DOFEffect::createRT(ATOM_RenderDevice *device)
{
#if 0 
	ATOM_PostEffect *prevEffect = getPreviousEffect ();
	ATOM_Texture *inputTexture = prevEffect ? prevEffect->getRenderTarget() : _chain->getInputTexture();
#else
	ATOM_AUTOREF(ATOM_Texture) inputTexture = getSourceInputTex();
#endif
	if (!inputTexture)
	{
		return false;
	}

	_source = inputTexture;

	// 如果RT未创建,或者RT的大小和当前屏幕大小不一致 重建RT
	if( !_dofBlurMaskTex || !_blurTexs[0] || !_blurTexs[1] || !_blurTexs[2] ||
		_rtWidth != inputTexture->getWidth() || _rtHeight != inputTexture->getHeight() )
	{
		_rtWidth = inputTexture->getWidth();
		_rtHeight = inputTexture->getHeight();

		// wangjian modified : 使用ATOM_PostEffectRTMgr创建全局的RenderTarget
#if 0
		_dofBlurMaskTex = device->allocTexture (0, 0, _rtWidth, _rtHeight, ATOM_PIXEL_FORMAT_RGBA8888, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);
		if( !_dofBlurMaskTex )
			return false;
		clearTexture (_dofBlurMaskTex.get());

		for( int i = 0; i < 3; ++i )
		{
			_blurTexs[i] = device->allocTexture (0, 0, _rtWidth/8, _rtHeight/8, ATOM_PIXEL_FORMAT_RGBA16F, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);
			if( !_blurTexs[i] )
				return false;
			clearTexture (_blurTexs[i].get());
		}
#else

#if !USE_OPTIMIZATION
		_dofBlurMaskTex = ATOM_PostEffectRTMgr::getRT( _rtWidth, _rtHeight, ATOM_PIXEL_FORMAT_RGBA8888, 0 );
		if( !_dofBlurMaskTex )
			return false;
		clearTexture (_dofBlurMaskTex.get());
#endif

		for( int i = 0; i < 3; ++i )
		{
			_blurTexs[i] = ATOM_PostEffectRTMgr::getRT( _rtWidth/8, _rtHeight/8, ATOM_PIXEL_FORMAT_RGBA32F, i );
			if( !_blurTexs[i] )
				return false;
			clearTexture (_blurTexs[i].get());
		}
#endif
	
	}

	return true;
}
Пример #3
0
/* TextureEditorPanel::openTexture
 * Loads a TEXTUREX format texture into the editor
 *******************************************************************/
bool TextureEditorPanel::openTexture(CTexture* tex, TextureXList* list)
{
	// Check texture was given
	if (!tex)
	{
		clearTexture();
		return false;
	}

	// Set as current texture
	if (!tex_current)
		tex_current = new CTexture();
	tex_current->copyTexture(tex);
	tex_current->setList(list);

	// Open texture in canvas
	tex_canvas->openTexture(tex_current, tx_editor->getArchive());

	// Set control values
	updateTextureControls();
	populatePatchList();
	updatePatchControls();

	tex_modified = false;

	return true;
}
Пример #4
0
/* CTextureCanvas::openTexture
 * Loads a composite texture to be displayed
 *******************************************************************/
bool CTextureCanvas::openTexture(CTexture* tex, Archive* parent)
{
	// Clear the current texture
	clearTexture();

	// Set texture
	texture = tex;
	this->parent = parent;

	// Init patches
	clearPatchTextures();
	for (uint32_t a = 0; a < tex->nPatches(); a++)
	{
		// Create GL texture
		patch_textures.push_back(new GLTexture());

		// Set selection
		selected_patches.push_back(false);
	}

	// Listen to it
	listenTo(tex);

	// Redraw
	Refresh();

	return true;
}
Пример #5
0
void Material::clearTexture(size_t index)
{
    auto ptr = lock();
    if ( ptr )
        ptr->clearTexture(index);
}
Пример #6
0
void Material::clearTexture()
{
    auto ptr = lock();
    if ( ptr )
        ptr->clearTexture();
}
Пример #7
0
void Blur_init(){
	blur=Blur_basic;
	sw=larger_pow2(screen->w);
	sh=larger_pow2(screen->h);
	
	GLint mx;
	glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mx);
	
	consoleLog("Blur_init: required texture size is %dx%d\n", sw, sh);
	
	if(sw>mx || sh>mx){
		consoleLog("Blur_init: too big texture, disabling blur\n");
		blur=Blur_none;
		return;
	}
	
	consoleLog("Blur_init: allocating screen buffer\n");
	
	glGenTextures(1, &tex_screen);
	glBindTexture(GL_TEXTURE_2D, tex_screen);
#if GL_EXT_framebuffer_object
	if(use_hdr){
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, 
					 sw,sh, 0,
					 GL_RGB, GL_HALF_FLOAT_ARB, NULL);
	}else{
#endif
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 
					 sw,sh, 0,
					 GL_RGB, GL_UNSIGNED_BYTE, NULL);
#if GL_EXT_framebuffer_object
	}
#endif
	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	glClearColor(0.f, 0.f, 0.0f, 1.f);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
	glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screen->w, screen->h);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	clearTexture(sw, sh);
	
