Graphics: Add gamma correction
This commit is contained in:
parent
041be74b9d
commit
d40b8af68d
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@ -48,7 +48,7 @@ int main(int argc, char* argv[])
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std::shared_ptr<Nz::MaterialInstance> materialInstance = Nz::MaterialInstance::Instantiate(Nz::MaterialType::PhysicallyBased);
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materialInstance->SetTextureProperty("AlphaMap", Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
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materialInstance->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_basecolor.png", texParams));
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materialInstance->SetTextureProperty("BaseColorMap", Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_basecolor.png", srgbTexParams));
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materialInstance->SetTextureProperty("MetallicMap", Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_metallic.png", texParams));
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materialInstance->SetTextureProperty("RoughnessMap", Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_roughness.png", texParams));
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@ -338,8 +338,11 @@ int main(int argc, char* argv[])
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planeSampler.wrapModeU = Nz::SamplerWrap::Repeat;
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planeSampler.wrapModeV = Nz::SamplerWrap::Repeat;
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Nz::TextureParams srgbTexParams;
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srgbTexParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
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std::shared_ptr<Nz::MaterialInstance> planeMat = Nz::MaterialInstance::Instantiate(Nz::MaterialType::Phong);
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planeMat->SetTextureProperty("BaseColorMap", fs.Load<Nz::Texture>("assets/dev_grey.png"), planeSampler);
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planeMat->SetTextureProperty("BaseColorMap", fs.Load<Nz::Texture>("assets/dev_grey.png", srgbTexParams), planeSampler);
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std::shared_ptr<Nz::Model> planeModel = std::make_shared<Nz::Model>(std::move(planeMeshGfx));
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planeModel->SetMaterial(0, planeMat);
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@ -106,7 +106,7 @@ int main(int argc, char* argv[])
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viewer2D.emplace<Nz::NodeComponent>();
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auto& cameraComponent = viewer2D.emplace<Nz::CameraComponent>(&windowSwapchain, Nz::ProjectionType::Orthographic);
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cameraComponent.UpdateClearColor(Nz::Color(0.46f, 0.48f, 0.84f, 1.f));
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cameraComponent.UpdateClearColor(Nz::Color::sRGBToLinear(Nz::Color(0.46f, 0.48f, 0.84f, 1.f)));
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}
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return app.Run();
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@ -45,8 +45,9 @@ namespace Nz
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{
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DebugDraw,
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DepthPrepass,
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GammaCorrection,
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Max = DepthPrepass
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Max = GammaCorrection
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};
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template<>
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@ -20,6 +20,7 @@
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#include <Nazara/Graphics/Light.hpp>
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#include <Nazara/Graphics/LightShadowData.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Graphics/PostProcessPipelinePass.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <Nazara/Graphics/RenderQueueRegistry.hpp>
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@ -138,6 +139,7 @@ namespace Nz
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std::unique_ptr<DepthPipelinePass> depthPrepass;
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std::unique_ptr<ForwardPipelinePass> forwardPass;
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std::unique_ptr<DebugDrawPipelinePass> debugDrawPass;
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std::unique_ptr<PostProcessPipelinePass> gammaCorrectionPass;
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AbstractViewer* viewer;
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Int32 renderOrder = 0;
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RenderQueueRegistry forwardRegistry;
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@ -0,0 +1,57 @@
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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_GRAPHICS_POSTPROCESSPIPELINEPASS_HPP
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#define NAZARA_GRAPHICS_POSTPROCESSPIPELINEPASS_HPP
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/FramePipelinePass.hpp>
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#include <Nazara/Graphics/UberShader.hpp>
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namespace Nz
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{
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class FrameGraph;
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class FramePass;
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class FramePipeline;
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class RenderFrame;
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class RenderPipeline;
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class ShaderBinding;
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class NAZARA_GRAPHICS_API PostProcessPipelinePass : public FramePipelinePass
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{
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public:
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PostProcessPipelinePass(FramePipeline& owner, std::string passName, std::string shaderName);
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PostProcessPipelinePass(const PostProcessPipelinePass&) = delete;
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PostProcessPipelinePass(PostProcessPipelinePass&&) = delete;
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~PostProcessPipelinePass() = default;
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void Prepare(RenderFrame& renderFrame);
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FramePass& RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t inputColorBufferIndex, std::size_t outputColorBufferIndex);
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PostProcessPipelinePass& operator=(const PostProcessPipelinePass&) = delete;
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PostProcessPipelinePass& operator=(PostProcessPipelinePass&&) = delete;
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private:
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void BuildPipeline();
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NazaraSlot(UberShader, OnShaderUpdated, m_onShaderUpdated);
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std::shared_ptr<RenderPipelineLayout> m_renderPipelineLayout;
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std::shared_ptr<RenderPipeline> m_renderPipeline;
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std::shared_ptr<RenderPipeline> m_nextRenderPipeline;
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std::shared_ptr<ShaderBinding> m_shaderBinding;
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std::string m_passName;
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UberShader m_shader;
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FramePipeline& m_pipeline;
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bool m_rebuildFramePass;
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};
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}
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#include <Nazara/Graphics/PostProcessPipelinePass.inl>
