NUGET-Changes:
+ Materials now have a method to draw. That should allow more freedom on how materials can have a effect on the resulting shader.

~ PostProcessEffect.Draw now needs a source ColorAttachment.
~ Added some missing summaries

GIT-/SOLUTION-Changes:
Remade the folder structure, to something more senseable.
This commit is contained in:
Michel Fedde 2021-05-14 21:38:50 +02:00
parent db7f01dca1
commit 89de4258e1
181 changed files with 584 additions and 698 deletions

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#region usings
using System.Drawing;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using SM.Base.Drawing;
using SM.Base.PostProcess;
using SM.Base.Utility;
using SM.Base.Window;
using SM.OGL.Framebuffer;
using SM.OGL.Texture;
#endregion
namespace SM.Base.PostEffects
{
/// <summary>
/// A bloom post process effect.
/// </summary>
public class BloomEffect : PostProcessEffect
{
private static BezierCurve _defaultCurve = new BezierCurve(Vector2.UnitY, Vector2.Zero, new Vector2(0.4f, 0), new Vector2(.5f,0));
private static readonly PostProcessShader _mergeShader = new PostProcessShader(
AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_merge_vert.glsl"),
AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_merge.glsl"));
private static readonly PostProcessShader _shader =
new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_blur.glsl"));
private const float _defaultTextureScale = .75f;
private Framebuffer _source;
private Framebuffer _bloomBuffer1;
private Framebuffer _bloomBuffer2;
private readonly bool _hdr;
private readonly float _textureScale = .75f;
private BezierCurve _weightCurve;
private float[] _weights;
private ColorAttachment _xBuffer;
private ColorAttachment _yBuffer;
/// <summary>
/// A texture where you can define the amount of the bloom effect at each pixel.
/// </summary>
public TextureBase AmountMap;
/// <summary>
/// The transformation for the amount map.
/// </summary>
public TextureTransformation AmountTransform = new TextureTransformation();
/// <summary>
/// The maximal amount the amount map is clamped to.
/// <para>Default: 1</para>
/// </summary>
public float MaxAmount = 1;
/// <summary>
/// The minimal amount the amount map is clamped to.
/// <para>Default: 0</para>
/// </summary>
public float MinAmount = 0;
/// <summary>
/// The defines how often the x-y-flipflop happens.
/// <para>Default: 8</para>
/// </summary>
public int Iterations = 8;
/// <summary>
/// The Threshold for the bloom effect.
/// <para>Default: .8f</para>
/// </summary>
public float Threshold = .8f;
/// <summary>
/// Increases the brightness of the resulting effect.
/// <para>Default: 1</para>
/// </summary>
public float Power = 1;
/// <summary>
/// Radius of the effect
/// <para>Default: 2</para>
/// </summary>
public float Radius = 1;
/// <summary>
/// This can disable the bloom calculation.
/// <para>Default: true</para>
/// </summary>
public bool Enable = true;
/// <summary>
/// This defines the weight curve.
/// </summary>
public BezierCurve WeightCurve
{
get => _weightCurve;
set
{
_weightCurve = value;
UpdateWeights();
}
}
/// <summary>
/// This defines how many picks the effect should pick from the weight curve.
/// </summary>
public int WeightCurvePickAmount = 4;
/// <summary>
/// This creates a bloom effect.
/// </summary>
/// <param name="source">This can specify a own source framebuffer. If not set, it will take the Pipeline MainFramebuffer.</param>
/// <param name="hdr">This allows to enable hdr returns.</param>
/// <param name="textureScale">This allows for a increase in performance, by lowering the calculating texture scale.</param>
public BloomEffect(Framebuffer source = null, bool hdr = false, float? textureScale = null)
{
_source = source;
_hdr = hdr;
_textureScale = textureScale.GetValueOrDefault(_defaultTextureScale);
WeightCurve = _defaultCurve;
}
private void UpdateWeights()
{
_weights = new float[WeightCurvePickAmount];
for (int i = 0; i < WeightCurvePickAmount; i++)
_weights[i] = _weightCurve.CalculatePoint((float) (i + 1) / (WeightCurvePickAmount + 1)).Y;
}
/// <inheritdoc/>
protected override void InitProcess()
{
_source ??= Pipeline.MainFramebuffer;
_source.ColorAttachments["color"].PixelInformation = PixelInformation.RGBA_HDR;
_bloomBuffer1 = new Framebuffer(Pipeline.ConnectedWindow, _textureScale)
{
Name = "BloomX"
};
_bloomBuffer1.Append("xBuffer", _xBuffer = new ColorAttachment(0, PixelInformation.RGBA_HDR));
_bloomBuffer1.Compile();
_bloomBuffer2 = new Framebuffer(Pipeline.ConnectedWindow, _textureScale)
{
Name = "BloomY"
};
_bloomBuffer2.Append("yBuffer", _yBuffer = new ColorAttachment(0, PixelInformation.RGBA_HDR));
_bloomBuffer2.Compile();
Pipeline.Framebuffers.Add(_bloomBuffer1);
Pipeline.Framebuffers.Add(_bloomBuffer2);
}
/// <inheritdoc/>
public override void Draw(ColorAttachment source, DrawContext context)
{
if (Enable)
{
GL.Viewport(0, 0, (int) (Pipeline.ConnectedWindow.Width * _textureScale),
(int) (Pipeline.ConnectedWindow.Height * _textureScale));
Framebuffer target = Framebuffer.GetCurrentlyActive();
bool first = true, hoz = true;
int iter = Iterations * 2;
for (int i = 0; i < iter; i++)
{
(hoz ? _bloomBuffer1 : _bloomBuffer2).Activate(false);
_shader.Draw(collection =>
{
collection["renderedTexture"].SetTexture(first ? source : (hoz ? _yBuffer : _xBuffer));
collection["First"].SetUniform1(first);
collection["Threshold"].SetUniform1(Threshold);
collection["Horizontal"].SetUniform1(hoz);
collection["Weights"].SetUniform1(_weights);
collection["WeightCount"].SetUniform1(WeightCurvePickAmount);
collection["Power"].SetUniform1(Power);
collection["Radius"].SetUniform1(_textureScale * Radius);
});
hoz = !hoz;
if (first) first = false;
}
GL.Viewport(Pipeline.ConnectedWindow.ClientRectangle);
target.Activate();
}
_mergeShader.Draw(collection =>
{
collection["Scene"].SetTexture(source);
collection["Bloom"].SetTexture(_yBuffer);
collection["MinAmount"].SetUniform1(MinAmount);
collection["MaxAmount"].SetUniform1(MaxAmount);
collection["AmountMap"].SetTexture(AmountMap, collection["HasAmountMap"]);
collection["TextureTransform"].SetMatrix3(AmountTransform.GetMatrix());
collection["Exposure"].SetUniform1(context.UseCamera.Exposure);
collection["HDR"].SetUniform1(_hdr);
});
}
}
}

