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Adding a simple manual exposure control to configure the tonemapping and expose it to js. Add a convenient way to access the Job._concept._data with template

samcake committed 10 years ago

Commit d2ebaef1 parent 2bbd5d818 files · +165 −12Browse files

Showing the changes to libraries/render-utils/src/FramebufferCache.cpp (1 of 18 files). Show all

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libraries/render-utils/src/FramebufferCache.cpp+3−1
@@ -87,9 +87,11 @@ void FramebufferCache::createPrimaryFramebuffer() { · 86 unmodified lines
87 auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));87 auto tex = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width * 0.5, height * 0.5, defaultSampler));
88 _selfieFramebuffer->setRenderBuffer(0, tex);88 _selfieFramebuffer->setRenderBuffer(0, tex);
89 89
90 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
91
90 //_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, defaultSampler));92 //_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, defaultSampler));
91 //lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::R11G11B10), width, height, defaultSampler));93 //lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::R11G11B10), width, height, defaultSampler));
92 _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, defaultSampler));94 _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, smoothSampler));
93 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());95 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
94 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);96 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
95 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);97 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);