~ Changed Pipelines

(Default2DPipeline: Has Lights, Post-ProcessingEffects, etc.)
(Basic2DPipeline: Simple Color and Texture stuff, thats it)
This commit is contained in:
Michel Fedde 2020-12-19 18:31:44 +01:00
parent 1ed03fec3f
commit 5d4b360b05
23 changed files with 243 additions and 59 deletions

View file

@ -16,6 +16,8 @@ namespace SM2D.Drawing
{
public int ZIndex { get; set; }
public bool ShadowCaster = false;
public Texture Texture
{
get => (Texture) _material.Texture;
@ -31,6 +33,7 @@ namespace SM2D.Drawing
protected override void DrawContext(ref DrawContext context)
{
base.DrawContext(ref context);
context.ShaderArguments["occluder"] = ShadowCaster;
context.Shader.Draw(context);
}
@ -64,5 +67,6 @@ namespace SM2D.Drawing
_mesh = pol;
return pol;
}
}
}

View file

@ -38,7 +38,7 @@ namespace SM2D
base.OnLoaded();
SMRenderer.DefaultMaterialShader = Default2DShader.MaterialShader;
SetRenderPipeline(new Basic2DPipeline());
SetRenderPipeline(Default2DPipeline.Pipeline);
}
protected override void OnRenderFrame(FrameEventArgs e)

View file

@ -1,5 +1,7 @@
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics;
using SM.Base;
using SM.Base.Types;
using SM.OGL.Shaders;
@ -7,6 +9,7 @@ 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);

View file

@ -8,12 +8,16 @@ namespace SM2D.Light
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);
}
}
}

View file

@ -1,9 +1,11 @@
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
{
@ -12,14 +14,25 @@ namespace SM2D.Light
private PostProcessShader _shader = new PostProcessShader(AssemblyUtility.ReadAssemblyFile("SM2D.Light.light.frag"));
private LightSceneExtension sceneExtension;
public override void Draw(Framebuffer main)
public override void Init(Framebuffer main)
{
base.Draw(main);
base.Init(main);
main.Append("occluder", 1);
}
public override void Draw(Framebuffer main, Framebuffer target)
{
base.Draw(main, 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++)

View file

@ -8,15 +8,22 @@ struct Light {
// 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();
@ -24,10 +31,27 @@ vec4 GetRenderColor();
vec3 calcPointLight(Light light) {
vec2 diff = light.Position - FragPos;
float dif = light.Power / length(diff);
float intensity = 4 * PI * dif * (dif * dif);
float dif = 20 / length(diff);
float intensity = light.Power * (dif) * (dif * dif);
return vec3(intensity);
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() {
@ -36,11 +60,13 @@ vec3 calcLight() {
for(int i = 0; i < LightCount; i++) {
Light light = Lights[i];
vec3 lightColor;
switch(light.Type) {
case 0:
addedLight += calcPointLight(light);
lightColor += calcPointLight(light);
break;
}
addedLight += lightColor * occluded(light);
}
return addedLight;
@ -51,5 +77,5 @@ void main() {
color = render * Ambient;
color += vec4(calcLight() * render.xyz, 1);
color += vec4(calcLight(), 1);
}

View file

@ -1,52 +1,30 @@
#region usings
using System;
using OpenTK.Graphics.OpenGL4;
using SM.Base;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.Base.Drawing;
using SM.OGL.Framebuffer;
using SM2D.Light;
using SM2D.Shader;
#endregion
namespace SM2D.Pipelines
{
public class Basic2DPipeline : RenderPipeline<Scene.Scene>
{
private Framebuffer _tempWindow;
private Light.LightPostEffect _lightEffect;
public static Basic2DPipeline Pipeline = new Basic2DPipeline();
protected override void Initialization(GenericWindow window)
protected override MaterialShader _defaultShader { get; } = Basic2DShader.Shader;
private Basic2DPipeline()
{
_tempWindow = CreateWindowFramebuffer();
_lightEffect = new LightPostEffect();
Console.WriteLine();
}
protected override void Render(ref DrawContext context, Scene.Scene scene)
{
base.Render(ref context, scene);
_tempWindow.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
if (scene != null)
{
scene.DrawBackground(context);
scene.DrawMainObjects(context);
Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
_lightEffect.Draw(_tempWindow);
scene.DrawHUD(context);
scene.DrawDebug(context);
}
}
protected override void SceneChanged(Scene.Scene scene)
{
base.SceneChanged(scene);
_lightEffect.SceneChanged(scene);
Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
if (scene != null) scene.Draw(context);
}
}
}

