~ 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

@ -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);
}