~ Changed Pipelines
(Default2DPipeline: Has Lights, Post-ProcessingEffects, etc.) (Basic2DPipeline: Simple Color and Texture stuff, thats it)
This commit is contained in:
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1ed03fec3f
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5d4b360b05
23 changed files with 243 additions and 59 deletions
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@ -16,6 +16,8 @@ namespace SM2D.Drawing
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{
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public int ZIndex { get; set; }
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public bool ShadowCaster = false;
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public Texture Texture
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{
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get => (Texture) _material.Texture;
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@ -31,6 +33,7 @@ namespace SM2D.Drawing
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protected override void DrawContext(ref DrawContext context)
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{
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base.DrawContext(ref context);
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context.ShaderArguments["occluder"] = ShadowCaster;
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context.Shader.Draw(context);
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}
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@ -64,5 +67,6 @@ namespace SM2D.Drawing
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_mesh = pol;
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return pol;
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}
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}
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}
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@ -38,7 +38,7 @@ namespace SM2D
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base.OnLoaded();
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SMRenderer.DefaultMaterialShader = Default2DShader.MaterialShader;
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SetRenderPipeline(new Basic2DPipeline());
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SetRenderPipeline(Default2DPipeline.Pipeline);
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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@ -1,5 +1,7 @@
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using System.Collections.Generic;
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using OpenTK;
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using OpenTK.Graphics;
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using SM.Base;
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using SM.Base.Types;
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using SM.OGL.Shaders;
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@ -7,6 +9,7 @@ namespace SM2D.Light
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{
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public abstract class LightObject
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{
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private Vector2 _posNorm => Vector2.Divide(Position, (SMRenderer.CurrentWindow as GLWindow2D).WorldScale);
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internal abstract int Type { get; }
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public CVector2 Position = new CVector2(0);
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@ -8,12 +8,16 @@ namespace SM2D.Light
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internal override int Type { get; } = 0;
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public float Power = 5;
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public float InnerCircle = 1;
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public float OuterCircle = 1;
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internal override void SetUniforms(Dictionary<string, Uniform> uniforms)
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{
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base.SetUniforms(uniforms);
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uniforms["Power"].SetUniform1(Power);
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uniforms["Inner"].SetUniform1(1 / InnerCircle);
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uniforms["Outer"].SetUniform1(1 / OuterCircle);
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}
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}
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}
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@ -1,9 +1,11 @@
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using System.Reflection;
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using SM.Base;
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using SM.Base.PostProcess;
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using SM.Base.Scene;
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using SM.OGL.Framebuffer;
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using SM.OGL.Shaders;
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using SM.Utility;
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using SM2D.Scene;
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namespace SM2D.Light
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{
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@ -12,14 +14,25 @@ namespace SM2D.Light
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private PostProcessShader _shader = new PostProcessShader(AssemblyUtility.ReadAssemblyFile("SM2D.Light.light.frag"));
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private LightSceneExtension sceneExtension;
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public override void Draw(Framebuffer main)
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public override void Init(Framebuffer main)
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{
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base.Draw(main);
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base.Init(main);
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main.Append("occluder", 1);
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}
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public override void Draw(Framebuffer main, Framebuffer target)
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{
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base.Draw(main, target);
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_shader.Draw(main.ColorAttachments["color"], collection =>
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{
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collection["FragSize"].SetUniform2((SMRenderer.CurrentWindow as GLWindow2D).WorldScale);
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collection["Ambient"].SetUniform4(sceneExtension.Ambient);
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collection["LightCount"].SetUniform1(sceneExtension.Lights.Count);
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collection["OccluderMap"].SetTexture(main.ColorAttachments["occluder"]);
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collection["ShadowSensitivty"].SetUniform1(1f);
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UniformArray array = collection.GetArray("Lights");
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for (int i = 0; i < sceneExtension.Lights.Count; i++)
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@ -8,15 +8,22 @@ struct Light {
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// pointStuff;
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float Power;
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float Inner;
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float Outer;
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};
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in vec2 vTexture;
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in vec2 FragPos;
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uniform vec2 FragSize;
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uniform vec4 Ambient = vec4(1);
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uniform Light[24] Lights;
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uniform int LightCount;
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uniform float ShadowSensitivty;
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uniform sampler2D OccluderMap;
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layout(location = 0) out vec4 color;
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vec4 GetRenderColor();
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@ -24,10 +31,27 @@ vec4 GetRenderColor();
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vec3 calcPointLight(Light light) {
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vec2 diff = light.Position - FragPos;
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float dif = light.Power / length(diff);
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float intensity = 4 * PI * dif * (dif * dif);
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float dif = 20 / length(diff);
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float intensity = light.Power * (dif) * (dif * dif);
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return vec3(intensity);