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#region usings
using OpenTK.Graphics.OpenGL4;
using SM.Base.PostProcess;
using SM.Base.Utility;
using SM.OGL.Framebuffer;
#endregion
namespace SM.Base.PostEffects
{
/// <summary>
/// This class has some utility for render pipelines
/// </summary>
public static class PostProcessUtility
{
private static readonly PostProcessShader _hdrExposureShader =
new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".finalize_hdr.glsl"));
private static readonly PostProcessShader _gammaShader =
new PostProcessShader(
AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".finalize_gamma.glsl"));
/// <summary>
/// The gamma that is used for <see cref="FinalizeGamma"/> and <see cref="FinalizeHDR"/>.
/// </summary>
public static float Gamma = 2.2f;
/// <summary>
/// This resolves a multisampled framebuffer to a non-multisampled renderbuffer.
/// <para>This removes the depth buffer.</para>
/// </summary>
/// <param name="multisampledBuffers"></param>
/// <param name="target"></param>
public static void ResolveMultisampledBuffers(Framebuffer multisampledBuffers, Framebuffer target)
{
multisampledBuffers.Activate(FramebufferTarget.ReadFramebuffer);
target.Activate(FramebufferTarget.DrawFramebuffer);
GL.BlitFramebuffer(0, 0, (int) multisampledBuffers.Size.X, (int) multisampledBuffers.Size.Y, 0, 0,
(int) target.Size.X, (int) target.Size.Y, ClearBufferMask.ColorBufferBit,
BlitFramebufferFilter.Nearest);
target.Activate();
}
/// <summary>
/// This converts HDR to LDR and applys gamma.
/// </summary>
/// <param name="attachment"></param>
/// <param name="exposure"></param>
public static void FinalizeHDR(ColorAttachment attachment, float exposure)
{
_hdrExposureShader.Draw(u =>
{
u["Gamma"].SetUniform1(Gamma);
u["Exposure"].SetUniform1(exposure);
u["Scene"].SetTexture(attachment);
});
}
/// <summary>
/// This applys gamma
/// </summary>
/// <param name="attachment"></param>
public static void FinalizeGamma(ColorAttachment attachment)
{
_gammaShader.Draw(u =>
{
u["Gamma"].SetUniform1(Gamma);
u["Scene"].SetTexture(attachment);
});
}
}
}

