path trace tonemap + filter fix

This commit is contained in:
turanszkij
2018-06-20 14:42:24 +01:00
parent a0762ae64a
commit ede3bb0c61
4 changed files with 11 additions and 14 deletions
@@ -149,9 +149,12 @@ void PathTracingRenderableComponent::Compose()
wiRenderer::GetDevice()->EventBegin("PathTracingRenderableComponent::Compose", GRAPHICSTHREAD_IMMEDIATE);
wiImageEffects fx;
wiImageEffects fx((float)wiRenderer::GetDevice()->GetScreenWidth(), (float)wiRenderer::GetDevice()->GetScreenHeight());
fx.blendFlag = BLENDMODE_OPAQUE;
fx.presentFullScreen = true;
fx.quality = QUALITY_BILINEAR;
fx.process.setToneMap(true);
fx.setDistortionMap(wiTextureHelper::getInstance()->getBlack()); // tonemap shader uses signed distortion mask, so black = no distortion
fx.setMaskMap(wiTextureHelper::getInstance()->getColor(wiColor::Gray));
wiImage::Draw(rtAccumulation.GetTexture(), fx, GRAPHICSTHREAD_IMMEDIATE);
@@ -1179,12 +1179,12 @@
<ClInclude Include="$(MSBuildThisFileDirectory)DeferredRenderableComponent.h">
<Filter>ENGINE\Components</Filter>
</ClInclude>
<ClInclude Include="C:\PROJECTS\WickedEngine\WickedEngine\PathTracingRenderableComponent.h">
<Filter>ENGINE\Components</Filter>
</ClInclude>
<ClInclude Include="$(MSBuildThisFileDirectory)ShaderInterop_BVH.h">
<Filter>ENGINE\Graphics\GPUMapping</Filter>
</ClInclude>
<ClInclude Include="$(MSBuildThisFileDirectory)PathTracingRenderableComponent.h">
<Filter>ENGINE\Components</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="$(MSBuildThisFileDirectory)LUA\lapi.c">
@@ -2009,7 +2009,7 @@
<ClCompile Include="$(MSBuildThisFileDirectory)DeferredRenderableComponent.cpp">
<Filter>ENGINE\Components</Filter>
</ClCompile>
<ClCompile Include="C:\PROJECTS\WickedEngine\WickedEngine\PathTracingRenderableComponent.cpp">
<ClCompile Include="$(MSBuildThisFileDirectory)PathTracingRenderableComponent.cpp">
<Filter>ENGINE\Components</Filter>
</ClCompile>
</ItemGroup>
+1 -7
View File
@@ -145,19 +145,13 @@ void main( uint3 DTid : SV_DispatchThreadID, uint groupIndex : SV_GroupIndex)
Material mat = materialBuffer[materialIndex];
float4 baseColor = mat.baseColor /** baseColorMap*/;
float4 baseColor = DEGAMMA(mat.baseColor /** baseColorMap*/);
float reflectance = mat.reflectance/* * surfaceMap.r*/;
float metalness = mat.metalness/* * surfaceMap.g*/;
float emissive = mat.emissive /** surfaceMap.b*/;
float roughness = mat.roughness/* * normalMap.a*/;
float sss = mat.subsurfaceScattering;
//float4 baseColor = 1;
//float roughness = 0.2f;
//float reflectance = 0.3f;
//float metalness = 0;
//float emissive = 0;
//float sss = 0;
Surface surface = CreateSurface(P, N, V, baseColor, roughness, reflectance, metalness, emissive, sss);
[loop]
+1 -1
View File
@@ -141,7 +141,7 @@ inline float3 Shade(inout Ray ray, RayHit hit, inout float seed, in float2 pixel
Material mat = materialBuffer[materialIndex];
float4 baseColor = mat.baseColor /** baseColorMap*/;
float4 baseColor = DEGAMMA(mat.baseColor /** baseColorMap*/);
float reflectance = mat.reflectance/* * surfaceMap.r*/;
float metalness = mat.metalness/* * surfaceMap.g*/;
float3 emissive = baseColor.rgb * mat.emissive /** surfaceMap.b*/;