View file

@ -0,0 +1,65 @@
#region usings
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
using SM.Base;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.OGL.Framebuffer;
using SM2D.Light;
using SM2D.Shader;
#endregion
namespace SM2D.Pipelines
{
public class Default2DPipeline : RenderPipeline<Scene.Scene>
{
public static Default2DPipeline Pipeline = new Default2DPipeline();
private Framebuffer _tempWindow;
private Light.LightPostEffect _lightEffect;
protected override List<Framebuffer> _framebuffers { get; } = new List<Framebuffer>();
private Default2DPipeline()
{
}
protected override void Initialization(GenericWindow window)
{
_tempWindow = CreateWindowFramebuffer();
_lightEffect = new LightPostEffect();
_framebuffers.Add(_tempWindow);
_lightEffect.Init(_tempWindow);
}
protected override void Render(ref DrawContext context, Scene.Scene scene)
{
base.Render(ref context, scene);
if (scene != null)
{
_tempWindow.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);
}
}
protected override void SceneChanged(Scene.Scene scene)
{
base.SceneChanged(scene);
_lightEffect.SceneChanged(scene);
}
}
}

View file

@ -53,11 +53,13 @@
<Compile Include="Object\PolygonVertex.cs" />
<Compile Include="Pipelines\Adv2DPipeline.cs" />
<Compile Include="Pipelines\Basic2DPipeline.cs" />
<Compile Include="Pipelines\Default2DPipeline.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Scene\Camera.cs" />
<Compile Include="Scene\I2DShowItem.cs" />
<Compile Include="Scene\ItemCollection.cs" />
<Compile Include="Scene\Scene.cs" />
<Compile Include="Shader\Basic2DShader.cs" />
<Compile Include="Shader\Default2DShader.cs" />
<Compile Include="Types\Transformation.cs" />
</ItemGroup>
@ -82,6 +84,8 @@
<ItemGroup>
<EmbeddedResource Include="Light\light.frag" />
</ItemGroup>
<ItemGroup />
<ItemGroup>
<EmbeddedResource Include="Shader\ShaderFiles\basic.glsl" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

View file

@ -0,0 +1,40 @@
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.OGL.Shaders;
using SM.Utility;
namespace SM2D.Shader
{
public class Basic2DShader : MaterialShader
{
public static Basic2DShader Shader = new Basic2DShader();
private Basic2DShader() : base(AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.basic.glsl"))
{
}
protected override void DrawProcess(DrawContext context)
{
// Vertex Uniforms
Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
Uniforms["HasVColor"]
.SetUniform1(context.Mesh.Attributes["color"] != null);
UniformArray instances = Uniforms.GetArray("Instances");
for (int i = 0; i < context.Instances.Count; i++)
{
var shaderInstance = instances[i];
var instance = context.Instances[i];
shaderInstance["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
shaderInstance["TextureOffset"].SetUniform2(instance.TexturePosition);
shaderInstance["TextureScale"].SetUniform2(instance.TextureScale);
}
// Fragment Uniforms
Uniforms["Tint"].SetUniform4(context.Material.Tint);
Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]);
DrawObject(context.Mesh, context.Instances.Count);
}
}
}

View file

@ -27,6 +27,7 @@ namespace SM2D.Shader
Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
Uniforms["HasVColor"]
.SetUniform1(context.Mesh.Attributes["color"] != null);
Uniforms["occlude"].SetUniform1(context.ShaderArguments.ContainsKey("occluder"));
UniformArray instances = Uniforms.GetArray("Instances");
for (int i = 0; i < context.Instances.Count; i++)

View file

@ -0,0 +1,28 @@
#version 330
//# region vertex
//# import SM_base_vertex_basic
void ApplyTexModifier();
void CheckVertexColor();
void ApplyModelTransformation();
void vmain() {
ApplyTexModifier();
CheckVertexColor();
ApplyModelTransformation();
}
//# region fragment
in vec2 vTexture;
in vec4 vColor;
uniform vec4 Tint;
uniform bool UseTexture;
uniform sampler2D Texture;
layout(location = 0) out vec4 color;
void fmain() {
color = vColor * Tint;
if (UseTexture) color *= texture(Texture, vTexture);
}

View file

@ -17,13 +17,18 @@ void vmain() {
in vec2 vTexture;
in vec4 vColor;
uniform bool occlude;
uniform vec4 Tint;
uniform bool UseTexture;
uniform sampler2D Texture;
layout(location = 0) out vec4 color;
layout(location = 1) out vec4 occluder;
void fmain() {
color = vColor * Tint;
if (UseTexture) color *= texture(Texture, vTexture);
occluder = vec4(occlude,0,0,1);
}