Graphics: Add gamma correction
This commit is contained in:
committed by
Jérôme Leclercq
parent
041be74b9d
commit
d40b8af68d
107
src/Nazara/Graphics/PostProcessPipelinePass.cpp
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107
src/Nazara/Graphics/PostProcessPipelinePass.cpp
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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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