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#endif // NAZARA_GRAPHICS_POSTPROCESSPIPELINEPASS_HPP
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@ -0,0 +1,11 @@
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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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@ -257,6 +257,9 @@ namespace Nz
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if (passFlags.Test(FramePipelineExtraPass::DepthPrepass))
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viewerData.depthPrepass = std::make_unique<DepthPipelinePass>(*this, m_elementRegistry, viewerInstance, depthPassIndex, "Depth pre-pass");
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if (passFlags.Test(FramePipelineExtraPass::GammaCorrection))
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viewerData.gammaCorrectionPass = std::make_unique<PostProcessPipelinePass>(*this, "Gamma correction", "PostProcess.GammaCorrection");
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m_transferSet.insert(&viewerInstance->GetViewerInstance());
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m_rebuildFrameGraph = true;
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@ -396,6 +399,9 @@ namespace Nz
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if (viewerData.depthPrepass)
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viewerData.depthPrepass->Prepare(renderFrame, frustum, visibleRenderables, depthVisibilityHash);
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if (viewerData.gammaCorrectionPass)
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viewerData.gammaCorrectionPass->Prepare(renderFrame);
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viewerData.forwardPass->Prepare(renderFrame, frustum, visibleRenderables, m_visibleLights, visibilityHash);
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if (viewerData.debugDrawPass)
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@ -611,7 +617,6 @@ namespace Nz
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PixelFormat::RGBA8
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});
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viewerData.depthStencilAttachment = frameGraph.AddAttachment({
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"Depth-stencil buffer",
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Graphics::Instance()->GetPreferredDepthStencilFormat()
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@ -627,14 +632,25 @@ namespace Nz
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lightData->shadowData->RegisterPassInputs(forwardPass);
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}
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viewerData.finalColorAttachment = viewerData.forwardColorAttachment;
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if (viewerData.gammaCorrectionPass)
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{
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std::size_t postGammaColorAttachment = frameGraph.AddAttachment({
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"Gamma-corrected output",
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PixelFormat::RGBA8
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});
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viewerData.gammaCorrectionPass->RegisterToFrameGraph(frameGraph, viewerData.finalColorAttachment, postGammaColorAttachment);
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viewerData.finalColorAttachment = postGammaColorAttachment;
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}
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if (viewerData.debugDrawPass)
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{
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viewerData.debugColorAttachment = frameGraph.AddAttachmentProxy("Debug draw output", viewerData.forwardColorAttachment);
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viewerData.debugDrawPass->RegisterToFrameGraph(frameGraph, viewerData.forwardColorAttachment, viewerData.debugColorAttachment);
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viewerData.debugColorAttachment = frameGraph.AddAttachmentProxy("Debug draw output", viewerData.finalColorAttachment);
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viewerData.debugDrawPass->RegisterToFrameGraph(frameGraph, viewerData.finalColorAttachment, viewerData.debugColorAttachment);
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viewerData.finalColorAttachment = viewerData.debugColorAttachment;
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}
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else
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viewerData.finalColorAttachment = viewerData.forwardColorAttachment;
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}
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using ViewerPair = std::pair<const RenderTarget*, const ViewerData*>;
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@ -0,0 +1,107 @@
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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/PostProcessPipelinePass.hpp>
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#include <Nazara/Graphics/AbstractViewer.hpp>
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#include <Nazara/Graphics/FrameGraph.hpp>
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Renderer/RenderFrame.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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PostProcessPipelinePass::PostProcessPipelinePass(FramePipeline& owner, std::string passName, std::string shaderName) :
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m_passName(std::move(passName)),
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m_shader(nzsl::ShaderStageType::Fragment | nzsl::ShaderStageType::Vertex, std::move(shaderName)),
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m_pipeline(owner)
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{
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RenderPipelineLayoutInfo layoutInfo;
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layoutInfo.bindings.assign({
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{
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0, 0, 1,
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ShaderBindingType::Sampler,
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nzsl::ShaderStageType::Fragment
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}
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});
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std::shared_ptr<RenderDevice> renderDevice = Graphics::Instance()->GetRenderDevice();
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m_renderPipelineLayout = renderDevice->InstantiateRenderPipelineLayout(std::move(layoutInfo));
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if (!m_renderPipelineLayout)
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throw std::runtime_error("failed to instantiate postprocess RenderPipelineLayout");
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m_onShaderUpdated.Connect(m_shader.OnShaderUpdated, [this](UberShader*)
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{
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BuildPipeline();
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});
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BuildPipeline();
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}
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void PostProcessPipelinePass::Prepare(RenderFrame& renderFrame)
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{
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if (m_nextRenderPipeline)
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{
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if (m_renderPipeline)
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renderFrame.PushForRelease(std::move(m_renderPipeline));
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m_renderPipeline = std::move(m_nextRenderPipeline);
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m_rebuildFramePass = true;
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}
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}
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FramePass& PostProcessPipelinePass::RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t inputColorBufferIndex, std::size_t outputColorBufferIndex)