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#version 330
#define PI 3.14159265359
uniform sampler2D renderedTexture;
uniform float RenderScale;
uniform bool First;
uniform float Threshold;
uniform bool Horizontal;
uniform float[32] Weights;
uniform int WeightCount;
uniform float Power;
uniform float Radius;
layout(location = 0) out vec4 color;
vec4 GetRenderColorOffset(vec2 offset);
float brightness(vec3 c)
{
return max(max(c.r, c.g), c.b);
}
float bright;
float GetWeight(int dif) {
return Weights[dif];
}
void main() {
vec3 thres = vec3(First ? Threshold : 0);
vec2 tex_offset = 1.0 / textureSize(renderedTexture, 0) * vec2(Horizontal ? 1 : 0, Horizontal ? 0 : 1);
vec3 result = max(GetRenderColorOffset(vec2(0)).rgb - thres, 0) * (First ? Power : 1) * GetWeight(0);
float radi = Radius + (length(result));
for(int i = 1; i < WeightCount; i++) {
result += max(GetRenderColorOffset(tex_offset * i * radi).rgb - thres, 0) * (First ? Power : 1) * GetWeight(i);
result += max(GetRenderColorOffset(-tex_offset * i * radi).rgb - thres, 0) * (First ? Power : 1) * GetWeight(i);
}
color = vec4(result, 1);
}

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#version 330
in vec2 vTexture;
in vec2 TransformedTexture;
uniform sampler2D Scene;
uniform sampler2D Bloom;
uniform float MinAmount;
uniform float MaxAmount;
uniform sampler2D AmountMap;
uniform bool HasAmountMap;
uniform float Exposure;
uniform bool HDR;
layout(location = 0) out vec4 color;
void main() {
vec3 result = texture(Bloom, vTexture).rgb;
if (HasAmountMap) result *= clamp(length(texture(AmountMap, TransformedTexture).rgb) * (MaxAmount - MinAmount) + MinAmount, 0, 1);
if (!HDR) {
result = vec3(1.0) - exp(-result * Exposure);
}
result = texture(Scene, vTexture).rgb + result;
color = vec4(result, 1);
}

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#version 330
layout(location = 1) in vec2 aTex;
uniform mat3 TextureTransform;
out vec2 TransformedTexture;
void vertex() {
TransformedTexture = vec2(TextureTransform * vec3(aTex, 1));
}

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#version 330
in vec2 vTexture;
uniform sampler2D Scene;
uniform float Gamma;
layout(location = 0) out vec4 color;
void main() {
color = vec4(pow(texture(Scene, vTexture).rgb, vec3(1 / Gamma)), 1);
}

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#version 330
in vec2 vTexture;
uniform sampler2D Scene;
uniform float Exposure;
uniform float Gamma;
layout(location = 0) out vec4 color;
void main() {
vec3 result = vec3(1) - exp(-texture(Scene, vTexture).rgb * Exposure);
color = vec4(pow(result, vec3(1 / Gamma)), 1);
}