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return vec3(light.Color * intensity);
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}
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float occluded(Light light) {
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float occluder = 1 - length(texture(OccluderMap, vTexture).rgb);
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if (occluder != 0) {
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vec2 diff = light.Position - FragPos;
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vec2 dir = normalize(diff);
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float steps = length(diff) / ShadowSensitivty;
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vec2 curPos = FragPos;
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for(int i = 0; i < steps; i++) {
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curPos += dir * i * ShadowSensitivty;
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}
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}
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return occluder;
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}
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vec3 calcLight() {
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@ -36,11 +60,13 @@ vec3 calcLight() {
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for(int i = 0; i < LightCount; i++) {
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Light light = Lights[i];
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vec3 lightColor;
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switch(light.Type) {
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case 0:
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addedLight += calcPointLight(light);
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lightColor += calcPointLight(light);
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break;
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}
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addedLight += lightColor * occluded(light);
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}
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return addedLight;
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@ -51,5 +77,5 @@ void main() {
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color = render * Ambient;
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color += vec4(calcLight() * render.xyz, 1);
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color += vec4(calcLight(), 1);
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}
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@ -1,52 +1,30 @@
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#region usings
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using System;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base;
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM.Base.Drawing;
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using SM.OGL.Framebuffer;
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using SM2D.Light;
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using SM2D.Shader;
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#endregion
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namespace SM2D.Pipelines
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{
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public class Basic2DPipeline : RenderPipeline<Scene.Scene>
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{
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private Framebuffer _tempWindow;
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private Light.LightPostEffect _lightEffect;
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public static Basic2DPipeline Pipeline = new Basic2DPipeline();
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protected override void Initialization(GenericWindow window)
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protected override MaterialShader _defaultShader { get; } = Basic2DShader.Shader;
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private Basic2DPipeline()
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{
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_tempWindow = CreateWindowFramebuffer();
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_lightEffect = new LightPostEffect();
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Console.WriteLine();
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}
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protected override void Render(ref DrawContext context, Scene.Scene scene)
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{
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base.Render(ref context, scene);
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_tempWindow.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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if (scene != null)
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{
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scene.DrawBackground(context);
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scene.DrawMainObjects(context);
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Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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_lightEffect.Draw(_tempWindow);
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scene.DrawHUD(context);
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scene.DrawDebug(context);
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}
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}
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protected override void SceneChanged(Scene.Scene scene)
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{
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base.SceneChanged(scene);
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_lightEffect.SceneChanged(scene);
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Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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if (scene != null) scene.Draw(context);
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}
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}
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}
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65
SMCode/SM2D/Pipelines/Default2DPipeline.cs
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65
SMCode/SM2D/Pipelines/Default2DPipeline.cs
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@ -0,0 +1,65 @@
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#region usings
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using System.Collections.Generic;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base;
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM.OGL.Framebuffer;
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using SM2D.Light;
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using SM2D.Shader;
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#endregion
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namespace SM2D.Pipelines
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{
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public class Default2DPipeline : RenderPipeline<Scene.Scene>
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{
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public static Default2DPipeline Pipeline = new Default2DPipeline();
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private Framebuffer _tempWindow;
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private Light.LightPostEffect _lightEffect;
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protected override List<Framebuffer> _framebuffers { get; } = new List<Framebuffer>();
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private Default2DPipeline()
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{
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}
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protected override void Initialization(GenericWindow window)
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{
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_tempWindow = CreateWindowFramebuffer();
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_lightEffect = new LightPostEffect();
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_framebuffers.Add(_tempWindow);
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_lightEffect.Init(_tempWindow);
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}
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protected override void Render(ref DrawContext context, Scene.Scene scene)
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{
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base.Render(ref context, scene);
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if (scene != null)
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{
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_tempWindow.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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scene.DrawBackground(context);
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scene.DrawMainObjects(context);
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Framebuffer.Screen.Activate();
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_lightEffect.Draw(_tempWindow, Framebuffer.Screen);
