tonemapping reorder and another example render
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BIN
progress/25 dragon oustisde, rinehard tonemap.png
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BIN
progress/25 dragon oustisde, rinehard tonemap.png
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@@ -34,9 +34,9 @@ enum RenderMode {
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};
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enum ToneMapMode {
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MODE_TONEMAP_CLAMP,
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MODE_TONEMAP_REINHARD,
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MODE_TONEMAP_EXP,
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MODE_TONEMAP_CLAMP,
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MODE_TONEMAP_BASIC
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};
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@@ -63,50 +63,60 @@ void FrameBuffer::PostProcess(ToneMapMode mode) {
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memset((void*)m_swapBuffer, 0, (XRes * YRes) * sizeof(glm::vec3));
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// reinhard
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if (mode == MODE_TONEMAP_BASIC) {
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float max = 0.0f;
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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if (RenderPostProcess[y * this->XRes + x].r > max) max = RenderPostProcess[y * this->XRes + x].r;
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if (RenderPostProcess[y * this->XRes + x].g > max) max = RenderPostProcess[y * this->XRes + x].g;
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if (RenderPostProcess[y * this->XRes + x].b > max) max = RenderPostProcess[y * this->XRes + x].b;
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}
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switch (mode) {
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case MODE_TONEMAP_REINHARD:
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{
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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m_swapBuffer[y * this->XRes + x] = RenderPostProcess[y * this->XRes + x] /
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(RenderPostProcess[y * this->XRes + x] + 1.0f);
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}
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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m_swapBuffer[y * this->XRes + x] = RenderPostProcess[y * this->XRes + x] / max;
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}
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} else if (mode == MODE_TONEMAP_CLAMP) {
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break;
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}
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case MODE_TONEMAP_EXP:
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{
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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m_swapBuffer[y * this->XRes + x] = 1.0f - exp2(RenderPostProcess[y * this->XRes + x] * 1.0f);
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}
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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m_swapBuffer[y * this->XRes + x] = Clamp(RenderPostProcess[y * this->XRes + x], 1.0f, 0.0f);
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}
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} else if (mode == MODE_TONEMAP_REINHARD) {
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break;
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}
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case MODE_TONEMAP_CLAMP:
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{
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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m_swapBuffer[y * this->XRes + x] = Clamp(RenderPostProcess[y * this->XRes + x], 1.0f, 0.0f);
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}
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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m_swapBuffer[y * this->XRes + x] = RenderPostProcess[y * this->XRes + x] / (RenderPostProcess[y * this->XRes + x] + 1.0f);
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}
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break;
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}
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case MODE_TONEMAP_BASIC:
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{
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float max = 0.0f;
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} else if (mode == MODE_TONEMAP_EXP) {
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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if (RenderPostProcess[y * this->XRes + x].r > max) max = RenderPostProcess[y * this->XRes + x].r;
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if (RenderPostProcess[y * this->XRes + x].g > max) max = RenderPostProcess[y * this->XRes + x].g;
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if (RenderPostProcess[y * this->XRes + x].b > max) max = RenderPostProcess[y * this->XRes + x].b;
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}
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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m_swapBuffer[y * this->XRes + x] = 1.0f - exp(RenderPostProcess[y * this->XRes + x] * 1.0f);
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}
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} else {
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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m_swapBuffer[y * this->XRes + x] = Clamp(RenderPostProcess[y * this->XRes + x], 1.0f, 0.0f);
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}
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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m_swapBuffer[y * this->XRes + x] = RenderPostProcess[y * this->XRes + x] / max;
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}
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break;
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}
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default:
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{
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break;
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}
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}
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for (int x = 0; x < XRes; x++)
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for (int y = 0; y < YRes; y++) {
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RenderPostProcess[y * this->XRes + x] = m_swapBuffer[y * this->XRes + x];
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@@ -76,7 +76,7 @@ public:
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uint32_t* RenderData;
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int XRes, YRes;
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float Gamma = 1.0f / 2.3f;
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float Gamma;
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~FrameBuffer();
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@@ -84,7 +84,7 @@ void ProgressiveRenderer::Input() {
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ImGui::Combo("Render Mode", &m_renderModeSelected, renderItems, IM_ARRAYSIZE(renderItems));
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m_mode = (RenderMode)m_renderModeSelected;
