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78 lines
2.6 KiB
78 lines
2.6 KiB
/****************************************************************************
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Copyright (c) 2020-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include "gfx-base/GFXDef.h"
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#include "math/Vec4.h"
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namespace cc {
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namespace scene {
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class Camera;
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class Model;
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} // namespace scene
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namespace gfx {
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class CommandBuffer;
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class RenderPass;
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} // namespace gfx
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namespace pipeline {
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class PipelineSceneData;
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inline void srgbToLinear(cc::Vec4 *out, const cc::Vec4 &gamma) {
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out->x = gamma.x * gamma.x;
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out->y = gamma.y * gamma.y;
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out->z = gamma.z * gamma.z;
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}
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inline void srgbToLinear(gfx::Color *out, const gfx::Color &gamma) {
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out->x = gamma.x * gamma.x;
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out->y = gamma.y * gamma.y;
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out->z = gamma.z * gamma.z;
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}
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inline void linearToSrgb(cc::Vec4 *out, const cc::Vec4 &linear) {
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out->x = std::sqrt(linear.x);
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out->y = std::sqrt(linear.y);
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out->z = std::sqrt(linear.z);
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}
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inline void linearToSrgb(gfx::Color *out, const gfx::Color &linear) {
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out->x = std::sqrt(linear.x);
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out->y = std::sqrt(linear.y);
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out->z = std::sqrt(linear.z);
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}
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extern const scene::Camera *profilerCamera;
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void decideProfilerCamera(const ccstd::vector<scene::Camera *> &cameras);
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void renderProfiler(gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuff, scene::Model *profiler, const scene::Camera *camera);
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#if CC_USE_DEBUG_RENDERER
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void renderDebugRenderer(gfx::RenderPass *renderPass, gfx::CommandBuffer *cmdBuff, PipelineSceneData *sceneData, const scene::Camera *camera);
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#endif
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} // namespace pipeline
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} // namespace cc
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