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:
Michel Fedde 2021-01-06 17:04:15 +01:00
parent 9b917ac181
commit 4c18127c88
52 changed files with 697 additions and 373 deletions

View file

@ -4,6 +4,7 @@ using OpenTK;
using OpenTK.Input;
using SM.Base.Controls;
using SM2D.Scene;
using SM2D.Types;
#endregion

View file

@ -16,8 +16,6 @@ namespace SM2D.Drawing
{
public int ZIndex { get; set; }
public bool ShadowCaster = false;
public Texture Texture
{
get => (Texture) _material.Texture;
@ -33,7 +31,6 @@ namespace SM2D.Drawing
protected override void DrawContext(ref DrawContext context)
{
base.DrawContext(ref context);
context.ShaderArguments["occluder"] = ShadowCaster;
context.Shader.Draw(context);
}

View file

@ -1,25 +0,0 @@
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics;
using SM.Base;
using SM.Base.Types;
using SM.OGL.Shaders;
namespace SM2D.Light
{
public abstract class LightObject
{
private Vector2 _posNorm => Vector2.Divide(Position, (SMRenderer.CurrentWindow as GLWindow2D).WorldScale);
internal abstract int Type { get; }
public CVector2 Position = new CVector2(0);
public Color4 Color = Color4.White;
internal virtual void SetUniforms(Dictionary<string, Uniform> uniforms)
{
uniforms["Type"].SetUniform1(Type);
uniforms["Position"].SetUniform2(Position);
uniforms["Color"].SetUniform4(Color);
}
}
}

View file

@ -1,23 +0,0 @@
using System.Collections.Generic;
using SM.OGL.Shaders;
namespace SM2D.Light
{
public class PointLight : LightObject
{
internal override int Type { get; } = 0;
public float Power = 5;
public float InnerCircle = 1;
public float OuterCircle = 1;
internal override void SetUniforms(Dictionary<string, Uniform> uniforms)
{
base.SetUniforms(uniforms);
uniforms["Power"].SetUniform1(Power);
uniforms["Inner"].SetUniform1(1 / InnerCircle);
uniforms["Outer"].SetUniform1(1 / OuterCircle);
}
}
}

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@ -1,49 +0,0 @@
using System.Reflection;
using SM.Base;
using SM.Base.PostProcess;
using SM.Base.Scene;
using SM.OGL.Framebuffer;
using SM.OGL.Shaders;
using SM.Utility;
using SM2D.Scene;
namespace SM2D.Light
{
public class LightPostEffect : PostProcessEffect
{
private PostProcessShader _shader = new PostProcessShader(AssemblyUtility.ReadAssemblyFile("SM2D.Light.light.frag"));
private LightSceneExtension sceneExtension;
public override void Init(Framebuffer main)
{
base.Init(main);
main.Append("occluder", 1);
}
public override void Draw(Framebuffer main, Framebuffer target)
{
_shader.Draw(main.ColorAttachments["color"], collection =>
{
collection["FragSize"].SetUniform2((SMRenderer.CurrentWindow as GLWindow2D).WorldScale);
collection["Ambient"].SetUniform4(sceneExtension.Ambient);
collection["LightCount"].SetUniform1(sceneExtension.Lights.Count);
collection["OccluderMap"].SetTexture(main.ColorAttachments["occluder"]);
collection["ShadowSensitivty"].SetUniform1(1f);
UniformArray array = collection.GetArray("Lights");
for (int i = 0; i < sceneExtension.Lights.Count; i++)
{
sceneExtension.Lights[i].SetUniforms(array[i]);
}
});
}
public override void SceneChanged(GenericScene scene)
{
base.SceneChanged(scene);
sceneExtension = scene.GetExtension<LightSceneExtension>();
}
}
}

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@ -1,12 +0,0 @@
using System.Collections.Generic;
using OpenTK.Graphics;
namespace SM2D.Light
{
public class LightSceneExtension
{
public Color4 Ambient = Color4.White;
public List<LightObject> Lights = new List<LightObject>();
}
}

View file

@ -1,81 +0,0 @@
#version 330
#define PI 3.14159265359
struct Light {
int Type;
vec2 Position;
vec4 Color;
// pointStuff;
float Power;
float Inner;
float Outer;
};
in vec2 vTexture;
in vec2 FragPos;
uniform vec2 FragSize;
uniform vec4 Ambient = vec4(1);
uniform Light[24] Lights;
uniform int LightCount;
uniform float ShadowSensitivty;
uniform sampler2D OccluderMap;
layout(location = 0) out vec4 color;
vec4 GetRenderColor();
vec3 calcPointLight(Light light) {
vec2 diff = light.Position - FragPos;
float dif = 20 / length(diff);
float intensity = light.Power * (dif) * (dif * dif);
return vec3(light.Color * intensity);
}
float occluded(Light light) {
float occluder = 1 - length(texture(OccluderMap, vTexture).rgb);
if (occluder != 0) {
vec2 diff = light.Position - FragPos;
vec2 dir = normalize(diff);
float steps = length(diff) / ShadowSensitivty;
vec2 curPos = FragPos;
for(int i = 0; i < steps; i++) {
curPos += dir * i * ShadowSensitivty;
}
}
return occluder;
}
vec3 calcLight() {
vec3 addedLight = vec3(0);
for(int i = 0; i < LightCount; i++) {
Light light = Lights[i];
vec3 lightColor;
switch(light.Type) {
case 0:
lightColor += calcPointLight(light);
break;
}
addedLight += lightColor * occluded(light);
}
return addedLight;
}
void main() {
vec4 render = GetRenderColor();
color = render * Ambient;
color += vec4(calcLight(), 1);
}