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const char* toneMapItems[] = { "Clamp", "Reinhard Tonamap", "Exponential Tonemap", "Basic Tonemap" };
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const char* toneMapItems[] = { "Reinhard Tonamap", "Exponential Tonemap", "Clamp", "Basic Tonemap" };
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ImGui::Combo("ToneMap Mode", &m_toneMapModeSelected, toneMapItems, IM_ARRAYSIZE(toneMapItems));
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ImGui::SliderFloat("Gamma", &m_gamma, 1.0f, 4.0f);
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@@ -117,7 +117,7 @@ void ProgressiveRenderer::Render() {
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m_engine->Mode = m_mode;
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m_engine->PostProcess(m_threadPool->ThreadFrameBuffer->RenderTarget, m_threadPool->ThreadFrameBuffer->RenderPostProcess, m_scene->w, m_scene->h);
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// Denoise
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// Denoise in HDR space
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m_threadPool->ThreadFrameBuffer->PostProcess((ToneMapMode)m_toneMapModeSelected);
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@@ -75,7 +75,7 @@ private:
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int m_framesRendererd = 0;
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// Gamma to pass to the framebuffer
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float m_gamma = 2.3f;
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float m_gamma = 2.2f;
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// Image save path to pass to the framebuffer
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std::string m_imageSavePath = "image.png";
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@@ -10,9 +10,13 @@ class Ray;
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class RenderEngine {
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public:
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// Default constructor
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RenderEngine();
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// Sets the active rendering scene for the engine
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void SetScene(Scene* scene);
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// Recursive getcolour
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glm::vec3 GetColour(Ray ray, int& depth);
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void PostProcess(glm::vec3* src, glm::vec3* dst, int w, int h);
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@@ -2,8 +2,8 @@
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#include "../src/inferno.hpp"
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static const int width = 1000;
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static const int height = 1000;
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static const int width = 1080;
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static const int height = 720;
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int main(int argc, char** argv) {
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InfernoEngine inferno;
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@@ -26,31 +26,19 @@ int main(int argc, char** argv) {
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//Sphere sphere1({ 1.3f, -0.8f, -5.0f }, 0.2f, new Material({ 0.817f, 0.374, 0.574 }));
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//scene->objects.push_back(&sphere1);
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//Sphere sphere({ 0.0f, 0.0f, -5.0f }, 1.0f, new Material({ 0.817f, 0.374, 0.574 }));
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Sphere sphere({ 0.0f, 0.0f, -5.0f }, 1.0f, new Material({ 0.817f, 0.374, 0.574 }));
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// sphere.material->NormalTexture = new Texture("E:/Projects/Inferno/resources/textures/dirt-normal.jpg");
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// sphere.material->NormalTexture = new Texture("/home/ben/programming/inferno/resources/textures/dirt-normal.jpg");
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//scene->objects.push_back(&sphere);
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sphere.material->NormalTexture = new Texture("/home/ben/programming/inferno/resources/textures/dirt-normal.jpg");
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scene->objects.push_back(&sphere);
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//Sphere light({ 35.0f, 50.0f, 25.0f }, 25.0f, new Material({ 1.0f, 1.0f, 1.0f }, 0.0f, 200.0f));
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//scene->objects.push_back(&light);
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Sphere light({ 35.0f, 50.0f, 25.0f }, 25.0f, new Material({ 1.0f, 1.0f, 1.0f }, 0.0f, 200.0f));
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scene->objects.push_back(&light);
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//Plane plane({ 0.0f,-1.0f, 0.0f }, { 0.0f, -1.0f, 0.0f }, new Material({ 0.2f, 0.2f, 0.2f }));
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Plane plane({ 0.0f,-1.0f, 0.0f }, { 0.0f, -1.0f, 0.0f }, new Material({ 0.2f, 0.2f, 0.2f }));
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// plane.material->NormalTexture = new Texture("E:/Projects/Inferno/resources/textures/normals.png");
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// plane.material->NormalTexture = new Texture("/home/ben/programming/inferno/resources/textures/normals.png");
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//scene->objects.push_back(&plane);
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plane.material->NormalTexture = new Texture("/home/ben/programming/inferno/resources/textures/normals.png");
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scene->objects.push_back(&plane);
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scene->objects.push_back(new Sphere({ 35.0f, 26.0f, 25.0f }, 15.0f, new Material({ 1.0f, 1.0f, 1.0f }, 0.0f, 50.0f)));
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scene->objects.push_back(new Sphere({-0.457001f, 0.19f, -3.53899f}, 0.02f, new Material({ 1.0f, 0.9f, 0.8f }, 0.0f, 5000.0f)));
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scene->objects.push_back(new Plane( { 0.0f, -1.0f, 0.0f }, { 0.0f, -1.0f, 0.0f }, new Material({ 0.847f, 0.792f, 0.658f }, 0.2f)));
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//std::vector<Triangle*> tris = LoadTrianglesBasic("//home//ben//programming//inferno//resources//dragon-normals.obj", "//home//ben//programming//inferno//resources//resources");
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std::vector<Triangle*> tris = LoadTrianglesBasic("E://Projects//Inferno//resources//models//dragon-normals.obj", "E://Projects//Inferno//resources//models");
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Mesh* mesh = new Mesh(tris);
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mesh->Translate({ 0.2f, -1.04, -3.8f });
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//mesh->Translate({ 0.0f, -1.0, -4.0f });
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mesh->Optimise();
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scene->meshs.push_back(mesh);
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inferno.SetScene(scene);
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inferno.Ready();
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