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Added post-process effects #330
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* Added PostProcessStack to manage effect settings * Separated effects into different classes * Updated Lua bindings * Added Blit method to the base renderer
…e grid can be drawn properly, excluding already rendered pixels
* fixed framebuffer wasn't properly set to HDR after resize * removed built-in tonemapping + gamma correction in PBR shader (since it's already performed as a post-processing effect)
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Regarding:
- Adjust lights (especially in asset view) so that PBR materials are as visible as blinn phong
- Make PBR the new default?
I think these should be addressed in another PR. We should implement a system so that the asset view can select a "preview scene" (which would be setup with all the lights and post-processing the user want). By default Overload would ship with a default "preview scene", but through the settings, the user should be able to change the "preview scene" to use when previewing an asset.
Once we have proper support for PBR material preview, PBR should be made the new default.
Sources/Overload/OvCore/src/OvCore/ECS/Components/CPostProcessStack.cpp
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…Pass.cpp Co-authored-by: Thibaut PONCHON <thibaut.ponchon@gmail.com>
…Stack.cpp Co-authored-by: Thibaut PONCHON <thibaut.ponchon@gmail.com>
…ssRenderPass.cpp" This reverts commit bd186b3.
Description
PostProcessStack
to manage effect settings and a new component (CPostProcessStack
) to expose themBlit
method to the base rendererRGBA32F
)To-Do
Screenshots