View file

@ -12,16 +12,14 @@ namespace SM2D.Pipelines
{
public static Basic2DPipeline Pipeline = new Basic2DPipeline();
protected override MaterialShader _defaultShader { get; } = Basic2DShader.Shader;
private Basic2DPipeline()
{
Console.WriteLine();
_defaultShader = Basic2DShader.Shader;
}
protected override void Render(ref DrawContext context, Scene.Scene scene)
protected override void RenderProcess(ref DrawContext context, Scene.Scene scene)
{
base.Render(ref context, scene);
Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
if (scene != null) scene.Draw(context);

View file

@ -6,7 +6,6 @@ using SM.Base;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.OGL.Framebuffer;
using SM2D.Light;
using SM2D.Shader;
#endregion
@ -17,11 +16,7 @@ namespace SM2D.Pipelines
{
public static Default2DPipeline Pipeline = new Default2DPipeline();
private Framebuffer _tempWindow;
private Light.LightPostEffect _lightEffect;
protected override List<Framebuffer> _framebuffers { get; } = new List<Framebuffer>();
private Default2DPipeline()
{
@ -29,27 +24,19 @@ namespace SM2D.Pipelines
protected override void Initialization(GenericWindow window)
{
_tempWindow = CreateWindowFramebuffer();
_lightEffect = new LightPostEffect();
_framebuffers.Add(_tempWindow);
_lightEffect.Init(_tempWindow);
MainFramebuffer = CreateWindowFramebuffer();
}
protected override void Render(ref DrawContext context, Scene.Scene scene)
protected override void RenderProcess(ref DrawContext context, Scene.Scene scene)
{
base.Render(ref context, scene);
if (scene != null)
{
_tempWindow.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
MainFramebuffer.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
scene.DrawBackground(context);
scene.DrawMainObjects(context);
Framebuffer.Screen.Activate();
_lightEffect.Draw(_tempWindow, Framebuffer.Screen);
scene.DrawHUD(context);
scene.DrawDebug(context);
@ -59,7 +46,6 @@ namespace SM2D.Pipelines
protected override void SceneChanged(Scene.Scene scene)
{
base.SceneChanged(scene);
_lightEffect.SceneChanged(scene);
}
}
}

View file

@ -45,10 +45,6 @@
<Compile Include="Drawing\DrawParticles.cs" />
<Compile Include="Drawing\DrawText.cs" />
<Compile Include="GLWindow2D.cs" />
<Compile Include="Light\LightObjects\LightObject.cs" />
<Compile Include="Light\LightObjects\PointLight.cs" />
<Compile Include="Light\LightPostEffect.cs" />
<Compile Include="Light\LightSceneExtension.cs" />
<Compile Include="Object\Polygon.cs" />
<Compile Include="Object\PolygonVertex.cs" />
<Compile Include="Pipelines\Adv2DPipeline.cs" />
@ -81,9 +77,6 @@
<Version>3.2.1</Version>
</PackageReference>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Light\light.frag" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Shader\ShaderFiles\basic.glsl" />
</ItemGroup>

View file

@ -6,7 +6,6 @@ using SM.Base.Contexts;
using SM.Base.Objects.Static;
using SM.Base.Scene;
using SM2D.Drawing;
using SM2D.Light;
#endregion
@ -17,7 +16,6 @@ namespace SM2D.Scene
private static DrawObject2D _axisHelper;
public float AxisHelperSize = 100;
public LightSceneExtension LightInformations;
static Scene()
{
_axisHelper = new DrawObject2D();
@ -27,8 +25,6 @@ namespace SM2D.Scene
public Scene()
{
_Background = new DrawBackground(Color4.Black);
SetExtension(LightInformations = new LightSceneExtension());
}

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@ -24,11 +24,9 @@ uniform bool UseTexture;
uniform sampler2D Texture;
layout(location = 0) out vec4 color;
layout(location = 1) out vec4 occluder;
layout(location = 1) out vec4 bloom;
void fmain() {
color = vColor * Tint;
if (UseTexture) color *= texture(Texture, vTexture);
occluder = vec4(occlude,0,0,1);
}