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{
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FramePass& postProcess = frameGraph.AddPass(m_passName);
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postProcess.AddInput(inputColorBufferIndex);
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postProcess.AddOutput(outputColorBufferIndex);
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postProcess.SetExecutionCallback([&]()
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{
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return (m_rebuildFramePass) ? FramePassExecution::UpdateAndExecute : FramePassExecution::Execute;
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});
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postProcess.SetCommandCallback([this, inputColorBufferIndex](CommandBufferBuilder& builder, const FramePassEnvironment& env)
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{
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if (m_shaderBinding)
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env.renderFrame.PushForRelease(std::move(m_shaderBinding));
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auto& samplerCache = Graphics::Instance()->GetSamplerCache();
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const auto& sourceTexture = env.frameGraph.GetAttachmentTexture(inputColorBufferIndex);
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const auto& sampler = samplerCache.Get({});
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m_shaderBinding = m_renderPipelineLayout->AllocateShaderBinding(0);
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m_shaderBinding->Update({
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{
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0,
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Nz::ShaderBinding::SampledTextureBinding {
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sourceTexture.get(), sampler.get()
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}
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}
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});
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builder.SetScissor(env.renderRect);
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builder.SetViewport(env.renderRect);
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builder.BindRenderPipeline(*m_renderPipeline);
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builder.BindRenderShaderBinding(0, *m_shaderBinding);
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builder.Draw(3);
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m_rebuildFramePass = false;
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});
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return postProcess;
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}
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void PostProcessPipelinePass::BuildPipeline()
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{
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std::shared_ptr<RenderDevice> renderDevice = Graphics::Instance()->GetRenderDevice();
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RenderPipelineInfo pipelineInfo;
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pipelineInfo.pipelineLayout = m_renderPipelineLayout;
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pipelineInfo.shaderModules.push_back(m_shader.Get({}));
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m_nextRenderPipeline = renderDevice->InstantiateRenderPipeline(pipelineInfo);
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}
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}
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@ -0,0 +1,36 @@
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[nzsl_version("1.0")]
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module Math.Color;
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// from https://en.wikipedia.org/wiki/SRGB
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option ApproximatesRGB: bool = false;
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[export]
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fn LinearTosRGB(color: vec3[f32]) -> vec3[f32]
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{
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const if (!ApproximatesRGB)
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{
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return select(
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color > (0.0031308).rrr,
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1.055 * pow(color, (1.0 / 2.4).rrr) - (0.055).rrr,
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12.92 * color
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);
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}
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else
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return pow(color, (1.0 / 2.2).rrr);
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}
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[export]
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fn sRGBToLinear(color: vec3[f32]) -> vec3[f32]
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{
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const if (!ApproximatesRGB)
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{
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return select(
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color > (0.04045).rrr,
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pow((color + (0.055).rrr) / 1.055, (2.4).rrr),
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color / 12.92
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);
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}
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else
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return pow(color, (2.2).rrr);
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}
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@ -0,0 +1,26 @@
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[nzsl_version("1.0")]
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module PostProcess.GammaCorrection;
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import VertOut, VertexShader from Engine.FullscreenVertex;
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import LinearTosRGB from Math.Color;
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external
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{
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[binding(0)] colorTexture: sampler2D[f32]
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}
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struct FragOut
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{
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[location(0)] color: vec4[f32]
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}
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[entry(frag)]
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fn main(input: VertOut) -> FragOut
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{
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let color = colorTexture.Sample(input.uv);
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color.rgb = LinearTosRGB(color.rgb);
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let output: FragOut;
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output.color = color;
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return output;
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}
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@ -122,7 +122,7 @@ namespace Nz
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{
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TextureParams texParams;
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texParams.renderDevice = Graphics::Instance()->GetRenderDevice();
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texParams.loadFormat = PixelFormat::RGBA8; //< TODO: Re-enable gamma correction
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texParams.loadFormat = PixelFormat::RGBA8_SRGB;
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auto CreateMaterialFromTexture = [&](std::shared_ptr<Texture> texture)
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{
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