#if GL_ARB_shader_objects
#if GL_ARB_depth_texture
	
	if(cap_glsl){
		
		consoleLog("Blur_init: allocating depth buffer\n");
		
		glGenTextures(1, &tex_depth);
		glBindTexture(GL_TEXTURE_2D, tex_depth);
		int comp;
		GLint i;
		glGetIntegerv(GL_DEPTH_BITS, &i);
		switch(i){
			case 16:
				comp=GL_DEPTH_COMPONENT16_ARB;
				break;
			case 24:
				comp=GL_DEPTH_COMPONENT24_ARB;
				break;
			case 32:
				comp=GL_DEPTH_COMPONENT32_ARB;
				break;
			default:
				comp=GL_DEPTH_COMPONENT;
				break;
		}
		comp=GL_DEPTH_COMPONENT;
		if(use_hdr)
			comp=GL_DEPTH_COMPONENT24_ARB;
		
		glTexImage2D(GL_TEXTURE_2D, 0, comp, 
					 sw,sh, 0,
					 GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
		
	}
#endif
#endif
	
#if GL_ARB_shader_objects
	
	if(cap_glsl){
	
		prg_blurSimple=create_program("res/shaders/blur1.vs", "res/shaders/blur1.fs");
		if(prg_blurSimple)
			consoleLog("Blur_init: compiled program \"blur1\"\n");
		else
			consoleLog("Blur_init: couldn't compile program \"blur1\"\n");
	
#if GL_ARB_depth_texture
		prg_blurDepth=create_program("res/shaders/blur2.vs", "res/shaders/blur2.fs");
		if(prg_blurDepth)
			consoleLog("Blur_init: compiled program \"blur2\"\n");
		else
			consoleLog("Blur_init: couldn't compile program \"blur2\"\n");
	
#endif
		
	}else{
		
#endif
	
		consoleLog("Blur_init: no programs to compile\n");
		
#if GL_ARB_shader_objects

	}
		
#endif
	
#if GL_ARB_shader_objects
	if(cap_glsl){
		blur=Blur_glsl_simple;
#if GL_ARB_depth_texture
		blur=Blur_glsl_depth;
#endif
	}
#endif

}
Пример #8
0
void HDR_Pipeline::setSource (ATOM_RenderDevice *device, ATOM_Texture *hdrSource)
{
	if (_source.get() == hdrSource && hdrSource->getWidth() == _lastSourceWidth && hdrSource->getHeight() == _lastSourceHeight)
	{
		return;
	}

	_source = hdrSource;
	_lastSourceWidth = hdrSource->getWidth();
	_lastSourceHeight = hdrSource->getHeight();

	_cropWidth = hdrSource->getWidth() - (hdrSource->getWidth() % 8);
	_cropHeight = hdrSource->getHeight() - (hdrSource->getHeight() % 8);

	//--- wangjian modified for FLOAT BUFFER test ---//

	_sourceScaled = device->allocTexture (0, 0, _cropWidth/4, _cropHeight/4, /*ATOM_PIXEL_FORMAT_BGRA8888*/ATOM_PIXEL_FORMAT_RGBA16F, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);
	_brightPass = device->allocTexture (0, 0, _cropWidth/4+2, _cropHeight/4+2, ATOM_PIXEL_FORMAT_BGRA8888, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);
	_starSource = device->allocTexture (0, 0, _cropWidth/4+2, _cropHeight/4+2, ATOM_PIXEL_FORMAT_BGRA8888, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);
	_bloomSource = device->allocTexture (0, 0, _cropWidth/8+2, _cropHeight/8+2, ATOM_PIXEL_FORMAT_BGRA8888, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);
	_adaptedLumCurrent = device->allocTexture (0, 0, 1, 1, /*ATOM_PIXEL_FORMAT_GREY8*/ATOM_PIXEL_FORMAT_R16F, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);
	_adaptedLumLast = device->allocTexture (0, 0, 1, 1, /*ATOM_PIXEL_FORMAT_GREY8*/ATOM_PIXEL_FORMAT_R16F, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);

    for(int i = 0; i < NUM_TONEMAP_TEXTURES; ++i)
    {
        int iSampleLen = 1 << ( 2 * i );
		_toneMapTextures[i] = device->allocTexture (0, 0, iSampleLen, iSampleLen, /*ATOM_PIXEL_FORMAT_GREY8*/ATOM_PIXEL_FORMAT_R16F, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);
    }

    for(int i = 1; i < NUM_BLOOM_TEXTURES; ++i)
    {
		_bloomTextures[i] = device->allocTexture (0, 0, _cropWidth/8+2, _cropHeight/8+2, ATOM_PIXEL_FORMAT_BGRA8888, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);
        clearTexture( _bloomTextures[i].get() );
    }

	_bloomTextures[0] = device->allocTexture (0, 0, _cropWidth/8, _cropHeight/8, ATOM_PIXEL_FORMAT_BGRA8888, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);

    for(int i = 0; i < NUM_STAR_TEXTURES; ++i)
    {
		_starTextures[i] = device->allocTexture (0, 0, _cropWidth/4, _cropHeight/4, ATOM_PIXEL_FORMAT_BGRA8888/*ATOM_PIXEL_FORMAT_RGBA16F*/, ATOM_Texture::TEXTURE2D|ATOM_Texture::RENDERTARGET);
    }

	clearTexture (_adaptedLumCurrent.get());
	clearTexture (_adaptedLumLast.get());
	clearTexture (_bloomSource.get());
	clearTexture (_brightPass.get());
	clearTexture (_starSource.get());

	_hdrMaterial = ATOM_MaterialManager::createMaterialFromCore (device, "/materials/builtin/hdr.mat");
	_hdrMaterial->getParameterTable()->setFloat( "g_fBloomScale", 1.0f );
    _hdrMaterial->getParameterTable()->setFloat( "g_fStarScale", 0.5f );

#if DEBUG_HDR
	if( bsaveall )
	{
		device->setRenderTarget (0, 0);
		_source->saveToFile ("/source.png");
	}
#endif

}