added options to toggle gamma correct and HDR tonemapping from the debug GUI
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@ -1,5 +1,3 @@
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#version 330 core
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// LIGHT BUFFER
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uniform sampler2DRect lightBuffer;
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@ -15,10 +13,14 @@ void main(void) {
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vec3 color = texelFetch(lightBuffer, texCoord).xyz;
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// HDR tonemapping
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#ifdef HDR_TONEMAPPING
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color = color / (color + vec3(1.0));
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#endif
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// gamma correct
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#ifdef GAMMA_CORRECT
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color = pow(color, vec3(1.0/2.2));
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#endif
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outColor = vec4(color, 1.0);
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}
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@ -1,5 +1,3 @@
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#version 330 core
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layout(location = 0)in vec2 inPosition;
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void main(void) {
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@ -90,11 +90,14 @@ DeferredPipeline::DeferredPipeline() :
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m_skybox(nullptr),
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m_width(512),
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m_height(512),
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m_postEffectsShader(nullptr),
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m_depth_stencil_renderBuffer(0),
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m_gBuffer(nullptr),
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m_lightingBuffer(nullptr),
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m_renderTarget(nullptr),
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m_debugGuiEnabled(false)
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m_debugGuiEnabled(false),
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m_gammaCorrectEnabled(true),
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m_hdrTonemappingEnabled(false)
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{
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Resource::ResourceMap shaderMap;
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Resource::getResourcePack_shaders(shaderMap);
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@ -107,15 +110,21 @@ DeferredPipeline::DeferredPipeline() :
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m_mesh2DSource = new ShaderSource();
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m_mesh2DSource->setSource(shaderMap["shaders/gui.vert.glsl"], ShaderSource::VERTEX);
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m_mesh2DSource->setSource(shaderMap["shaders/gui.frag.glsl"], ShaderSource::FRAGMENT);
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std::string vertSource = shaderMap["shaders/posteffects.vert.glsl"];
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std::string fragSource = shaderMap["shaders/posteffects.frag.glsl"];
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m_postEffectsShader = new Shader(vertSource, fragSource);
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m_postEffectsShaders = new ShaderSource();
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m_postEffectsShaders->setSource(shaderMap["shaders/posteffects.vert.glsl"], ShaderSource::VERTEX);
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m_postEffectsShaders->setSource(shaderMap["shaders/posteffects.frag.glsl"], ShaderSource::FRAGMENT);
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recompilePostEffectsShader();
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m_debugShaders = new ShaderSource();
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m_debugShaders->setSource(shaderMap["shaders/gui.vert.glsl"], ShaderSource::VERTEX);
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m_debugShaders->setSource(shaderMap["shaders/gui.frag.glsl"], ShaderSource::FRAGMENT);
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m_debugShaders->setSource(shaderMap["shaders/debug.vert.glsl"], ShaderSource::VERTEX);
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m_debugShaders->setSource(shaderMap["shaders/debug.frag.glsl"], ShaderSource::FRAGMENT);
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m_guiMesh = new GuiMesh();
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m_guiMesh->initGL();
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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}
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bool depthCompare(const GeometryNode* firstElem, const GeometryNode* secondElem) {
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@ -259,8 +268,8 @@ void DeferredPipeline::renderGL(Scene *scene)
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node->mesh->draw(shader);
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}
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//if(m_debugGuiEnabled)
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// gui();
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if(m_debugGuiEnabled)
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gui();
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// IMGUI PASS
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m_guiMesh->drawGL();
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@ -316,6 +325,10 @@ struct DebugCanvas
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void DeferredPipeline::gui()
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{
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ImGui::Begin("Rendering Pipeline", &m_debugGuiEnabled);
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if(ImGui::Checkbox("Gamma correction", &m_gammaCorrectEnabled))
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recompilePostEffectsShader();
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if(ImGui::Checkbox("HDR tonemapping", &m_hdrTonemappingEnabled))
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recompilePostEffectsShader();
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if(ImGui::Button("Add a debug canvas"))
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{
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@ -326,6 +339,18 @@ void DeferredPipeline::gui()
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}
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void DeferredPipeline::recompilePostEffectsShader()
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{
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std::vector<const char*> defines;
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if(m_gammaCorrectEnabled)
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defines.push_back("GAMMA_CORRECT");
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if(m_hdrTonemappingEnabled)
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defines.push_back("HDR_TONEMAPPING");
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if(m_postEffectsShader != nullptr)
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delete m_postEffectsShader;
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m_postEffectsShader = m_postEffectsShaders->compile(defines);
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}
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void DeferredPipeline::setSkybox(Texture* texture)
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{
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if(m_skybox != nullptr)
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@ -44,11 +44,12 @@ class DeferredPipeline : public Pipeline
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std::unordered_map<unsigned int, Shader*> m_mesh3DShaders;
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std::unordered_map<unsigned int, Shader*> m_lightShaders;
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std::unordered_map<unsigned int, Shader*> m_mesh2DShaders;
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Shader *m_postEffectsShader;
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ShaderSource *m_gBufferSource;
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ShaderSource *m_lightingSource;
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ShaderSource *m_mesh2DSource;
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Shader *m_postEffectsShader; // TODELETE
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ShaderSource *m_postEffectsShaders;
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ShaderSource *m_debugShaders;
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GuiMesh * m_guiMesh;
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@ -61,8 +62,11 @@ class DeferredPipeline : public Pipeline
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// debug gui
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bool m_debugGuiEnabled;
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bool m_gammaCorrectEnabled;
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bool m_hdrTonemappingEnabled;
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void gui();
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void recompilePostEffectsShader();
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public:
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DeferredPipeline();
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