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scene.DrawHUD(context);
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scene.DrawDebug(context);
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}
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}
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protected override void SceneChanged(Scene.Scene scene)
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{
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base.SceneChanged(scene);
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_lightEffect.SceneChanged(scene);
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}
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}
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}
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@ -53,11 +53,13 @@
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<Compile Include="Object\PolygonVertex.cs" />
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<Compile Include="Pipelines\Adv2DPipeline.cs" />
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<Compile Include="Pipelines\Basic2DPipeline.cs" />
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<Compile Include="Pipelines\Default2DPipeline.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Scene\Camera.cs" />
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<Compile Include="Scene\I2DShowItem.cs" />
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<Compile Include="Scene\ItemCollection.cs" />
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<Compile Include="Scene\Scene.cs" />
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<Compile Include="Shader\Basic2DShader.cs" />
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<Compile Include="Shader\Default2DShader.cs" />
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<Compile Include="Types\Transformation.cs" />
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</ItemGroup>
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@ -82,6 +84,8 @@
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<ItemGroup>
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<EmbeddedResource Include="Light\light.frag" />
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</ItemGroup>
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<ItemGroup />
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<ItemGroup>
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<EmbeddedResource Include="Shader\ShaderFiles\basic.glsl" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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40
SMCode/SM2D/Shader/Basic2DShader.cs
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40
SMCode/SM2D/Shader/Basic2DShader.cs
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@ -0,0 +1,40 @@
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using SM.Base.Contexts;
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using SM.Base.Drawing;
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using SM.OGL.Shaders;
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using SM.Utility;
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namespace SM2D.Shader
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{
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public class Basic2DShader : MaterialShader
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{
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public static Basic2DShader Shader = new Basic2DShader();
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private Basic2DShader() : base(AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.basic.glsl"))
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{
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}
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protected override void DrawProcess(DrawContext context)
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{
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// Vertex Uniforms
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Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
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Uniforms["HasVColor"]
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.SetUniform1(context.Mesh.Attributes["color"] != null);
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UniformArray instances = Uniforms.GetArray("Instances");
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for (int i = 0; i < context.Instances.Count; i++)
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{
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var shaderInstance = instances[i];
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var instance = context.Instances[i];
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shaderInstance["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
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shaderInstance["TextureOffset"].SetUniform2(instance.TexturePosition);
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shaderInstance["TextureScale"].SetUniform2(instance.TextureScale);
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}
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// Fragment Uniforms
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Uniforms["Tint"].SetUniform4(context.Material.Tint);
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Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]);
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DrawObject(context.Mesh, context.Instances.Count);
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}
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}
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}
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@ -27,6 +27,7 @@ namespace SM2D.Shader
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Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
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Uniforms["HasVColor"]
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.SetUniform1(context.Mesh.Attributes["color"] != null);
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Uniforms["occlude"].SetUniform1(context.ShaderArguments.ContainsKey("occluder"));
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UniformArray instances = Uniforms.GetArray("Instances");
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for (int i = 0; i < context.Instances.Count; i++)
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28
SMCode/SM2D/Shader/ShaderFiles/basic.glsl
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28
SMCode/SM2D/Shader/ShaderFiles/basic.glsl
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#version 330
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//# region vertex
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//# import SM_base_vertex_basic
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void ApplyTexModifier();
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void CheckVertexColor();
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void ApplyModelTransformation();
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void vmain() {
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ApplyTexModifier();
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CheckVertexColor();
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ApplyModelTransformation();
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}
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//# region fragment
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in vec2 vTexture;
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in vec4 vColor;
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uniform vec4 Tint;
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uniform bool UseTexture;
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uniform sampler2D Texture;
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layout(location = 0) out vec4 color;
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void fmain() {
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color = vColor * Tint;
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if (UseTexture) color *= texture(Texture, vTexture);
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}
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@ -17,13 +17,18 @@ void vmain() {
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in vec2 vTexture;
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in vec4 vColor;
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uniform bool occlude;
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uniform vec4 Tint;
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uniform bool UseTexture;
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uniform sampler2D Texture;
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layout(location = 0) out vec4 color;
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layout(location = 1) out vec4 occluder;
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void fmain() {
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color = vColor * Tint;
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if (UseTexture) color *= texture(Texture, vTexture);
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occluder = vec4(occlude,0,0,1);
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}
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