05.01.2021
+ Bloom effect + PixelInformation + Many Summaries + Add-methods for CVectors + Exposure-Field in GenericCamera for HDR. ~ ColorAttachments now can have PixelInformation ~ Transformed MeshAttributes to a own class ~ Fixed the non-applying of transformations at texts ~ Added more information to the context ~ Improved Pipeline-Process. ~ Changed how Uniform takes arrays - Light system
This commit is contained in:
parent
9b917ac181
commit
4c18127c88
52 changed files with 697 additions and 373 deletions
82
SMCode/SM.Base/PostEffects/BloomEffect.cs
Normal file
82
SMCode/SM.Base/PostEffects/BloomEffect.cs
Normal file
|
|
@ -0,0 +1,82 @@
|
|||
using System.ComponentModel;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using SM.Base.Contexts;
|
||||
using SM.Base.PostProcess;
|
||||
using SM.OGL.Framebuffer;
|
||||
using SM.OGL.Texture;
|
||||
using SM.Utility;
|
||||
|
||||
namespace SM.Base.PostEffects
|
||||
{
|
||||
public class BloomEffect : PostProcessEffect
|
||||
{
|
||||
private Framebuffer _bloomBuffer1;
|
||||
private Framebuffer _bloomBuffer2;
|
||||
|
||||
private ColorAttachment _xBuffer;
|
||||
private ColorAttachment _yBuffer;
|
||||
|
||||
private PostProcessShader _shader = new PostProcessShader(AssemblyUtility.ReadAssemblyFile("SM.Base.PostEffects.Shaders.bloom_blur.glsl"));
|
||||
private PostProcessShader _mergeShader = new PostProcessShader(AssemblyUtility.ReadAssemblyFile("SM.Base.PostEffects.Shaders.bloom_merge.glsl"));
|
||||
|
||||
private int _bloomLocation;
|
||||
private bool _hdr;
|
||||
|
||||
public int Iterations = 5;
|
||||
|
||||
public float[] Weights = { 0.227027f, 0.1945946f, 0.1216216f, 0.054054f, 0.016216f };
|
||||
|
||||
public BloomEffect(int bloomLocation, bool hdr = false)
|
||||
{
|
||||
_bloomLocation = bloomLocation;
|
||||
_hdr = hdr;
|
||||
}
|
||||
|
||||
protected override void InitProcess()
|
||||
{
|
||||
Pipeline.MainFramebuffer.Append("bloom", new ColorAttachment(_bloomLocation, PixelInformation.RGBA_HDR));
|
||||
|
||||
_bloomBuffer1 = new Framebuffer(SMRenderer.CurrentWindow);
|
||||
_bloomBuffer1.Append("xBuffer", _xBuffer = new ColorAttachment(0, PixelInformation.RGBA_HDR));
|
||||
_bloomBuffer1.Compile();
|
||||
_bloomBuffer2 = new Framebuffer(SMRenderer.CurrentWindow);
|
||||
_bloomBuffer2.Append("yBuffer", _yBuffer = new ColorAttachment(0, PixelInformation.RGBA_HDR));
|
||||
_bloomBuffer2.Compile();
|
||||
|
||||
Pipeline.Framebuffers.Add(_bloomBuffer1);
|
||||
Pipeline.Framebuffers.Add(_bloomBuffer2);
|
||||
}
|
||||
|
||||
public override void Draw(DrawContext context)
|
||||
{
|
||||
Framebuffer target = Framebuffer.GetCurrentlyActive();
|
||||
|
||||
bool first = true, hoz = true;
|
||||
int iter = Iterations * 2;
|
||||
for (int i = 0; i < iter; i++)
|
||||
{
|
||||
(hoz ? _bloomBuffer1 : _bloomBuffer2).Activate();
|
||||
|
||||
_shader.Draw(first ? Pipeline.MainFramebuffer.ColorAttachments["bloom"] : (hoz ? _yBuffer : _xBuffer), collection =>
|
||||
{
|
||||
collection["Horizontal"].SetUniform1(hoz);
|
||||
|
||||
collection["Weights"].SetUniform1(Weights);
|
||||
collection["WeightCount"].SetUniform1(Weights.Length);
|
||||
});
|
||||
|
||||
hoz = !hoz;
|
||||
if (first) first = false;
|
||||
}
|
||||
|
||||
target.Activate();
|
||||
_mergeShader.Draw(Pipeline.MainFramebuffer.ColorAttachments["color"], collection =>
|
||||
{
|
||||
collection["Bloom"].SetTexture(_yBuffer);
|
||||
|
||||
collection["Exposure"].SetUniform1(context.UsedCamera.Exposure);
|
||||
collection["HDR"].SetUniform1(_hdr);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue