From 9b52d401e7bae1a06d71d902ac97fde9b0d8c635 Mon Sep 17 00:00:00 2001 From: Nineto Nine Date: Sun, 26 Sep 2021 21:27:14 +0200 Subject: [PATCH] 26 Sep 2021 General: + Added Summaries Renderer ------- SM.Base: + SM.Base.Controls.Mouse now has a feature to disable tracking. + Replaced Bloom Effect with the similar system how blender use it. + You can now disable ANY post processing effects. + Interpolation for CVectors. + MathUtils + RenderPipelines now have a central list for post processing effects. ~ Log-System is now ignored if a debugger is attached. ~ Post Processing Shader does now send the texel size as the "renderedTextureTexelSize"-uniform. ~ Improved Text Rendering SM.OGL: + ColorAttachments now contain a reference to the framebuffer its connected. + ColorAttachments can now have a own size. + Framebuffer.Append(string key, Vector2 size, int pos) +Framebuffers now have a method to completely reset itself. + Framebuffers now have a Blit-method called "CopyTo". ~ Framebuffer.GetCurrentlyActive() will now return an actual SM.OGL.Framebuffer-object. ~ Renderbuffers now are a class and contain the ID by itself. ~ Renamed Uniform-function to its class-name: f.E. SetBool, SetFloat instead of SetUniform1 Optionals: Controls: + Framecache for the GameController.GetState() --- .../SMRenderer.Intergrations.csproj | 2 +- .../ShaderTool/STMaterialShader.cs | 16 +- .../ShaderTool/STPostProcessEffect.cs | 2 +- .../ShaderTool/STPostProcessShader.cs | 16 +- .../SM.Utils/Controls/GameController.cs | 33 +- .../SM.Utils/Controls/GameControllerState.cs | 17 +- .../Controls/GameControllerStateButtons.cs | 12 +- .../Controls/GameControllerStateThumbs.cs | 16 +- .../SM.Utils/Controls/GameKeybindActor.cs | 17 +- .../SM.Utils/Controls/GameKeybindContext.cs | 2 +- .../SM.Utils/SMRenderer.Utils.csproj | 9 +- src/renderer/SM.Base/Controls/Mouse.cs | 28 +- src/renderer/SM.Base/Drawing/Material.cs | 4 + .../SM.Base/Drawing/Text/TextDrawingBasis.cs | 46 +- src/renderer/SM.Base/Legacy/Font.cs | 144 ----- .../Legacy/PostProcessing/BloomEffectOld.cs | 216 +++++++ .../PostProcessing}/bloom_blur.glsl | 4 +- .../PostProcessing}/bloom_merge.glsl | 2 +- .../Legacy/PostProcessing/bloom_merge.vert | 18 + src/renderer/SM.Base/Log.cs | 15 +- .../SM.Base/PostEffects/BloomEffect.cs | 304 +++++----- .../SM.Base/PostEffects/PostProcessUtility.cs | 6 +- .../PostEffects/Shaders/bloom/combine.frag | 32 + .../PostEffects/Shaders/bloom/downsample.frag | 41 ++ .../PostEffects/Shaders/bloom/filter.frag | 48 ++ .../PostEffects/Shaders/bloom/sampling.frag | 30 + .../PostEffects/Shaders/bloom/upsample.frag | 13 + .../PostEffects/Shaders/bloom_merge_vert.glsl | 11 - .../PostEffects/Shaders/finalize_hdr.glsl | 22 +- .../SM.Base/PostProcess/PostProcessEffect.cs | 26 +- .../SM.Base/PostProcess/PostProcessShader.cs | 48 +- src/renderer/SM.Base/SM.Base.csproj | 19 +- src/renderer/SM.Base/Shaders/SimpleShader.cs | 6 +- .../SimpleShaderPresets/basic_vertex.glsl | 9 +- .../SimpleShaderPresets/instanced_vertex.glsl | 8 - src/renderer/SM.Base/Types/CVector1.cs | 15 - src/renderer/SM.Base/Types/CVector2.cs | 21 +- src/renderer/SM.Base/Types/CVector3.cs | 17 +- src/renderer/SM.Base/Types/CVector4.cs | 17 +- src/renderer/SM.Base/Types/CVectorBase.cs | 59 ++ src/renderer/SM.Base/Utility/MathUtils.cs | 16 + src/renderer/SM.Base/Window/RenderPipeline.cs | 31 +- src/renderer/SM.Base/Window/WindowCode.cs | 7 +- src/renderer/SM.Base/packages.config | 2 +- .../SM.OGL/Framebuffer/ColorAttachment.cs | 58 +- .../SM.OGL/Framebuffer/Framebuffer.cs | 89 ++- .../Framebuffer/RenderbufferAttachment.cs | 39 +- src/renderer/SM.OGL/GLObject.cs | 2 +- src/renderer/SM.OGL/SM.OGL.csproj | 3 +- src/renderer/SM.OGL/Shaders/GenericShader.cs | 12 +- src/renderer/SM.OGL/Shaders/Uniform.cs | 558 ++++++++++-------- src/renderer/SM.OGL/Texture/TextureBase.cs | 27 + src/renderer/SM.OGL/packages.config | 2 +- src/renderer/SM2D/SM2D.csproj | 7 +- src/renderer/SM2D/Shader/ShaderCollection.cs | 2 +- src/renderer/SM2D/packages.config | 2 +- tests/SM_TEST/App.config | 6 +- tests/SM_TEST/Default Fragment Shader1.frag | 10 + tests/SM_TEST/Program.cs | 70 ++- tests/SM_TEST/SM_TEST.csproj | 4 +- tests/SM_TEST/TestRenderPipeline.cs | 29 +- 61 files changed, 1529 insertions(+), 818 deletions(-) delete mode 100644 src/renderer/SM.Base/Legacy/Font.cs create mode 100644 src/renderer/SM.Base/Legacy/PostProcessing/BloomEffectOld.cs rename src/renderer/SM.Base/{PostEffects/Shaders => Legacy/PostProcessing}/bloom_blur.glsl (92%) rename src/renderer/SM.Base/{PostEffects/Shaders => Legacy/PostProcessing}/bloom_merge.glsl (79%) create mode 100644 src/renderer/SM.Base/Legacy/PostProcessing/bloom_merge.vert create mode 100644 src/renderer/SM.Base/PostEffects/Shaders/bloom/combine.frag create mode 100644 src/renderer/SM.Base/PostEffects/Shaders/bloom/downsample.frag create mode 100644 src/renderer/SM.Base/PostEffects/Shaders/bloom/filter.frag create mode 100644 src/renderer/SM.Base/PostEffects/Shaders/bloom/sampling.frag create mode 100644 src/renderer/SM.Base/PostEffects/Shaders/bloom/upsample.frag delete mode 100644 src/renderer/SM.Base/PostEffects/Shaders/bloom_merge_vert.glsl create mode 100644 src/renderer/SM.Base/Utility/MathUtils.cs create mode 100644 tests/SM_TEST/Default Fragment Shader1.frag diff --git a/src/optionals/SM.Intergrations/SMRenderer.Intergrations.csproj b/src/optionals/SM.Intergrations/SMRenderer.Intergrations.csproj index aeea189..580452a 100644 --- a/src/optionals/SM.Intergrations/SMRenderer.Intergrations.csproj +++ b/src/optionals/SM.Intergrations/SMRenderer.Intergrations.csproj @@ -9,7 +9,7 @@ Properties SM.Intergrations SM.Intergrations - v4.5.2 + v4.7.2 512 true diff --git a/src/optionals/SM.Intergrations/ShaderTool/STMaterialShader.cs b/src/optionals/SM.Intergrations/ShaderTool/STMaterialShader.cs index 84022fc..dbc876e 100644 --- a/src/optionals/SM.Intergrations/ShaderTool/STMaterialShader.cs +++ b/src/optionals/SM.Intergrations/ShaderTool/STMaterialShader.cs @@ -23,30 +23,30 @@ namespace SM.Intergrations.ShaderTool STPCompositeNode composeNode = drawNode.OGLEffect; - ShaderFileFiles.Vertex = new[] { new ShaderFile(composeNode.Vertex.ShaderCode) }; - ShaderFileFiles.Fragment = new [] {new ShaderFile(composeNode.Fragment.ShaderCode)}; + ShaderFiles.Vertex = new[] { new ShaderFile(composeNode.Vertex.ShaderCode) }; + ShaderFiles.Fragment = new [] {new ShaderFile(composeNode.Fragment.ShaderCode)}; if (composeNode.Geometry != null) - ShaderFileFiles.Geometry = new[] {new ShaderFile(composeNode.Geometry.ShaderCode)}; + ShaderFiles.Geometry = new[] {new ShaderFile(composeNode.Geometry.ShaderCode)}; foreach (KeyValuePair pair in drawNode.Variables) { switch (pair.Value.Type) { case STPBasisType.Bool: - _uniforms += context => Uniforms[pair.Key].SetUniform1(context.Material.ShaderArguments.Get(pair.Key, false)); + _uniforms += context => Uniforms[pair.Key].SetBool(context.Material.ShaderArguments.Get(pair.Key, false)); break; case STPBasisType.Float: - _uniforms += context => Uniforms[pair.Key].SetUniform1(context.Material.ShaderArguments.Get(pair.Key, 0.0f)); + _uniforms += context => Uniforms[pair.Key].SetFloat(context.Material.ShaderArguments.Get(pair.Key, 0.0f)); break; case STPBasisType.Vector2: - _uniforms += context => Uniforms[pair.Key].SetUniform2(context.Material.ShaderArguments.Get(pair.Key, Vector2.Zero)); + _uniforms += context => Uniforms[pair.Key].SetVector2(context.Material.ShaderArguments.Get(pair.Key, Vector2.Zero)); break; case STPBasisType.Vector3: - _uniforms += context => Uniforms[pair.Key].SetUniform3(context.Material.ShaderArguments.Get(pair.Key, Vector3.Zero)); + _uniforms += context => Uniforms[pair.Key].SetVector3(context.Material.ShaderArguments.Get(pair.Key, Vector3.Zero)); break; case STPBasisType.Vector4: _uniforms += context => - Uniforms[pair.Key].SetUniform4(context.Material.ShaderArguments.Get(pair.Key, Vector4.Zero)); + Uniforms[pair.Key].SetVector4(context.Material.ShaderArguments.Get(pair.Key, Vector4.Zero)); break; case STPBasisType.Matrix: _uniforms += context => Uniforms[pair.Key].SetMatrix4(context.Material.ShaderArguments.Get(pair.Key, Matrix4.Identity)); diff --git a/src/optionals/SM.Intergrations/ShaderTool/STPostProcessEffect.cs b/src/optionals/SM.Intergrations/ShaderTool/STPostProcessEffect.cs index f62445c..461b046 100644 --- a/src/optionals/SM.Intergrations/ShaderTool/STPostProcessEffect.cs +++ b/src/optionals/SM.Intergrations/ShaderTool/STPostProcessEffect.cs @@ -39,7 +39,7 @@ namespace SM.Intergrations.ShaderTool } } - public override void Draw(ColorAttachment source, DrawContext context) + protected override void Drawing(ColorAttachment source, DrawContext context) { Arguments["_Scene"] = (TextureBase)source; Arguments["_MVP"] = Mvp; diff --git a/src/optionals/SM.Intergrations/ShaderTool/STPostProcessShader.cs b/src/optionals/SM.Intergrations/ShaderTool/STPostProcessShader.cs index 35a1b4c..a8226cc 100644 --- a/src/optionals/SM.Intergrations/ShaderTool/STPostProcessShader.cs +++ b/src/optionals/SM.Intergrations/ShaderTool/STPostProcessShader.cs @@ -23,30 +23,30 @@ namespace SM.Intergrations.ShaderTool STPCompositeNode composeNode = postProcessNode.OGLEffect; - ShaderFileFiles.Vertex = new[] { new ShaderFile(composeNode.Vertex.ShaderCode) }; - ShaderFileFiles.Fragment = new[] { new ShaderFile(composeNode.Fragment.ShaderCode) }; + ShaderFiles.Vertex = new[] { new ShaderFile(composeNode.Vertex.ShaderCode) }; + ShaderFiles.Fragment = new[] { new ShaderFile(composeNode.Fragment.ShaderCode) }; if (composeNode.Geometry != null) - ShaderFileFiles.Geometry = new[] { new ShaderFile(composeNode.Geometry.ShaderCode) }; + ShaderFiles.Geometry = new[] { new ShaderFile(composeNode.Geometry.ShaderCode) }; foreach (KeyValuePair pair in postProcessNode.Variables) { switch (pair.Value.Type) { case STPBasisType.Bool: - _uniforms += context => Uniforms[pair.Key].SetUniform1(context.Get(pair.Key, false)); + _uniforms += context => Uniforms[pair.Key].SetBool(context.Get(pair.Key, false)); break; case STPBasisType.Float: - _uniforms += context => Uniforms[pair.Key].SetUniform1(context.Get(pair.Key, 0.0f)); + _uniforms += context => Uniforms[pair.Key].SetFloat(context.Get(pair.Key, 0.0f)); break; case STPBasisType.Vector2: - _uniforms += context => Uniforms[pair.Key].SetUniform2(context.Get(pair.Key, Vector2.Zero)); + _uniforms += context => Uniforms[pair.Key].SetVector2(context.Get(pair.Key, Vector2.Zero)); break; case STPBasisType.Vector3: - _uniforms += context => Uniforms[pair.Key].SetUniform3(context.Get(pair.Key, Vector3.Zero)); + _uniforms += context => Uniforms[pair.Key].SetVector3(context.Get(pair.Key, Vector3.Zero)); break; case STPBasisType.Vector4: _uniforms += context => - Uniforms[pair.Key].SetUniform4(context.Get(pair.Key, Vector4.Zero)); + Uniforms[pair.Key].SetVector4(context.Get(pair.Key, Vector4.Zero)); break; case STPBasisType.Matrix: _uniforms += context => Uniforms[pair.Key].SetMatrix4(context.Get(pair.Key, Matrix4.Identity)); diff --git a/src/optionals/SM.Utils/Controls/GameController.cs b/src/optionals/SM.Utils/Controls/GameController.cs index abac97a..43570dc 100644 --- a/src/optionals/SM.Utils/Controls/GameController.cs +++ b/src/optionals/SM.Utils/Controls/GameController.cs @@ -1,38 +1,55 @@ using SharpDX.XInput; +using SM.Base; namespace SM.Utils.Controls { - public struct GameController + public class GameController { - public static float GlobalDeadband = 2500; + public static float GlobalDeadband = .1F; private Controller _controller; + private ulong _lastFrame; + + internal GamepadButtonFlags _lastPressedButtons; public float Deadband { get; set; } public bool IsConnected => _controller.IsConnected; - public UserIndex Index { get; private set; } + public GameControllerState LastState { get; private set; } + public UserIndex Index { get; private set; } + public GameController(int id) : this((UserIndex)id) {} public GameController(UserIndex index = UserIndex.Any) { + _lastPressedButtons = GamepadButtonFlags.None; _controller = new Controller(index); Index = index; Deadband = GlobalDeadband; } - public GameControllerState GetState() + public GameControllerState GetState(bool force = false) { - if (!IsConnected) + if (!force && _lastFrame == SMRenderer.CurrentFrame) { - return new GameControllerState(true); + return LastState; } - Gamepad state = _controller.GetState().Gamepad; + GameControllerState st = new GameControllerState(true); + if (IsConnected) + { + Gamepad state = _controller.GetState().Gamepad; + st = new GameControllerState(state, this); + _lastPressedButtons = state.Buttons; + } - return new GameControllerState(state, ref this); + LastState = st; + + _lastFrame = SMRenderer.CurrentFrame; + + return st; } } diff --git a/src/optionals/SM.Utils/Controls/GameControllerState.cs b/src/optionals/SM.Utils/Controls/GameControllerState.cs index d080ec3..7a20aa4 100644 --- a/src/optionals/SM.Utils/Controls/GameControllerState.cs +++ b/src/optionals/SM.Utils/Controls/GameControllerState.cs @@ -22,22 +22,11 @@ namespace SM.Utils.Controls DPad = GameControllerStateDPad.Default; Buttons = GameControllerStateButtons.Default; } - internal GameControllerState(Gamepad state, ref GameController controller) + internal GameControllerState(Gamepad state, GameController controller) { FromConnected = true; - Thumbs = new GameControllerStateThumbs - { - Left = new Vector2( - Math.Abs((float)state.LeftThumbX) < controller.Deadband ? 0 : (float)state.LeftThumbX / short.MaxValue, - Math.Abs((float)state.LeftThumbY) < controller.Deadband ? 0 : (float)state.LeftThumbY / short.MaxValue), - Right = new Vector2( - Math.Abs((float)state.RightThumbX) < controller.Deadband ? 0 : (float)state.RightThumbX / short.MaxValue, - Math.Abs((float)state.RightThumbY) < controller.Deadband ? 0 : (float)state.RightThumbY / short.MaxValue), - - PressedLeft = state.Buttons.HasFlag(GamepadButtonFlags.LeftThumb), - PressedRight = state.Buttons.HasFlag(GamepadButtonFlags.RightThumb) - }; + Thumbs = new GameControllerStateThumbs(controller, state); Triggers = new GameControllerStateTriggers() { @@ -46,7 +35,7 @@ namespace SM.Utils.Controls }; DPad = new GameControllerStateDPad(state.Buttons); - Buttons = new GameControllerStateButtons(state.Buttons); + Buttons = new GameControllerStateButtons(state.Buttons, controller); } public override string ToString() diff --git a/src/optionals/SM.Utils/Controls/GameControllerStateButtons.cs b/src/optionals/SM.Utils/Controls/GameControllerStateButtons.cs index 7feeb05..5bcd5f4 100644 --- a/src/optionals/SM.Utils/Controls/GameControllerStateButtons.cs +++ b/src/optionals/SM.Utils/Controls/GameControllerStateButtons.cs @@ -4,9 +4,14 @@ namespace SM.Utils.Controls { public struct GameControllerStateButtons { - public static GameControllerStateButtons Default = new GameControllerStateButtons(GamepadButtonFlags.None); + public static GameControllerStateButtons Default = new GameControllerStateButtons() + { + _buttonFlags = GamepadButtonFlags.None, + _lastButtonFlags = GamepadButtonFlags.None + }; private GamepadButtonFlags _buttonFlags; + private GamepadButtonFlags _lastButtonFlags; public bool X; public bool Y; @@ -22,13 +27,14 @@ namespace SM.Utils.Controls public bool Start; public bool Back; - public bool this[GamepadButtonFlags flags] => _buttonFlags.HasFlag(flags); + public bool this[GamepadButtonFlags flags, bool once = false] => _buttonFlags.HasFlag(flags) && !(once && _lastButtonFlags.HasFlag(flags)); public bool AnyInteraction { get; } - internal GameControllerStateButtons(GamepadButtonFlags flags) + internal GameControllerStateButtons(GamepadButtonFlags flags, GameController controller) { _buttonFlags = flags; + _lastButtonFlags = controller._lastPressedButtons; X = flags.HasFlag(GamepadButtonFlags.X); Y = flags.HasFlag(GamepadButtonFlags.Y); diff --git a/src/optionals/SM.Utils/Controls/GameControllerStateThumbs.cs b/src/optionals/SM.Utils/Controls/GameControllerStateThumbs.cs index 5a63e45..6741a3c 100644 --- a/src/optionals/SM.Utils/Controls/GameControllerStateThumbs.cs +++ b/src/optionals/SM.Utils/Controls/GameControllerStateThumbs.cs @@ -1,4 +1,6 @@ -using OpenTK; +using System; +using OpenTK; +using SharpDX.XInput; namespace SM.Utils.Controls { @@ -15,6 +17,18 @@ namespace SM.Utils.Controls public bool AnyInteraction => Left != Vector2.Zero || Right != Vector2.Zero || PressedLeft || PressedRight; + public GameControllerStateThumbs(GameController controller, Gamepad state) + { + Vector2 left = new Vector2(state.LeftThumbX, state.LeftThumbY) / short.MaxValue; + Vector2 right = new Vector2(state.RightThumbX, state.RightThumbY) / short.MaxValue; + + Left = new Vector2(Math.Abs(left.X) < controller.Deadband ? 0 : left.X, Math.Abs(left.Y) < controller.Deadband ? 0 : left.Y); + Right = new Vector2(Math.Abs(right.X) < controller.Deadband ? 0 : right.X, Math.Abs(right.Y) < controller.Deadband ? 0 : right.Y); + + PressedLeft = state.Buttons.HasFlag(GamepadButtonFlags.LeftThumb); + PressedRight = state.Buttons.HasFlag(GamepadButtonFlags.RightThumb); + } + public override string ToString() { return $"Left: ({Left.X}; {Left.Y}){(PressedLeft ? " Pressed" : "")}; Right: ({Right.X}; {Right.Y}){(PressedRight ? " Pressed" : "")}"; diff --git a/src/optionals/SM.Utils/Controls/GameKeybindActor.cs b/src/optionals/SM.Utils/Controls/GameKeybindActor.cs index 1bbc8a5..7dfd976 100644 --- a/src/optionals/SM.Utils/Controls/GameKeybindActor.cs +++ b/src/optionals/SM.Utils/Controls/GameKeybindActor.cs @@ -12,16 +12,25 @@ namespace SM.Utils.Controls public struct GameKeybindActor { private GameKeybindActorType _type; - private GameController? _controller; + private GameController _controller; private GameKeybindHost _keybindHost; public GameKeybindActorType Type => _type; - public GameController? Controller => _controller; + public GameController Controller => _controller; public object[] Parameter; - private GameKeybindActor(GameKeybindActorType type, GameController? controller) + private GameKeybindActor(GameKeybindActorType type, GameController controller) + { + _type = type; + _controller = controller; + + _keybindHost = null; + + Parameter = new object[0]; + } + private GameKeybindActor(GameKeybindActorType type, ref GameController controller) { _type = type; _controller = controller; @@ -58,7 +67,7 @@ namespace SM.Utils.Controls KeyboardState = Keyboard.GetState(), MouseState = Mouse.GetState(), - ControllerState = Controller?.GetState(), + ControllerState = Controller?.GetState() ?? new GameControllerState(true), }; return keybind[Type].Invoke(context); diff --git a/src/optionals/SM.Utils/Controls/GameKeybindContext.cs b/src/optionals/SM.Utils/Controls/GameKeybindContext.cs index 189ec44..c08fe7c 100644 --- a/src/optionals/SM.Utils/Controls/GameKeybindContext.cs +++ b/src/optionals/SM.Utils/Controls/GameKeybindContext.cs @@ -6,7 +6,7 @@ namespace SM.Utils.Controls { public KeyboardState KeyboardState; public MouseState MouseState; - public GameControllerState? ControllerState; + public GameControllerState ControllerState; public GameKeybindActor Actor; public GameKeybindHost Host; diff --git a/src/optionals/SM.Utils/SMRenderer.Utils.csproj b/src/optionals/SM.Utils/SMRenderer.Utils.csproj index 92fd385..30b4822 100644 --- a/src/optionals/SM.Utils/SMRenderer.Utils.csproj +++ b/src/optionals/SM.Utils/SMRenderer.Utils.csproj @@ -9,9 +9,10 @@ Properties SM.Utils SM.Utils - v4.5.2 + v4.7.2 512 true + true @@ -61,5 +62,11 @@ + + + {8e733844-4204-43e7-b3dc-3913cddabb0d} + SM.Base + + \ No newline at end of file diff --git a/src/renderer/SM.Base/Controls/Mouse.cs b/src/renderer/SM.Base/Controls/Mouse.cs index 1309818..0a18ce9 100644 --- a/src/renderer/SM.Base/Controls/Mouse.cs +++ b/src/renderer/SM.Base/Controls/Mouse.cs @@ -18,10 +18,20 @@ namespace SM.Base.Controls private static MouseState? _mouseState; private static List _lastButtonsPressed = new List(); + private static Vector2 _inScreen; + /// - /// The current position of the mouse in the screen. + /// Gets or sets the current position of the mouse in the screen. /// - public static Vector2 InScreen { get; private set; } + public static Vector2 InScreen + { + get => _inScreen; + set + { + _inScreen = value; + UpdateNormalized(SMRenderer.CurrentWindow); + } + } /// /// The current position of the mouse in the screen from 0..1. @@ -40,6 +50,16 @@ namespace SM.Base.Controls /// public static bool RightClick => IsDown(MouseButton.Right, true); + /// + /// If true, it disables the tracking of the mouse, allowing you to change the value, without the system replacing it again. + /// + public static bool StopTracking { get; set; } + + private static void UpdateNormalized(IGenericWindow window) + { + InScreenNormalized = new Vector2(_inScreen.X / (float)window.Width, _inScreen.Y / (float)window.Height); + } + /// /// The event to update the values. /// @@ -47,8 +67,10 @@ namespace SM.Base.Controls /// The window where the mouse is checked internal static void MouseMoveEvent(MouseMoveEventArgs mmea, IGenericWindow window) { + if (StopTracking) return; + InScreen = new Vector2(mmea.X, mmea.Y); - InScreenNormalized = new Vector2(mmea.X / (float) window.Width, mmea.Y / (float) window.Height); + UpdateNormalized(window); } internal static void SetState() diff --git a/src/renderer/SM.Base/Drawing/Material.cs b/src/renderer/SM.Base/Drawing/Material.cs index dc8c8fb..c1d1663 100644 --- a/src/renderer/SM.Base/Drawing/Material.cs +++ b/src/renderer/SM.Base/Drawing/Material.cs @@ -39,6 +39,10 @@ namespace SM.Base.Drawing /// public ShaderArguments ShaderArguments { get; internal set; } = new ShaderArguments(); + /// + /// Draws the material with the provided context. + /// + /// public virtual void Draw(DrawContext context) { context.Shader.Draw(context); diff --git a/src/renderer/SM.Base/Drawing/Text/TextDrawingBasis.cs b/src/renderer/SM.Base/Drawing/Text/TextDrawingBasis.cs index 206a63c..9879639 100644 --- a/src/renderer/SM.Base/Drawing/Text/TextDrawingBasis.cs +++ b/src/renderer/SM.Base/Drawing/Text/TextDrawingBasis.cs @@ -1,6 +1,8 @@ #region usings using System; +using System.Collections.Generic; +using System.Linq; using OpenTK; using OpenTK.Graphics; using SM.Base.Objects.Static; @@ -130,9 +132,13 @@ namespace SM.Base.Drawing.Text { if (!Font.WasCompiled) Font.RegenerateTexture(); + if (string.IsNullOrEmpty(_text)) return; + _text = _text.Replace("\r\n", "\n").Replace("\t", " "); _instances = new Instance[_text.Length]; + List> lines = new List>(); + List currentLineInstances = new List(); float x = 0; float y = 0; @@ -146,8 +152,13 @@ namespace SM.Base.Drawing.Text if (_text[i] == '\n') { + if (currentLineInstances.Count > 0) + { + lines.Add(new Tuple(new Vector2(x, y), currentLineInstances.ToArray())); + currentLineInstances.Clear(); + } + y += Font.Height; - Width = Math.Max(Width, x); x = 0; continue; } @@ -170,32 +181,41 @@ namespace SM.Base.Drawing.Text var matrix = Matrix4.CreateScale(parameter.Width, Font.Height, 1) * Matrix4.CreateTranslation(x + parameter.Width / 2, -y, 0); - _instances[i] = new Instance + currentLineInstances.Add(_instances[i] = new Instance { ModelMatrix = matrix, TextureMatrix = parameter.TextureMatrix - }; + }); x += parameter.Advance; } + if (currentLineInstances.Count > 0) + lines.Add(new Tuple(new Vector2(x, y), currentLineInstances.ToArray())); + Height = y + Font.Height; - Width = x; + Width = lines.Max(a => a.Item1.X); if (Origin != TextOrigin.Left) { - foreach (Instance i in _instances) + foreach (Tuple line in lines) { - if (i == null) continue; - switch (Origin) + + foreach (Instance i in line.Item2) { - case TextOrigin.Center: - i.ModelMatrix *= Matrix4.CreateTranslation(-Width / 2, 0, 0); - break; - case TextOrigin.Right: - i.ModelMatrix *= Matrix4.CreateTranslation(-Width, 0, 0); - break; + if (i == null) continue; + switch (Origin) + { + case TextOrigin.Center: + i.ModelMatrix *= Matrix4.CreateTranslation(-line.Item1.X / 2, 0, 0); + break; + case TextOrigin.Right: + i.ModelMatrix *= Matrix4.CreateTranslation(-line.Item1.X, 0, 0); + break; + } } } + + } } } diff --git a/src/renderer/SM.Base/Legacy/Font.cs b/src/renderer/SM.Base/Legacy/Font.cs deleted file mode 100644 index 1cebcb6..0000000 --- a/src/renderer/SM.Base/Legacy/Font.cs +++ /dev/null @@ -1,144 +0,0 @@ -#region usings - -using System.Collections.Generic; -using System.Drawing; -using System.Drawing.Text; -using OpenTK.Graphics.OpenGL4; -using SM.Base.Textures; - -#endregion - -namespace SM.Base.Drawing.Text -{ - /// - /// Represents a font. - /// - public class Font : Texture - { - /// - /// The char set for the font. - /// Default: - /// - public ICollection CharSet = FontCharStorage.SimpleUTF8; - - /// - /// The font family, that is used to find the right font. - /// - public FontFamily FontFamily; - - /// - /// The font size. - /// Default: 12 - /// - public float FontSize = 12; - - public float SpaceWidth { get; private set; } - - public float Spacing = 1; - - /// - /// The font style. - /// Default: - /// - public FontStyle FontStyle = FontStyle.Regular; - - /// - /// This contains all information for the different font character. - /// - public Dictionary Positions = new Dictionary(); - - /// - /// Generates a font from a font family from the specified path. - /// - /// The specified path - public Font(string path) - { - var pfc = new PrivateFontCollection(); - pfc.AddFontFile(path); - FontFamily = pfc.Families[0]; - } - - /// - /// Generates a font from a specified font family. - /// - /// Font-Family - public Font(FontFamily font) - { - FontFamily = font; - } - - /// - public override TextureWrapMode WrapMode { get; set; } = TextureWrapMode.ClampToEdge; - - /// - /// Regenerates the texture. - /// - public void RegenerateTexture() - { - Width = 0; - Height = 0; - Positions = new Dictionary(); - - - var map = new Bitmap(1000, 20); - var charParams = new Dictionary(); - using (var f = new System.Drawing.Font(FontFamily, FontSize, FontStyle)) - { - using (var g = Graphics.FromImage(map)) - { - g.Clear(Color.Transparent); - - foreach (var c in CharSet) - { - var s = c.ToString(); - var size = g.MeasureString(s, f, 0, StringFormat.GenericTypographic); - try - { - charParams.Add(c, new[] {size.Width, Width}); - } - catch - { - // ignored - } - - if (Height < size.Height) Height = (int) size.Height; - Width += (int) size.Width + 1; - } - - SpaceWidth = g.MeasureString("_", f, 0, StringFormat.GenericTypographic).Width; - } - - map = new Bitmap(Width, Height); - using (var g = Graphics.FromImage(map)) - { - foreach (var keyValuePair in charParams) - { - var normalizedX = (keyValuePair.Value[1]+ 0.00001f) / Width; - var normalizedWidth = keyValuePair.Value[0] / Width; - - CharParameter parameter; - Positions.Add(keyValuePair.Key, parameter = new CharParameter - { - NormalizedWidth = normalizedWidth, - NormalizedX = normalizedX, - Width = keyValuePair.Value[0], - X = (int) keyValuePair.Value[1] - }); - - g.DrawString(keyValuePair.Key.ToString(), f, Brushes.White, parameter.X, 0, StringFormat.GenericTypographic); - } - } - } - - Map = map; - Recompile(); - } - - /// - public override void Compile() - { - RegenerateTexture(); - base.Compile(); - } - } -} \ No newline at end of file diff --git a/src/renderer/SM.Base/Legacy/PostProcessing/BloomEffectOld.cs b/src/renderer/SM.Base/Legacy/PostProcessing/BloomEffectOld.cs new file mode 100644 index 0000000..4a7366c --- /dev/null +++ b/src/renderer/SM.Base/Legacy/PostProcessing/BloomEffectOld.cs @@ -0,0 +1,216 @@ +#region usings + +using System; +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.Shaders; +using SM.OGL.Texture; + +#endregion + +namespace SM.Base.Legacy.PostProcessing +{ + /// + /// A bloom post process effect. + /// + [Obsolete("This bloom effect isn't good. Please use SM.Base.PostEffects.BloomEffect, if you want a good bloom effect.")] + public class BloomEffectOld : 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( + new ShaderFile(AssemblyUtility.ReadAssemblyFile("SM.Base.Legacy.PostProcessing.bloom_merge.vert")), + AssemblyUtility.ReadAssemblyFile("SM.Base.Legacy.PostProcessing.bloom_merge.glsl")); + + private static readonly PostProcessShader _shader = + new PostProcessShader(AssemblyUtility.ReadAssemblyFile("SM.Base.Legacy.PostProcessing.bloom_blur.glsl")); + private const float _defaultTextureScale = .75f; + + private Framebuffer _source; + + private Framebuffer _tempColorBuffer; + 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; + + /// + /// A texture where you can define the amount of the bloom effect at each pixel. + /// + public TextureBase AmountMap; + /// + /// The transformation for the amount map. + /// + public TextureTransformation AmountTransform = new TextureTransformation(); + /// + /// The maximal amount the amount map is clamped to. + /// Default: 1 + /// + public float MaxAmount = 1; + /// + /// The minimal amount the amount map is clamped to. + /// Default: 0 + /// + public float MinAmount = 0; + + /// + /// The defines how often the x-y-flipflop happens. + /// Default: 8 + /// + public int Iterations = 8; + /// + /// The Threshold for the bloom effect. + /// Default: .8f + /// + public float Threshold = .8f; + /// + /// Increases the brightness of the resulting effect. + /// Default: 1 + /// + public float Power = 1; + + /// + /// Radius of the effect + /// Default: 2 + /// + public float Radius = 1; + + /// + /// This defines the weight curve. + /// + public BezierCurve WeightCurve + { + get => _weightCurve; + set + { + _weightCurve = value; + UpdateWeights(); + } + } + + /// + /// This defines how many picks the effect should pick from the weight curve. + /// + public int WeightCurvePickAmount = 4; + + /// + /// This creates a bloom effect. + /// + /// This can specify a own source framebuffer. If not set, it will take the Pipeline MainFramebuffer. + /// This allows to enable hdr returns. + /// This allows for a increase in performance, by lowering the calculating texture scale. + public BloomEffectOld(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; + } + + /// + protected override void InitProcess() + { + _source ??= Pipeline.MainFramebuffer; + + _source.ColorAttachments["color"].PixelInformation = PixelInformation.RGBA_HDR; + + _tempColorBuffer = new Framebuffer(Pipeline.ConnectedWindow, 1); + _tempColorBuffer.Append("color", new ColorAttachment(0, PixelInformation.RGBA_HDR)); + _tempColorBuffer.Compile(); + + _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(_tempColorBuffer); + Pipeline.Framebuffers.Add(_bloomBuffer1); + Pipeline.Framebuffers.Add(_bloomBuffer2); + } + + /// + protected override void Drawing(ColorAttachment source, DrawContext context) + { + GL.Viewport(0, 0, (int) (Pipeline.ConnectedWindow.Width * _textureScale), + (int) (Pipeline.ConnectedWindow.Height * _textureScale)); + + Framebuffer target = Framebuffer.GetCurrentlyActive(); + + source.ConnectedFramebuffer.CopyTo(_tempColorBuffer); + + 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"].SetBool(first); + collection["Threshold"].SetFloat(Threshold); + + collection["Horizontal"].SetBool(hoz); + + collection["Weights"].SetFloat(_weights); + collection["WeightCount"].SetFloat(WeightCurvePickAmount); + collection["Power"].SetFloat(Power); + + collection["Radius"].SetFloat(_textureScale * Radius); + }); + + hoz = !hoz; + if (first) first = false; + } + + GL.Viewport(Pipeline.ConnectedWindow.ClientRectangle); + target.Activate(); + + _mergeShader.Draw(collection => + { + collection["Scene"].SetTexture(_tempColorBuffer["color"]); + collection["Bloom"].SetTexture(_yBuffer); + + collection["MinAmount"].SetFloat(MinAmount); + collection["MaxAmount"].SetFloat(MaxAmount); + collection["AmountMap"].SetTexture(AmountMap, collection["HasAmountMap"]); + collection["TextureTransform"].SetMatrix3(AmountTransform.GetMatrix()); + + collection["Exposure"].SetFloat(context.UseCamera.Exposure); + collection["HDR"].SetBool(_hdr); + }); + } + } +} \ No newline at end of file diff --git a/src/renderer/SM.Base/PostEffects/Shaders/bloom_blur.glsl b/src/renderer/SM.Base/Legacy/PostProcessing/bloom_blur.glsl similarity index 92% rename from src/renderer/SM.Base/PostEffects/Shaders/bloom_blur.glsl rename to src/renderer/SM.Base/Legacy/PostProcessing/bloom_blur.glsl index 834ad23..c6bb97a 100644 --- a/src/renderer/SM.Base/PostEffects/Shaders/bloom_blur.glsl +++ b/src/renderer/SM.Base/Legacy/PostProcessing/bloom_blur.glsl @@ -1,5 +1,4 @@ #version 330 -#define PI 3.14159265359 uniform sampler2D renderedTexture; uniform float RenderScale; @@ -16,6 +15,7 @@ uniform float Power; uniform float Radius; layout(location = 0) out vec4 color; +layout(location = 1) out vec4 scene; vec4 GetRenderColorOffset(vec2 offset); @@ -31,6 +31,8 @@ float GetWeight(int dif) { } void main() { + if (First) scene = GetRenderColorOffset(vec2(0)); + vec3 thres = vec3(First ? Threshold : 0); vec2 tex_offset = 1.0 / textureSize(renderedTexture, 0) * vec2(Horizontal ? 1 : 0, Horizontal ? 0 : 1); diff --git a/src/renderer/SM.Base/PostEffects/Shaders/bloom_merge.glsl b/src/renderer/SM.Base/Legacy/PostProcessing/bloom_merge.glsl similarity index 79% rename from src/renderer/SM.Base/PostEffects/Shaders/bloom_merge.glsl rename to src/renderer/SM.Base/Legacy/PostProcessing/bloom_merge.glsl index cef9313..77a8937 100644 --- a/src/renderer/SM.Base/PostEffects/Shaders/bloom_merge.glsl +++ b/src/renderer/SM.Base/Legacy/PostProcessing/bloom_merge.glsl @@ -18,7 +18,7 @@ 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 (HasAmountMap) result *= clamp(length(texture(AmountMap, TransformedTexture).rgb) * (MaxAmount - MinAmount) + MinAmount, 0, 1); if (!HDR) { result = vec3(1.0) - exp(-result * Exposure); } diff --git a/src/renderer/SM.Base/Legacy/PostProcessing/bloom_merge.vert b/src/renderer/SM.Base/Legacy/PostProcessing/bloom_merge.vert new file mode 100644 index 0000000..5875eb3 --- /dev/null +++ b/src/renderer/SM.Base/Legacy/PostProcessing/bloom_merge.vert @@ -0,0 +1,18 @@ +#version 330 + +layout(location = 0) in vec3 aPos; +layout(location = 1) in vec2 aTex; + +uniform mat4 MVP; +uniform mat3 TextureTransform; + +out vec2 vTexture; +out vec2 TransformedTexture; + + +void main() { + vTexture = aTex; + //TransformedTexture = vec2(TextureTransform * vec3(aTex, 1)); + + gl_Position = MVP * vec4(aPos, 1); +} \ No newline at end of file diff --git a/src/renderer/SM.Base/Log.cs b/src/renderer/SM.Base/Log.cs index 8477937..176a85c 100644 --- a/src/renderer/SM.Base/Log.cs +++ b/src/renderer/SM.Base/Log.cs @@ -5,6 +5,7 @@ using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.IO.Compression; +using System.Reflection; using System.Windows.Forms; using OpenTK.Graphics.OpenGL4; using SM.OGL; @@ -82,14 +83,14 @@ namespace SM.Base /// /// Presets for the log targets. /// - public static Dictionary Preset = new() + public static Dictionary Preset = new Dictionary() { {LogTarget.Console, "[%type%] %msg%"}, {LogTarget.Debugger, "[%type%] %msg%"}, {LogTarget.File, "<%date%, %time%> [%type%] %msg%"} }; - private static readonly Dictionary Colors = new() + private static readonly Dictionary Colors = new Dictionary() { {LogType.Info, ConsoleColor.Green}, {LogType.Warning, ConsoleColor.Yellow}, @@ -145,7 +146,10 @@ namespace SM.Base { if (_init) return; - AppDomain.CurrentDomain.UnhandledException += ExceptionHandler; + if (!Debugger.IsAttached) + { + AppDomain.CurrentDomain.UnhandledException += ExceptionHandler; + } AppDomain.CurrentDomain.DomainUnload += (sender, args) => { _logStream.WriteLine("Unload application"); @@ -172,9 +176,12 @@ namespace SM.Base Write(e.IsTerminating ? "Terminating Error" : LogType.Error.ToString(), e.IsTerminating ? ConsoleColor.DarkRed : ConsoleColor.Red, e.ExceptionObject); + MethodBase info = (e.ExceptionObject as Exception).TargetSite; + string name = $"{info.ReflectedType.Namespace}.{info.ReflectedType.Name}.{info.Name}".Replace(".", "::"); + if (e.IsTerminating) { - MessageBox.Show($"Critical error occured.\n\n{e.ExceptionObject}", + MessageBox.Show($"Critical error occured at {name}.\n\n{e.ExceptionObject}", $"Terminating Error: {e.ExceptionObject.GetType().Name}"); _logStream?.Close(); } diff --git a/src/renderer/SM.Base/PostEffects/BloomEffect.cs b/src/renderer/SM.Base/PostEffects/BloomEffect.cs index fe8426b..8c5cac7 100644 --- a/src/renderer/SM.Base/PostEffects/BloomEffect.cs +++ b/src/renderer/SM.Base/PostEffects/BloomEffect.cs @@ -1,212 +1,200 @@ -#region usings - -using System.Drawing; -using OpenTK; +using OpenTK; +using OpenTK.Graphics; 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.Shaders; using SM.OGL.Texture; - -#endregion +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; namespace SM.Base.PostEffects { /// - /// A bloom post process effect. + /// The recommended bloom effect, that looks way better than the old one. + /// Based on Blender's implermentation, which is based on COD: Infinite Warfare. /// - public class BloomEffect : PostProcessEffect + public class BloomEffect : PostProcess.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 ShaderFile samplingFile = new ShaderFile(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom.sampling.frag")); - private static readonly PostProcessShader _shader = - new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_blur.glsl")); - private const float _defaultTextureScale = .75f; + private static readonly PostProcessShader _filterShader = new PostProcessShader( + AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom.filter.frag") + ); + private static readonly PostProcessShader _downsampleShader = new PostProcessShader( + AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom.downsample.frag") + ); + private static readonly PostProcessShader _upsampleShader = new PostProcessShader( + AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom.upsample.frag") + ); + private static readonly PostProcessShader _combineShader = new PostProcessShader( + AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom.combine.frag") + ); - private Framebuffer _source; + static BloomEffect() + { + _upsampleShader.ShaderFiles.Fragment[0].GLSLExtensions.Add(samplingFile); + _combineShader.ShaderFiles.Fragment[0].GLSLExtensions.Add(samplingFile); + } - private Framebuffer _bloomBuffer1; - private Framebuffer _bloomBuffer2; + const int MAXBLOOMSTEPS = 8; + const float INTENSITY = .1f; private readonly bool _hdr; - private readonly float _textureScale = .75f; + private List _downsampler; + private List _upsample; - private BezierCurve _weightCurve; - private float[] _weights; - - private ColorAttachment _xBuffer; - private ColorAttachment _yBuffer; + private int _iterations; + private float _sampleSize; + private Vector4 _thresholdCurve; + private Color4 _bloomColor; /// - /// A texture where you can define the amount of the bloom effect at each pixel. - /// - public TextureBase AmountMap; - /// - /// The transformation for the amount map. - /// - public TextureTransformation AmountTransform = new TextureTransformation(); - /// - /// The maximal amount the amount map is clamped to. - /// Default: 1 - /// - public float MaxAmount = 1; - /// - /// The minimal amount the amount map is clamped to. - /// Default: 0 - /// - public float MinAmount = 0; - - /// - /// The defines how often the x-y-flipflop happens. - /// Default: 8 - /// - public int Iterations = 8; - /// - /// The Threshold for the bloom effect. - /// Default: .8f + /// The threshold, where the effect decided what is bright. /// public float Threshold = .8f; /// - /// Increases the brightness of the resulting effect. - /// Default: 1 + /// The radius of the effect. /// - public float Power = 1; + public float Radius = 6.5f; + /// + /// Makes transition between under/over-threshold gradual. + /// + public float Knee = .5f; + /// + /// The intensity of the effect. + /// + public float Intensity = .5f; + /// + /// The tint of the effect. + /// + public Color4 Color = Color4.White; /// - /// Radius of the effect - /// Default: 2 + /// This creates a more prettier bloom effect. /// - public float Radius = 1; - - /// - /// This can disable the bloom calculation. - /// Default: true - /// - public bool Enable = true; - - /// - /// This defines the weight curve. - /// - public BezierCurve WeightCurve - { - get => _weightCurve; - set - { - _weightCurve = value; - UpdateWeights(); - } - } - /// - /// This defines how many picks the effect should pick from the weight curve. - /// - public int WeightCurvePickAmount = 4; - - /// - /// This creates a bloom effect. - /// - /// This can specify a own source framebuffer. If not set, it will take the Pipeline MainFramebuffer. /// This allows to enable hdr returns. - /// This allows for a increase in performance, by lowering the calculating texture scale. - public BloomEffect(Framebuffer source = null, bool hdr = false, float? textureScale = null) + public BloomEffect(bool hdr = false) { - _source = source; _hdr = hdr; - _textureScale = textureScale.GetValueOrDefault(_defaultTextureScale); - - WeightCurve = _defaultCurve; } + /// + protected override void InitProcess() => CreateFramebuffers(); - - private void UpdateWeights() + private void CreateFramebuffers() { - _weights = new float[WeightCurvePickAmount]; + if (_downsampler != null) _downsampler.ForEach(a => a.Reset()); + if (_upsample != null) _upsample.ForEach(a => a.Reset()); - for (int i = 0; i < WeightCurvePickAmount; i++) - _weights[i] = _weightCurve.CalculatePoint((float) (i + 1) / (WeightCurvePickAmount + 1)).Y; + _downsampler = new List(); + _upsample = new List(); + + Vector2 windowSize = Pipeline.ConnectedWindow.WindowSize; + + float minDim = (float)Math.Min(windowSize.X, windowSize.Y); + float maxIter = (Radius - 8.0f) + (float)(Math.Log(minDim) / Math.Log(2)); + int maxIterInt = (int)maxIter; + + _iterations = Math.Max(Math.Min(MAXBLOOMSTEPS, maxIterInt), 1); + + _sampleSize = .5f + maxIter - maxIterInt; + _thresholdCurve = new Vector4( + Threshold - Knee, + Knee * 2, + 0.25f / Math.Max(1e-5f, Knee), + Threshold); + + float intens = (Intensity * INTENSITY); + _bloomColor = new Color4(Color.R * intens, Color.G * intens, Color.B * intens, 1f); + + PixelInformation pixel = new PixelInformation(PixelInternalFormat.R11fG11fB10f, PixelFormat.Rgb, PixelType.Float); + + Vector2 texSize = windowSize; + Framebuffer f = new Framebuffer(texSize); + f.Append("0", new ColorAttachment(0, pixel)); + f.Append("1", new ColorAttachment(1, pixel)); + _downsampler.Add(f); + for (int i = 0; i < _iterations; i++) + { + texSize /= 2; + + + + f = new Framebuffer(texSize); + f.Append("0", new ColorAttachment(0, pixel)); + _downsampler.Add(f); + + if (i == _iterations - 1) break; + f = new Framebuffer(texSize); + f.Append("0", new ColorAttachment(0, pixel)); + _upsample.Add(f); + } } /// - protected override void InitProcess() + public override void ScreenSizeChanged(IGenericWindow window) { - _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); + CreateFramebuffers(); } /// - public override void Draw(ColorAttachment source, DrawContext context) + protected override void Drawing(ColorAttachment source, DrawContext context) { - if (Enable) - { - GL.Viewport(0, 0, (int) (Pipeline.ConnectedWindow.Width * _textureScale), - (int) (Pipeline.ConnectedWindow.Height * _textureScale)); + Framebuffer target = Framebuffer.GetCurrentlyActive(); - Framebuffer target = Framebuffer.GetCurrentlyActive(); - bool first = true, hoz = true; - int iter = Iterations * 2; - for (int i = 0; i < iter; i++) + // Filtering + _downsampler[0].Activate(true); + _filterShader.Draw(source, col => + { + col["ThresholdCurve"].SetVector4(_thresholdCurve); + }); + + // Downsampling + ColorAttachment last = _downsampler[0]["0"]; + for(int i = 1; i < _iterations; i++) + { + ColorAttachment downsampleSource = last; + Framebuffer downsampleTarget = _downsampler[i]; + downsampleTarget.Activate(true); + _downsampleShader.Draw(downsampleSource); + + last = downsampleTarget["0"]; + } + + // Upsampling + for (int i = _iterations - 2; i >= 0; i--) + { + ColorAttachment downsampleSource = _downsampler[i]["0"]; + Framebuffer upsampleTarget = _upsample[i]; + + upsampleTarget.Activate(true); + + _upsampleShader.Draw(last, (a) => { - (hoz ? _bloomBuffer1 : _bloomBuffer2).Activate(false); + if (last != null) a["baseBuffer"].SetTexture(downsampleSource); + a["sampleSize"].SetFloat(_sampleSize); + }); - _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(); + last = upsampleTarget["0"]; } - _mergeShader.Draw(collection => + // combine + target.Activate(true); + _combineShader.Draw(last, (a) => { - collection["Scene"].SetTexture(source); - collection["Bloom"].SetTexture(_yBuffer); + a["sampleSize"].SetFloat(_sampleSize); - collection["MinAmount"].SetUniform1(MinAmount); - collection["MaxAmount"].SetUniform1(MaxAmount); - collection["AmountMap"].SetTexture(AmountMap, collection["HasAmountMap"]); - collection["TextureTransform"].SetMatrix3(AmountTransform.GetMatrix()); + a["scene"].SetTexture(_downsampler[0]["1"]); + a["bloomColor"].SetColor(_bloomColor); - collection["Exposure"].SetUniform1(context.UseCamera.Exposure); - collection["HDR"].SetUniform1(_hdr); + a["HDR"].SetBool(_hdr); }); } } -} \ No newline at end of file +} diff --git a/src/renderer/SM.Base/PostEffects/PostProcessUtility.cs b/src/renderer/SM.Base/PostEffects/PostProcessUtility.cs index 55bef36..c925965 100644 --- a/src/renderer/SM.Base/PostEffects/PostProcessUtility.cs +++ b/src/renderer/SM.Base/PostEffects/PostProcessUtility.cs @@ -52,8 +52,8 @@ namespace SM.Base.PostEffects { _hdrExposureShader.Draw(u => { - u["Gamma"].SetUniform1(Gamma); - u["Exposure"].SetUniform1(exposure); + u["Gamma"].SetFloat(Gamma); + u["Exposure"].SetFloat(exposure); u["Scene"].SetTexture(attachment); }); } @@ -66,7 +66,7 @@ namespace SM.Base.PostEffects { _gammaShader.Draw(u => { - u["Gamma"].SetUniform1(Gamma); + u["Gamma"].SetFloat(Gamma); u["Scene"].SetTexture(attachment); }); } diff --git a/src/renderer/SM.Base/PostEffects/Shaders/bloom/combine.frag b/src/renderer/SM.Base/PostEffects/Shaders/bloom/combine.frag new file mode 100644 index 0000000..e72ba87 --- /dev/null +++ b/src/renderer/SM.Base/PostEffects/Shaders/bloom/combine.frag @@ -0,0 +1,32 @@ +#version 330 core + +in vec2 vTexture; + +uniform sampler2D scene; +uniform vec4 bloomColor; +uniform bool HDR; + +vec3 safe_color(vec3 c) { + return clamp(c, vec3(0.0), vec3(1e20)); +} + +vec3 upsample_filter_high(); + +layout(location = 0) out vec4 color; + +vec3 reinhardTone(vec3 col) { + return col / (col + vec3(1.0)); +} + +void main() { + + vec3 scene = safe_color(texture2D(scene, vTexture).rgb); + vec3 blur = upsample_filter_high() * bloomColor.rgb; + + if (HDR) { + color = vec4(scene + blur, 1); + return; + } + + color = vec4(scene + reinhardTone(blur), 1); +} diff --git a/src/renderer/SM.Base/PostEffects/Shaders/bloom/downsample.frag b/src/renderer/SM.Base/PostEffects/Shaders/bloom/downsample.frag new file mode 100644 index 0000000..b2fec34 --- /dev/null +++ b/src/renderer/SM.Base/PostEffects/Shaders/bloom/downsample.frag @@ -0,0 +1,41 @@ +#version 330 core + +uniform vec2 renderedTextureTexelSize; + +vec4 GetRenderColor(); +vec4 GetRenderColorOffset(vec2); + +float getBrightness(vec3 col) { + return max(col.r, max(col.g, col.b)); + return (col.r + col.r + col.b + col.g + col.g + col.g) / 6.0; +} + +layout(location = 0) out vec4 color; + +vec3 downsample_high() { + vec4 d = renderedTextureTexelSize.xyxy * vec4(-1,-1, +1, +1); + vec3 s1 = GetRenderColorOffset(d.xy).rgb; // - - + // X - + + vec3 s2 = GetRenderColorOffset(d.zy).rgb; // - - + // - X + + vec3 s3 = GetRenderColorOffset(d.xw).rgb; // X - + // - - + + vec3 s4 = GetRenderColorOffset(d.zw).rgb; // X - + // - - + + float s1w = 1.0 / (getBrightness(s1) + 1.0); + float s2w = 1.0 / (getBrightness(s2) + 1.0); + float s3w = 1.0 / (getBrightness(s3) + 1.0); + float s4w = 1.0 / (getBrightness(s4) + 1.0); + float one_div = 1.0 / (s1w + s2w + s3w + s4w); + + return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div; +} + +void main() { + + color = vec4(downsample_high(),1); +} diff --git a/src/renderer/SM.Base/PostEffects/Shaders/bloom/filter.frag b/src/renderer/SM.Base/PostEffects/Shaders/bloom/filter.frag new file mode 100644 index 0000000..c14ccf8 --- /dev/null +++ b/src/renderer/SM.Base/PostEffects/Shaders/bloom/filter.frag @@ -0,0 +1,48 @@ +#version 330 core + +uniform vec4 ThresholdCurve; +uniform vec2 renderedTextureTexelSize; + +vec4 GetRenderColorOffset(vec2); + +layout(location = 0) out vec4 color; +layout(location = 1) out vec4 scene; + +vec3 safe_color(vec3 c) { + return clamp(c, vec3(0.0), vec3(1e20)); +} +vec3 median(vec3 a, vec3 b, vec3 c) +{ + return a + b + c - min(min(a, b), c) - max(max(a, b), c); +} + +float getBrightness(vec3 col) { + + return max(col.r, max(col.g, col.b)); + return (col.r + col.r + col.b + col.g + col.g + col.g) / 6.0; +} + +void main() { + scene = vec4(safe_color(GetRenderColorOffset(vec2(0)).rgb), 1); + + vec3 d = renderedTextureTexelSize.xyx * vec3(1,1,0); + vec3 s0 = scene.rgb + vec3(.1); + vec3 s1 = safe_color(GetRenderColorOffset(-d.xz).rgb) + vec3(.1); + vec3 s2 = safe_color(GetRenderColorOffset(+d.xz).rgb) + vec3(.1); + vec3 s3 = safe_color(GetRenderColorOffset(-d.zy).rgb) + vec3(.1); + vec3 s4 = safe_color(GetRenderColorOffset(+d.zy).rgb) + vec3(.1); + vec3 col = median(median(s0, s1, s2), s3, s4); + float br = getBrightness(col); + + /*vec3 col = safe_color(GetRenderColor().rgb); + float br = getBrightness(col);*/ + + + float rq = clamp(br - ThresholdCurve.x, 0, ThresholdCurve.y); + rq = ThresholdCurve.z * rq * rq; + + float resultBr = max(rq, br - ThresholdCurve.w) / max(1e-5, br); + col *= resultBr; + + color = vec4(col, 1); +} diff --git a/src/renderer/SM.Base/PostEffects/Shaders/bloom/sampling.frag b/src/renderer/SM.Base/PostEffects/Shaders/bloom/sampling.frag new file mode 100644 index 0000000..46054ee --- /dev/null +++ b/src/renderer/SM.Base/PostEffects/Shaders/bloom/sampling.frag @@ -0,0 +1,30 @@ +#version 330 core + + +uniform vec2 renderedTextureTexelSize; +uniform float sampleSize; + +vec4 GetRenderColorOffset(vec2); + + +vec3 upsample_filter_high() { + vec4 d = renderedTextureTexelSize.xyxy * vec4(1, 1,-1,0); + + vec3 s; + // Line + 1 + s = GetRenderColorOffset(d.zy).rgb; // x - - + s += GetRenderColorOffset(d.wy).rgb * 2; // - X - + s += GetRenderColorOffset(d.xy).rgb; // - - X + + // Line 0 + s += GetRenderColorOffset(d.zw).rgb * 2; // X - - + s += GetRenderColorOffset(vec2(0)).rgb * 4; // - X - + s += GetRenderColorOffset(d.xw).rgb * 2; // - - X + + // Line - 1 + s += GetRenderColorOffset(d.zz).rgb; // X - - + s += GetRenderColorOffset(d.wz).rgb * 2; // - X - + s += GetRenderColorOffset(d.xz).rgb; // - - X + + return s * 0.0625; // 1 / 16 = 0.0625 +} \ No newline at end of file diff --git a/src/renderer/SM.Base/PostEffects/Shaders/bloom/upsample.frag b/src/renderer/SM.Base/PostEffects/Shaders/bloom/upsample.frag new file mode 100644 index 0000000..38c530f --- /dev/null +++ b/src/renderer/SM.Base/PostEffects/Shaders/bloom/upsample.frag @@ -0,0 +1,13 @@ +#version 330 core + +in vec2 vTexture; + +uniform sampler2D baseBuffer; + +layout(location = 0) out vec4 color; + +vec3 upsample_filter_high(); + +void main() { + color = vec4(texture2D(baseBuffer, vTexture).rgb + upsample_filter_high(),1); +} diff --git a/src/renderer/SM.Base/PostEffects/Shaders/bloom_merge_vert.glsl b/src/renderer/SM.Base/PostEffects/Shaders/bloom_merge_vert.glsl deleted file mode 100644 index 127a8b5..0000000 --- a/src/renderer/SM.Base/PostEffects/Shaders/bloom_merge_vert.glsl +++ /dev/null @@ -1,11 +0,0 @@ -#version 330 - -layout(location = 1) in vec2 aTex; - -uniform mat3 TextureTransform; - -out vec2 TransformedTexture; - -void vertex() { - TransformedTexture = vec2(TextureTransform * vec3(aTex, 1)); -} \ No newline at end of file diff --git a/src/renderer/SM.Base/PostEffects/Shaders/finalize_hdr.glsl b/src/renderer/SM.Base/PostEffects/Shaders/finalize_hdr.glsl index 59406bc..696e186 100644 --- a/src/renderer/SM.Base/PostEffects/Shaders/finalize_hdr.glsl +++ b/src/renderer/SM.Base/PostEffects/Shaders/finalize_hdr.glsl @@ -8,8 +8,28 @@ uniform float Gamma; layout(location = 0) out vec4 color; +vec3 ACES(vec3 x) { + const float a = 2.51; + const float b = 0.03; + const float c = 2.43; + const float d = 0.59; + const float e = 0.14; + + return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0,1.0); +} + +vec3 reinhardTone(vec3 col) { + return col / (col + vec3(1.0)); +} + +vec3 exposure(vec3 scene) { + return vec3(1) - exp(-texture(Scene, vTexture).rgb * Exposure); +} + void main() { - vec3 result = vec3(1) - exp(-texture(Scene, vTexture).rgb * Exposure); + + vec3 scene = texture2D(Scene, vTexture).rgb; + vec3 result = reinhardTone(scene); color = vec4(pow(result, vec3(1 / Gamma)), 1); } \ No newline at end of file diff --git a/src/renderer/SM.Base/PostProcess/PostProcessEffect.cs b/src/renderer/SM.Base/PostProcess/PostProcessEffect.cs index 3767ace..d60d22b 100644 --- a/src/renderer/SM.Base/PostProcess/PostProcessEffect.cs +++ b/src/renderer/SM.Base/PostProcess/PostProcessEffect.cs @@ -24,6 +24,12 @@ namespace SM.Base.PostProcess /// protected RenderPipeline Pipeline; + /// + /// Enables the effect. + /// Default: true + /// + public bool Enable = true; + /// /// Initialize the effect. /// @@ -41,11 +47,20 @@ namespace SM.Base.PostProcess { } + /// + /// This executes + /// + /// + /// + public void Draw(ColorAttachment source, DrawContext context) + { + if (Enable) Drawing(source, context); + } /// /// Method to draw the actual effect. /// - public abstract void Draw(ColorAttachment source, DrawContext context); + protected abstract void Drawing(ColorAttachment source, DrawContext context); /// /// Event, when the scene changed. @@ -53,5 +68,14 @@ namespace SM.Base.PostProcess public virtual void SceneChanged(GenericScene scene) { } + + /// + /// Event, when the screen size changed. + /// + /// Window that changed + public virtual void ScreenSizeChanged(IGenericWindow window) + { + + } } } \ No newline at end of file diff --git a/src/renderer/SM.Base/PostProcess/PostProcessShader.cs b/src/renderer/SM.Base/PostProcess/PostProcessShader.cs index c364588..e2477b8 100644 --- a/src/renderer/SM.Base/PostProcess/PostProcessShader.cs +++ b/src/renderer/SM.Base/PostProcess/PostProcessShader.cs @@ -5,6 +5,7 @@ using System.Collections.Generic; using OpenTK.Graphics.OpenGL4; using SM.Base.Objects.Static; using SM.Base.Utility; +using SM.OGL.Framebuffer; using SM.OGL.Shaders; #endregion @@ -25,6 +26,20 @@ namespace SM.Base.PostProcess private static readonly string _normalVertexWithExt = AssemblyUtility.ReadAssemblyFile("SM.Base.PostProcess.DefaultFiles.vertexWithExt.vert"); + /// + /// Generates an action for the texture handling. + /// + /// + /// + public static Action DefaultTextureAction(ColorAttachment renderedTexture) + { + return (col) => + { + col["renderedTexture"].SetTexture(renderedTexture); + col["renderedTextureTexelSize"].SetVector2(renderedTexture.TexelSize); + }; + } + /// /// Creates the shader with the default vertex shader and custom fragment. /// @@ -44,6 +59,14 @@ namespace SM.Base.PostProcess }, new ShaderFile(fragment)) { } + /// + /// Creates the shader with an vertex extension and custom fragment. + /// + /// + /// + public PostProcessShader(ShaderFile vertex, string fragment) : this(vertex, new ShaderFile(fragment)) + { + } private PostProcessShader(ShaderFile vertex, ShaderFile fragment) : base( new ShaderFileCollection(vertex, fragment)) @@ -51,10 +74,33 @@ namespace SM.Base.PostProcess fragment.GLSLExtensions.Add(_fragExtensions); } + /// + /// Draws the shader with the color attachment as texture. + /// + /// + public void Draw(ColorAttachment renderedTexture) + { + Draw(DefaultTextureAction(renderedTexture)); + } + + /// + /// Draws the shader with the color attachment as texture and provides access to the uniforms. + /// + /// + /// + public void Draw(ColorAttachment renderedTexture, Action setUniformAction) + { + var texAction = DefaultTextureAction(renderedTexture); + Draw((a) => { + texAction(a); + setUniformAction(a); + }); + } + /// /// Draws the shader with special uniforms. /// - /// + /// public void Draw(Action setUniformAction) { Activate(); diff --git a/src/renderer/SM.Base/SM.Base.csproj b/src/renderer/SM.Base/SM.Base.csproj index f0ea177..dd59076 100644 --- a/src/renderer/SM.Base/SM.Base.csproj +++ b/src/renderer/SM.Base/SM.Base.csproj @@ -13,11 +13,12 @@ Properties SM.Base SM.Base - v4.5.2 + v4.7.1 512 true + true @@ -51,6 +52,7 @@ + @@ -61,6 +63,7 @@ + @@ -71,7 +74,7 @@ - + @@ -115,13 +118,12 @@ - - + + - @@ -139,7 +141,6 @@ ..\..\..\packages\OpenTK.3.3.1\lib\net20\OpenTK.dll - True ..\..\..\packages\SharpFont.4.0.1\lib\net45\SharpFont.dll @@ -159,8 +160,14 @@ + + + + + + diff --git a/src/renderer/SM.Base/Shaders/SimpleShader.cs b/src/renderer/SM.Base/Shaders/SimpleShader.cs index e068e12..5db13b4 100644 --- a/src/renderer/SM.Base/Shaders/SimpleShader.cs +++ b/src/renderer/SM.Base/Shaders/SimpleShader.cs @@ -101,17 +101,19 @@ namespace SM.Base.Shaders .SetMatrix4(context.Instances[0].ModelMatrix * context.ModelMatrix * context.View * context.World); uniforms["MasterTextureMatrix"].SetMatrix3(context.Instances[0].TextureMatrix * context.TextureMatrix); uniforms["HasVColor"] - .SetUniform1(context.Mesh.Attributes.Has("color")); + .SetBool(context.Mesh.Attributes.Has("color")); DrawObject(context.ForcedType.GetValueOrDefault(context.Mesh.PrimitiveType), context.Mesh); } private static void InstancedSetUniforms(UniformCollection uniforms, DrawContext context) { + if (context.Instances == null || context.Instances.Count < 1) return; + uniforms["MVP"].SetMatrix4(context.ModelMatrix * context.View * context.World); uniforms["MasterTextureMatrix"].SetMatrix3(context.TextureMatrix); uniforms["HasVColor"] - .SetUniform1(context.Mesh.Attributes.Has("color")); + .SetBool(context.Mesh.Attributes.Has("color")); UniformArray instances = uniforms.GetArray("Instances"); diff --git a/src/renderer/SM.Base/Shaders/SimpleShaderPresets/basic_vertex.glsl b/src/renderer/SM.Base/Shaders/SimpleShaderPresets/basic_vertex.glsl index 503fb5a..5dd3936 100644 --- a/src/renderer/SM.Base/Shaders/SimpleShaderPresets/basic_vertex.glsl +++ b/src/renderer/SM.Base/Shaders/SimpleShaderPresets/basic_vertex.glsl @@ -1,5 +1,4 @@ #version 330 -#define SM_SIMPLE_EXTENSION //!extension layout(location = 0) in vec3 a_Position; layout(location = 1) in vec2 a_Texture; @@ -13,10 +12,6 @@ out vec3 v_VertexPosition; out vec2 v_TexCoords; out vec4 v_Color; -#if (SM_SIMPLE_EXTENSION == 1) -void v_Extension(); -#endif - void main() { v_Color = vec4(1); if (HasVColor) v_Color = a_Color; @@ -26,7 +21,5 @@ void main() { v_VertexPosition = a_Position; gl_Position = MVP * vec4(a_Position, 1); - #if (SM_SIMPLE_EXTENSION == 1) - v_Extension(); - #endif + } \ No newline at end of file diff --git a/src/renderer/SM.Base/Shaders/SimpleShaderPresets/instanced_vertex.glsl b/src/renderer/SM.Base/Shaders/SimpleShaderPresets/instanced_vertex.glsl index 3565cf6..1f594ae 100644 --- a/src/renderer/SM.Base/Shaders/SimpleShaderPresets/instanced_vertex.glsl +++ b/src/renderer/SM.Base/Shaders/SimpleShaderPresets/instanced_vertex.glsl @@ -1,6 +1,5 @@ #version 330 #define maxInstances //!instanceMax -#define SM_SIMPLE_EXTENSION //!extension struct Instance { mat4 ModelMatrix; @@ -20,10 +19,6 @@ out vec3 v_VertexPosition; out vec2 v_TexCoords; out vec4 v_Color; -#if (SM_SIMPLE_EXTENSION == 1) -void v_Extension(); -#endif - void main() { v_Color = vec4(1); if (HasVColor) v_Color = a_Color; @@ -33,7 +28,4 @@ void main() { v_VertexPosition = a_Position; gl_Position = MVP * Instances[gl_InstanceID].ModelMatrix * vec4(a_Position, 1); - #if (SM_SIMPLE_EXTENSION == 1) - v_Extension(); - #endif } \ No newline at end of file diff --git a/src/renderer/SM.Base/Types/CVector1.cs b/src/renderer/SM.Base/Types/CVector1.cs index b2a80f9..891e8ea 100644 --- a/src/renderer/SM.Base/Types/CVector1.cs +++ b/src/renderer/SM.Base/Types/CVector1.cs @@ -28,21 +28,6 @@ namespace SM.Base.Types /// public float X { get; set; } - /// - /// Interpolates the motion to the target. - /// - /// How long the interpolation should take. - /// The value it should interpolate. - /// The curve how he interpolates. Preset values can be found under . Default: - /// A handle to control the interpolation process. - public InterpolationProcess Interpolate(TimeSpan duration, float to, BezierCurve? interpolationCurve = null) - { - InterpolationProcess process = new InterpolationProcess(this, duration, ConvertToVector4(), new Vector4(to, 0, 0, 0), interpolationCurve.GetValueOrDefault(AnimationCurves.Linear)); - process.Start(); - - return process; - } - /// /// Sets the X-Component. /// diff --git a/src/renderer/SM.Base/Types/CVector2.cs b/src/renderer/SM.Base/Types/CVector2.cs index 8063c6b..5f89219 100644 --- a/src/renderer/SM.Base/Types/CVector2.cs +++ b/src/renderer/SM.Base/Types/CVector2.cs @@ -34,26 +34,7 @@ namespace SM.Base.Types /// Y-component /// public float Y { get; set; } - - /// - /// Interpolates the motion to the target. - /// - /// How long the interpolation should take. - /// The value it should interpolate. - /// The curve how he interpolates. - /// When creating a curve, its recommended the Y-component is always between 0 -> 1. But it could make cool effects if not... - /// Preset curves can be found under . - /// Default: - /// - /// A handle to control the interpolation process. - public InterpolationProcess Interpolate(TimeSpan duration, Vector2 to, BezierCurve? interpolationCurve = null) - { - InterpolationProcess process = new InterpolationProcess(this, duration, ConvertToVector4(), new Vector4(to), interpolationCurve.GetValueOrDefault(AnimationCurves.Linear)); - process.Start(); - - return process; - } - + /// public override string ToString() { diff --git a/src/renderer/SM.Base/Types/CVector3.cs b/src/renderer/SM.Base/Types/CVector3.cs index 64231f0..e5dfd92 100644 --- a/src/renderer/SM.Base/Types/CVector3.cs +++ b/src/renderer/SM.Base/Types/CVector3.cs @@ -34,22 +34,7 @@ namespace SM.Base.Types /// Z-component /// public float Z { get; set; } - - /// - /// Interpolates the motion to the target. - /// - /// How long the interpolation should take. - /// The value it should interpolate. - /// The curve how he interpolates. Preset values can be found under . Default: - /// A handle to control the interpolation process. - public InterpolationProcess Interpolate(TimeSpan duration, Vector3 to, BezierCurve? interpolationCurve = null) - { - InterpolationProcess process = new InterpolationProcess(this, duration, ConvertToVector4(), new Vector4(to, 0), interpolationCurve.GetValueOrDefault(AnimationCurves.Linear)); - process.Start(); - - return process; - } - + /// public override string ToString() diff --git a/src/renderer/SM.Base/Types/CVector4.cs b/src/renderer/SM.Base/Types/CVector4.cs index 5429a41..90addab 100644 --- a/src/renderer/SM.Base/Types/CVector4.cs +++ b/src/renderer/SM.Base/Types/CVector4.cs @@ -23,22 +23,7 @@ namespace SM.Base.Types { W = w; } - - /// - /// Interpolates the motion to the target. - /// - /// How long the interpolation should take. - /// The value it should interpolate. - /// The curve how he interpolates. Preset values can be found under . Default: - /// A handle to control the interpolation process. - public InterpolationProcess Interpolate(TimeSpan duration, Vector4 to, BezierCurve? interpolationCurve = null) - { - InterpolationProcess process = new InterpolationProcess(this, duration, ConvertToVector4(), to, interpolationCurve.GetValueOrDefault(AnimationCurves.Linear)); - process.Start(); - - return process; - } - + /// public override void Set(float uniform, bool triggerChanged = true) { diff --git a/src/renderer/SM.Base/Types/CVectorBase.cs b/src/renderer/SM.Base/Types/CVectorBase.cs index 2340b84..39d5831 100644 --- a/src/renderer/SM.Base/Types/CVectorBase.cs +++ b/src/renderer/SM.Base/Types/CVectorBase.cs @@ -1,5 +1,8 @@ using System; using OpenTK; +using OpenTK.Audio.OpenAL; +using OpenTK.Graphics.OpenGL; +using SM.Base.Animation; namespace SM.Base.Types { @@ -48,6 +51,62 @@ namespace SM.Base.Types NormalizationProcess(length); } + /// + /// Interpolates the motion to the target. + /// + /// How long the interpolation should take. + /// The value it should interpolate. + /// The curve how he interpolates. Preset values can be found under . Default: + /// Auto-starts the interpolation process. + /// A handle to control the interpolation process. + public InterpolationProcess Interpolate(TimeSpan duration, TInterpolateType to, BezierCurve? interpolationCurve = null, bool autoStart = true) + where TInterpolateType : struct + { + return Interpolate(duration, ConvertToVector4(), to, interpolationCurve, autoStart); + } + + /// + /// Interpolates the motion to the target. + /// + /// How long the interpolation should take. + /// The value it should start with. + /// The value it should interpolate. + /// The curve how he interpolates. Preset values can be found under . Default: + /// Auto-starts the interpolation process. + /// A handle to control the interpolation process. + public InterpolationProcess Interpolate(TimeSpan duration, TInterpolateType from, TInterpolateType to, BezierCurve? interpolationCurve = null, bool autoStart = true) + where TInterpolateType : struct + { + Vector4 start = from switch + { + float f => new Vector4(f, 0, 0, 0), + Vector2 v2 => new Vector4(v2.X, v2.Y, 0, 0), + Vector3 v3 => new Vector4(v3.X, v3.Y, v3.Z, 0), + Vector4 v4 => v4, + _ => throw new Exception("[INTERPOLATION] Only float, OpenTK.Vector2, OpenTK.Vector3, OpenTK.Vector4 are allowed as types.") + }; + + return Interpolate(duration, start, to, interpolationCurve, autoStart); + } + + internal InterpolationProcess Interpolate(TimeSpan duration, Vector4 from, TInterpolateType to, BezierCurve? interpolationCurve = null, bool autoStart = true) + where TInterpolateType : struct + { + Vector4 target = to switch + { + float f => new Vector4(f, 0, 0, 0), + Vector2 v2 => new Vector4(v2.X, v2.Y, 0, 0), + Vector3 v3 => new Vector4(v3.X, v3.Y, v3.Z, 0), + Vector4 v4 => v4, + _ => throw new Exception("[INTERPOLATION] Only float, OpenTK.Vector2, OpenTK.Vector3, OpenTK.Vector4 are allowed as types.") + }; + + InterpolationProcess process = new InterpolationProcess(this, duration, from, target, interpolationCurve.GetValueOrDefault(AnimationCurves.Linear)); + if (autoStart) process.Start(); + + return process; + } + /// /// Sets the values of the vector, by providing the values over an array. /// diff --git a/src/renderer/SM.Base/Utility/MathUtils.cs b/src/renderer/SM.Base/Utility/MathUtils.cs new file mode 100644 index 0000000..0e92156 --- /dev/null +++ b/src/renderer/SM.Base/Utility/MathUtils.cs @@ -0,0 +1,16 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +namespace SM.Base.Utility +{ + class MathUtils + { + public static float Lerp(float start, float end, float t) + { + return start + t * (end - start); + } + } +} diff --git a/src/renderer/SM.Base/Window/RenderPipeline.cs b/src/renderer/SM.Base/Window/RenderPipeline.cs index b9f89dd..906a288 100644 --- a/src/renderer/SM.Base/Window/RenderPipeline.cs +++ b/src/renderer/SM.Base/Window/RenderPipeline.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using System.Threading; using SM.Base.Drawing; +using SM.Base.PostProcess; using SM.Base.Shaders; using SM.Base.Utility; using SM.OGL.Framebuffer; @@ -17,6 +18,11 @@ namespace SM.Base.Window /// public abstract class RenderPipeline : IInitializable { + /// + /// All post processing effects should go here, that should be automaticly managed. + /// + protected List PostProcessEffects = new List(); + /// /// This contains the windows its connected to. /// @@ -47,9 +53,7 @@ namespace SM.Base.Window /// public virtual void Activate() - { - } - + { } /// public virtual void Initialization() { @@ -73,11 +77,26 @@ namespace SM.Base.Window /// /// The event when resizing. /// - public virtual void Resize() + public virtual void Resize(IGenericWindow window) { Recompile(); + + foreach (PostProcessEffect effect in PostProcessEffects) + { + effect.ScreenSizeChanged(window); + } } + /// + /// Initilizes the collected post processing effects. + /// + protected void InitizePostProcessing() + { + foreach (PostProcessEffect effect in PostProcessEffects) + { + effect.Initilize(this); + } + } /// /// Compiles the framebuffers. @@ -116,11 +135,11 @@ namespace SM.Base.Window public Framebuffer CreateWindowFramebuffer(int multisamples = 0, PixelInformation? pixelInformation = null, bool depth = true) { Framebuffer framebuffer = new(ConnectedWindow); - framebuffer.Append("color", new ColorAttachment(0, pixelInformation.GetValueOrDefault(PixelInformation.RGBA_LDR), multisamples)); + framebuffer.Append("color", new ColorAttachment(0, pixelInformation.GetValueOrDefault(PixelInformation.RGBA_LDR), multisamples:multisamples)); if (depth) { - RenderbufferAttachment depthAttach = RenderbufferAttachment.Depth; + RenderbufferAttachment depthAttach = RenderbufferAttachment.GenerateDepth(); depthAttach.Multisample = multisamples; framebuffer.AppendRenderbuffer(depthAttach); } diff --git a/src/renderer/SM.Base/Window/WindowCode.cs b/src/renderer/SM.Base/Window/WindowCode.cs index 6270a52..8cdd501 100644 --- a/src/renderer/SM.Base/Window/WindowCode.cs +++ b/src/renderer/SM.Base/Window/WindowCode.cs @@ -60,14 +60,17 @@ namespace SM.Base.Window { window.WindowSize = new Vector2(window.Width, window.Height); window.AspectRatio = (float) window.Width / window.Height; - GL.Viewport(window.ClientRectangle); - window.CurrentRenderPipeline?.Resize(); + if (window.WindowSize.LengthSquared == 0) return; + + GL.Viewport(window.ClientRectangle); + PostProcessEffect.Mvp = Matrix4.CreateScale(window.Width, -window.Height, 1) * Matrix4.LookAt(Vector3.UnitZ, Vector3.Zero, Vector3.UnitY) * Matrix4.CreateOrthographic(window.Width, window.Height, .1f, 100f); + window.CurrentRenderPipeline?.Resize(window); window.AppliedSetup?.Resize(window); } diff --git a/src/renderer/SM.Base/packages.config b/src/renderer/SM.Base/packages.config index e8dfb8b..85e4bbb 100644 --- a/src/renderer/SM.Base/packages.config +++ b/src/renderer/SM.Base/packages.config @@ -1,6 +1,6 @@  - + \ No newline at end of file diff --git a/src/renderer/SM.OGL/Framebuffer/ColorAttachment.cs b/src/renderer/SM.OGL/Framebuffer/ColorAttachment.cs index cf3678a..d95c6e1 100644 --- a/src/renderer/SM.OGL/Framebuffer/ColorAttachment.cs +++ b/src/renderer/SM.OGL/Framebuffer/ColorAttachment.cs @@ -1,6 +1,7 @@ #region usings using System; +using OpenTK; using OpenTK.Graphics.OpenGL4; using SM.OGL.Texture; @@ -21,6 +22,14 @@ namespace SM.OGL.Framebuffer /// public int AttachmentID { get; } + /// + /// Contains the framebuffer its connected. + /// Usually the last framebuffer, that called the Compile-method. + /// + public Framebuffer ConnectedFramebuffer { get; private set; } + + public Vector2? AttachmentSize = null; + /// /// Returns the of this ColorAttachment. /// @@ -47,7 +56,7 @@ namespace SM.OGL.Framebuffer /// Creates a attachment with a specific id. /// /// - public ColorAttachment(int attachmentId) : this(attachmentId, PixelInformation.RGBA_LDR) + public ColorAttachment(int attachmentId, Vector2? size = null) : this(attachmentId, PixelInformation.RGBA_LDR, size) { } /// @@ -56,12 +65,16 @@ namespace SM.OGL.Framebuffer /// /// /// - public ColorAttachment(int attachmentID, PixelInformation pixelInformation, int multisamples = 0) + public ColorAttachment(int attachmentID, PixelInformation pixelInformation, Vector2? size = null, int multisamples = 0) { AttachmentID = attachmentID; PixelInformation = pixelInformation; + AttachmentSize = size; + _multisamples = multisamples; Target = IsMultisampled ? TextureTarget.Texture2DMultisample : TextureTarget.Texture2D; + + WrapMode = TextureWrapMode.ClampToEdge; } /// /// Generates the attachment. @@ -70,6 +83,7 @@ namespace SM.OGL.Framebuffer public void Generate(Framebuffer f) { _id = GL.GenTexture(); + ConnectedFramebuffer = f; if (IsMultisampled) GenerateMultisampledTexture(f); else GenerateTexture(f); @@ -77,29 +91,33 @@ namespace SM.OGL.Framebuffer private void GenerateTexture(Framebuffer f) { - GL.BindTexture(TextureTarget.Texture2D, _id); - GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInformation.InternalFormat, - (int)f.Size.X, (int)f.Size.Y, - 0, PixelInformation.Format, PixelInformation.DataType, IntPtr.Zero); + Vector2 size = AttachmentSize.GetValueOrDefault(f.Size); - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, - (int)TextureMinFilter.Linear); - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, - - (int)TextureMinFilter.Linear); - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, - (int)TextureParameterName.ClampToEdge); - GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, - (int)TextureParameterName.ClampToEdge); - - GL.BindTexture(TextureTarget.Texture2D, 0); + GenerateBaseTexture(size); } private void GenerateMultisampledTexture(Framebuffer f) { - GL.BindTexture(TextureTarget.Texture2DMultisample, _id); - GL.TexImage2DMultisample(TextureTargetMultisample.Texture2DMultisample, _multisamples, PixelInformation.InternalFormat, (int)f.Size.X, (int)f.Size.Y, true); - GL.BindTexture(TextureTarget.Texture2DMultisample, 0); + Vector2 size = AttachmentSize.GetValueOrDefault(f.Size); + + Width = (int)size.X; + Height = (int)size.Y; + + const TextureTarget target = TextureTarget.Texture2DMultisample; + + GL.BindTexture(target, _id); + GL.TexImage2DMultisample((TextureTargetMultisample)target, _multisamples, PixelInformation.InternalFormat, + Width, Height, true); + /* + GL.TexParameter(target, TextureParameterName.TextureMinFilter, (int)Filter); + GL.TexParameter(target, TextureParameterName.TextureMagFilter, (int)Filter); + + GL.TexParameter(target, TextureParameterName.TextureWrapS, + (int)WrapMode); + GL.TexParameter(target, TextureParameterName.TextureWrapT, + (int)WrapMode);*/ + + GL.BindTexture(target, 0); } } } \ No newline at end of file diff --git a/src/renderer/SM.OGL/Framebuffer/Framebuffer.cs b/src/renderer/SM.OGL/Framebuffer/Framebuffer.cs index 628e807..da98b79 100644 --- a/src/renderer/SM.OGL/Framebuffer/Framebuffer.cs +++ b/src/renderer/SM.OGL/Framebuffer/Framebuffer.cs @@ -15,6 +15,10 @@ namespace SM.OGL.Framebuffer /// public class Framebuffer : GLObject { + static Framebuffer CurrentlyActiveFramebuffer; + static Framebuffer CurrentlyActiveDrawFramebuffer; + static Framebuffer CurrentlyActiveReadFramebuffer; + /// protected override bool AutoCompile { get; set; } = true; @@ -48,6 +52,8 @@ namespace SM.OGL.Framebuffer public bool DefaultApplyViewport { get; set; } = true; + public ColorAttachment FirstColorAttachment { get; private set; } + /// /// Contains all color attachments. /// @@ -56,7 +62,7 @@ namespace SM.OGL.Framebuffer /// /// Contains the current renderbuffer attachments of the framebuffer. /// - public Dictionary RenderbufferAttachments { get; } = new Dictionary(); + public List RenderbufferAttachments { get; } = new List(); /// /// Gets the color attachment with the specified color name. @@ -116,15 +122,19 @@ namespace SM.OGL.Framebuffer foreach (var pair in ColorAttachments) GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, pair.Value.FramebufferAttachment, pair.Value.Target, pair.Value.ID, 0); + FramebufferErrorCode err; - foreach (RenderbufferAttachment attachment in RenderbufferAttachments.Keys.ToArray()) + err = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer); + if (err != FramebufferErrorCode.FramebufferComplete) + throw new Exception("Failed loading framebuffer.\nProblem: " + err); + + foreach (RenderbufferAttachment attachment in RenderbufferAttachments) { - int att = attachment.Generate(this); - GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, attachment.FramebufferAttachment, RenderbufferTarget.Renderbuffer, att); - RenderbufferAttachments[attachment] = att; + attachment.Generate(this); + GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, attachment.FramebufferAttachment, RenderbufferTarget.Renderbuffer, attachment.ID); } - var err = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer); + err = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer); if (err != FramebufferErrorCode.FramebufferComplete) throw new Exception("Failed loading framebuffer.\nProblem: " + err); @@ -132,15 +142,25 @@ namespace SM.OGL.Framebuffer GL.BindTexture(TextureTarget.Texture2D, 0); } + /// + /// Disposes and clears the attachment + /// + public void Reset() + { + Dispose(); + ColorAttachments.Clear(); + RenderbufferAttachments.Clear(); + } + /// public override void Dispose() { - + foreach (var attachment in ColorAttachments.Values) attachment.Dispose(); - foreach (KeyValuePair pair in RenderbufferAttachments.ToArray()) + FirstColorAttachment = null; + foreach (RenderbufferAttachment pair in RenderbufferAttachments.ToArray()) { - GL.DeleteRenderbuffer(pair.Value); - RenderbufferAttachments[pair.Key] = -1; + GL.DeleteRenderbuffer(pair.ID); } GL.DeleteFramebuffer(this); base.Dispose(); @@ -150,12 +170,14 @@ namespace SM.OGL.Framebuffer /// /// Appends a color attachment. /// - public void Append(string key, int pos) => Append(key, new ColorAttachment(pos)); + public void Append(string key, int pos) => Append(key, new ColorAttachment(pos, null)); + public void Append(string key, Vector2 size, int pos) => Append(key, new ColorAttachment(pos, size)); /// /// Appends a color attachment. /// public void Append(string key, ColorAttachment value) { + if (ColorAttachments.Count == 0) FirstColorAttachment = value; ColorAttachments.Add(key, value); } @@ -165,7 +187,8 @@ namespace SM.OGL.Framebuffer /// public void AppendRenderbuffer(RenderbufferAttachment attachment) { - RenderbufferAttachments.Add(attachment, -1); + if (RenderbufferAttachments.Contains(attachment)) return; + RenderbufferAttachments.Add(attachment); } /// @@ -201,17 +224,55 @@ namespace SM.OGL.Framebuffer /// public void Activate(FramebufferTarget target, ClearBufferMask clear, bool? applyViewport = null) { + switch (target) + { + case FramebufferTarget.ReadFramebuffer: + CurrentlyActiveReadFramebuffer = this; + break; + case FramebufferTarget.DrawFramebuffer: + CurrentlyActiveDrawFramebuffer = this; + break; + case FramebufferTarget.Framebuffer: + CurrentlyActiveFramebuffer = this; + break; + } + GL.BindFramebuffer(target, this); - if (applyViewport.GetValueOrDefault(DefaultApplyViewport)) GL.Viewport(0, 0, (int)Size.X, (int)Size.Y); + if (applyViewport.GetValueOrDefault(DefaultApplyViewport)) + GL.Viewport(0, 0, (int)Size.X, (int)Size.Y); GL.Clear(clear); } + /// + /// Copies content to the specified Framebuffer. + /// + public void CopyTo(Framebuffer target, ClearBufferMask clear = ClearBufferMask.ColorBufferBit, BlitFramebufferFilter filter = BlitFramebufferFilter.Linear) + { + Activate(FramebufferTarget.ReadFramebuffer, false); + target.Activate(FramebufferTarget.DrawFramebuffer, false); + + GL.BlitFramebuffer(0, 0, (int)Size.X, (int)Size.Y, 0, 0, (int)Size.X, (int)Size.Y, clear, filter); + } + /// /// Returns a handle of the current framebuffer. /// /// /// public static Framebuffer GetCurrentlyActive(FramebufferTarget target = FramebufferTarget.Framebuffer) + { + switch (target) + { + case FramebufferTarget.ReadFramebuffer: + return CurrentlyActiveReadFramebuffer ??= getCurrentlyActive(target); + case FramebufferTarget.DrawFramebuffer: + return CurrentlyActiveDrawFramebuffer ??= getCurrentlyActive(target); + case FramebufferTarget.Framebuffer: + return CurrentlyActiveFramebuffer ??= getCurrentlyActive(target); + } + return null; + } + static Framebuffer getCurrentlyActive(FramebufferTarget target = FramebufferTarget.Framebuffer) { Framebuffer buffer = new Framebuffer() { @@ -232,6 +293,8 @@ namespace SM.OGL.Framebuffer break; } + + return buffer; } } diff --git a/src/renderer/SM.OGL/Framebuffer/RenderbufferAttachment.cs b/src/renderer/SM.OGL/Framebuffer/RenderbufferAttachment.cs index 3988bb4..aa35c13 100644 --- a/src/renderer/SM.OGL/Framebuffer/RenderbufferAttachment.cs +++ b/src/renderer/SM.OGL/Framebuffer/RenderbufferAttachment.cs @@ -5,12 +5,12 @@ namespace SM.OGL.Framebuffer /// /// Describes a renderbuffer attachment. /// - public struct RenderbufferAttachment + public class RenderbufferAttachment { /// /// Preset for the depthbuffer attachment. /// - public static readonly RenderbufferAttachment Depth = new RenderbufferAttachment(RenderbufferStorage.Depth24Stencil8, FramebufferAttachment.DepthStencilAttachment); + public static RenderbufferAttachment GenerateDepth() => new RenderbufferAttachment(RenderbufferStorage.Depth24Stencil8, FramebufferAttachment.DepthStencilAttachment); /// /// Storage describes the internal format for the renderbuffer. @@ -26,6 +26,11 @@ namespace SM.OGL.Framebuffer /// public int Multisample; + /// + /// The id that was given to the renderbuffer. + /// + public int ID; + /// /// Constructor /// @@ -34,6 +39,8 @@ namespace SM.OGL.Framebuffer Storage = storage; FramebufferAttachment = framebufferAttachment; Multisample = multisample; + + ID = -1; } /// @@ -41,18 +48,38 @@ namespace SM.OGL.Framebuffer /// /// The framebuffer /// The ID of the renderbuffer. - public int Generate(Framebuffer f) + public void Generate(Framebuffer f) { - int rb = GL.GenRenderbuffer(); + ID = GL.GenRenderbuffer(); - GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, rb); + GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, ID); if (Multisample != 0) GL.RenderbufferStorageMultisample(RenderbufferTarget.Renderbuffer, Multisample, Storage, (int)f.Size.X, (int)f.Size.Y); else GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, Storage, (int)f.Size.X, (int)f.Size.Y); GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, 0); + } + /// + /// Disposes the renderbuffer. + /// + public void Dispose() + { - return rb; + GL.DeleteRenderbuffer(ID); + ID = -1; + } + + /// + public override bool Equals(object obj) + { + if (obj is RenderbufferAttachment ra) + { + if (ra.FramebufferAttachment == FramebufferAttachment) return true; + + return false; + } + + return false; } } } \ No newline at end of file diff --git a/src/renderer/SM.OGL/GLObject.cs b/src/renderer/SM.OGL/GLObject.cs index 89b0fbe..a0538e6 100644 --- a/src/renderer/SM.OGL/GLObject.cs +++ b/src/renderer/SM.OGL/GLObject.cs @@ -136,7 +136,7 @@ namespace SM.OGL /// public static void DisposeMarkedObjects() { - foreach (GLObject o in _disposableObjects) + foreach (GLObject o in _disposableObjects.ToArray()) { o.Dispose(); } diff --git a/src/renderer/SM.OGL/SM.OGL.csproj b/src/renderer/SM.OGL/SM.OGL.csproj index fcd5e49..432a51b 100644 --- a/src/renderer/SM.OGL/SM.OGL.csproj +++ b/src/renderer/SM.OGL/SM.OGL.csproj @@ -9,9 +9,10 @@ Properties SM.OGL SM.OGL - v4.5.2 + v4.7.1 512 true + true diff --git a/src/renderer/SM.OGL/Shaders/GenericShader.cs b/src/renderer/SM.OGL/Shaders/GenericShader.cs index 27d74e7..fb1df8c 100644 --- a/src/renderer/SM.OGL/Shaders/GenericShader.cs +++ b/src/renderer/SM.OGL/Shaders/GenericShader.cs @@ -19,7 +19,7 @@ namespace SM.OGL.Shaders /// /// Contains the different files for the shader. /// - protected ShaderFileCollection ShaderFileFiles; + public ShaderFileCollection ShaderFiles; /// /// Contains and manage the uniforms from the shader. @@ -67,7 +67,7 @@ namespace SM.OGL.Shaders Console.WriteLine(); - ShaderFileFiles = new ShaderFileCollection(vertex,fragment, geometry); + ShaderFiles = new ShaderFileCollection(vertex,fragment, geometry); } /// @@ -80,7 +80,7 @@ namespace SM.OGL.Shaders /// protected GenericShader(ShaderFileCollection shaderFileFiles) { - ShaderFileFiles = shaderFileFiles; + ShaderFiles = shaderFileFiles; } /// @@ -92,7 +92,7 @@ namespace SM.OGL.Shaders /// public void Update(ShaderFileCollection newShaderFiles) { - ShaderFileFiles = newShaderFiles; + ShaderFiles = newShaderFiles; Recompile(); } @@ -103,9 +103,9 @@ namespace SM.OGL.Shaders { _id = GL.CreateProgram(); - ShaderFileFiles.Append(this); + ShaderFiles.Append(this); GL.LinkProgram(_id); - ShaderFileFiles.Detach(this); + ShaderFiles.Detach(this); Uniforms = new UniformCollection {ParentShader = this}; Uniforms.Import(this); diff --git a/src/renderer/SM.OGL/Shaders/Uniform.cs b/src/renderer/SM.OGL/Shaders/Uniform.cs index 6b498ac..5b5810e 100644 --- a/src/renderer/SM.OGL/Shaders/Uniform.cs +++ b/src/renderer/SM.OGL/Shaders/Uniform.cs @@ -24,6 +24,7 @@ namespace SM.OGL.Shaders /// public UniformCollection Parent { get; } + #region Constructors /// /// This creates a new uniform manager, that has a null parent. /// @@ -63,289 +64,372 @@ namespace SM.OGL.Shaders Parent = parent; } + #endregion + #region Uniform1 - public void SetUniform1(bool value) + /// + /// Set a boolean as value. + /// + /// + public void SetBool(bool value) { GL.Uniform1(Location, value ? 1 : 0); } - public void SetUniform1(int value) + /// + /// Sets a integer. + /// + /// + public void SetInt(int value) { GL.Uniform1(Location, value); } - public void SetUniform1(params int[] values) + /// + /// Sets an array of integers. + /// + /// + public void SetInt(params int[] values) { GL.Uniform1(Location, values.Length, values); } - public void SetUniform1(int count, ref int values) - { - GL.Uniform1(Location, count, ref values); - } - - - public void SetUniform1(uint value) + /// + /// Set a unsigned integer. + /// + /// + public void SetUInt(uint value) { GL.Uniform1(Location, value); } - public void SetUniform1(params uint[] values) + /// + /// Set an array of unsigned integers. + /// + /// + public void SetUInt(params uint[] values) { GL.Uniform1(Location, values.Length, values); } - public void SetUniform1(int count, ref uint values) - { - GL.Uniform1(Location, count, ref values); - } - - - public void SetUniform1(float value) + /// + /// Sets a float. + /// + /// + public void SetFloat(float value) { GL.Uniform1(Location, value); } - public void SetUniform1(params float[] values) + /// + /// Sets an array of floats. + /// + /// + public void SetFloat(params float[] values) { GL.Uniform1(Location, values.Length, values); } - public void SetUniform1(int count, ref float value) - { - GL.Uniform1(Location, count, ref value); - } - - - public void SetUniform1(double value) - { - GL.Uniform1(Location, value); - } - - public void SetUniform1(params double[] values) - { - GL.Uniform1(Location, values.Length, values); - } - - public void SetUniform1(int count, ref double value) - { - GL.Uniform1(Location, count, ref value); - } - #endregion #region Uniform2 - public void SetUniform2(float x, float y) + /// + /// Sets a float vector2 by providing the values. + /// + /// + /// + public void SetVector2(float x, float y) { GL.Uniform2(Location, x, y); } - public void SetUniform2(double x, double y) + /// + /// Sets a unsigned integer vector2 by providing the values. + /// + /// + /// + public void SetVector2(uint x, uint y) { GL.Uniform2(Location, x, y); } - public void SetUniform2(uint x, uint y) + /// + /// Sets a integer vector2 by providing the values. + /// + /// + /// + public void SetVector2(int x, int y) { GL.Uniform2(Location, x, y); } - public void SetUniform2(int x, int y) - { - GL.Uniform2(Location, x, y); - } - - public void SetUniform2(params float[] values) - { - GL.Uniform2(Location, values.Length / 2, values); - } - - public void SetUniform2(params double[] values) - { - GL.Uniform2(Location, values.Length / 2, values); - } - - public void SetUniform2(params int[] values) - { - GL.Uniform2(Location, values.Length / 2, values); - } - - public void SetUniform2(params uint[] values) - { - GL.Uniform2(Location, values.Length / 2, values); - } - - public void SetUniform2(int count, ref float values) - { - GL.Uniform2(Location, count, ref values); - } - - public void SetUniform2(int count, ref double values) - { - GL.Uniform2(Location, count, ref values); - } - - public void SetUniform2(int count, ref uint values) - { - GL.Uniform2(Location, count, ref values); - } - - public void SetUniform2(Vector2 vector2) + /// + /// Sets a float vector2. + /// + /// + public void SetVector2(Vector2 vector2) { GL.Uniform2(Location, vector2); } - public void SetUniform2(ref Vector2 vector2) + /// + /// Sets a float vector2 by refencing. + /// + /// + public void SetVector2(ref Vector2 vector2) { GL.Uniform2(Location, ref vector2); } + /// + /// Sets a array of vector2. + /// + /// + public void SetVector2(params Vector2[] values) + { + float[] newValues = new float[values.Length * 2]; + for(int i = 0; i < values.Length; i++) + { + Vector2 val = values[i]; + int newi = i * 2; + newValues[newi] = val.X; + newValues[newi + 1] = val.Y; + } + GL.Uniform2(Location, values.Length, newValues); + } + + /// + /// Sets a float array that get converted to a vector2 array. + /// + /// + public void SetVector2(params float[] values) + { + GL.Uniform2(Location, values.Length / 2, values); + } + + /// + /// Sets a integer array that get converted to a ivector2 array. + /// + /// + public void SetVector2(params int[] values) + { + GL.Uniform2(Location, values.Length / 2, values); + } + + /// + /// Sets a unsigned integer array that get converted to a unsigned integer vector2 array. + /// + /// + public void SetVector2(params uint[] values) + { + GL.Uniform2(Location, values.Length / 2, values); + } + #endregion #region Uniform3 - public void SetUniform3(float x, float y, float z) + /// + /// Sets a float vector3 by providing the values. + /// + /// + /// + /// + public void SetVector3(float x, float y, float z) { GL.Uniform3(Location, x, y, z); } - public void SetUniform3(double x, double y, double z) + /// + /// Sets a unsigned integer vector3 by providing the values. + /// + /// + /// + /// + public void SetVector3(uint x, uint y, uint z) { GL.Uniform3(Location, x, y, z); } - public void SetUniform3(uint x, uint y, uint z) + /// + /// Sets a integer vector3 by providing the values. + /// + /// + /// + /// + public void SetVector3(int x, int y, int z) { GL.Uniform3(Location, x, y, z); } - public void SetUniform3(int x, int y, int z) - { - GL.Uniform3(Location, x, y, z); - } - - public void SetUniform3(params float[] values) - { - GL.Uniform3(Location, values.Length / 3, values); - } - - public void SetUniform3(params double[] values) - { - GL.Uniform3(Location, values.Length / 3, values); - } - - public void SetUniform3(params int[] values) - { - GL.Uniform3(Location, values.Length / 3, values); - } - - public void SetUniform3(params uint[] values) - { - GL.Uniform3(Location, values.Length / 3, values); - } - - public void SetUniform3(int count, ref float values) - { - GL.Uniform3(Location, count, ref values); - } - - public void SetUniform3(int count, ref double values) - { - GL.Uniform3(Location, count, ref values); - } - - public void SetUniform3(int count, ref uint values) - { - GL.Uniform3(Location, count, ref values); - } - - public void SetUniform3(Vector3 vector) + /// + /// Sets a vector3. + /// + /// + public void SetVector3(Vector3 vector) { GL.Uniform3(Location, vector); } - - public void SetUniform3(ref Vector3 vector) + /// + /// Sets a vector3 by reference. + /// + /// + public void SetVector3(ref Vector3 vector) { GL.Uniform3(Location, ref vector); } + /// + /// Sets a array of vector3. + /// + /// + public void SetVector3(params Vector3[] values) + { + float[] newValues = new float[values.Length * 3]; + for (int i = 0; i < values.Length; i++) + { + Vector3 val = values[i]; + int newi = i * 3; + newValues[newi] = val.X; + newValues[newi + 1] = val.Y; + newValues[newi + 2] = val.Z; + } + GL.Uniform3(Location, values.Length, newValues); + } + + /// + /// Sets a array by providing the components. + /// + /// + public void SetVector3(params float[] values) + { + GL.Uniform3(Location, values.Length / 3, values); + } + /// + /// Sets a array by providing the components. + /// + /// + public void SetVector3(params int[] values) + { + GL.Uniform3(Location, values.Length / 3, values); + } + /// + /// Sets a array by providing the components. + /// + /// + public void SetVector3(params uint[] values) + { + GL.Uniform3(Location, values.Length / 3, values); + } + + #endregion #region Uniform4 - public void SetUniform4(float x, float y, float z, float w) + /// + /// Sets a vector4 by providing the values. + /// + /// + /// + /// + /// + public void SetVector4(float x, float y, float z, float w) + { + GL.Uniform4(Location, x, y, z, w); + } + /// + /// Sets a vector4 by providing the values. + /// + /// + /// + /// + /// + public void SetVector4(uint x, uint y, uint z, uint w) + { + GL.Uniform4(Location, x, y, z, w); + } + /// + /// Sets a vector4 by providing the values. + /// + /// + /// + /// + /// + public void SetVector4(int x, int y, int z, int w) { GL.Uniform4(Location, x, y, z, w); } - public void SetUniform4(double x, double y, double z, double w) - { - GL.Uniform4(Location, x, y, z, w); - } - - public void SetUniform4(uint x, uint y, uint z, uint w) - { - GL.Uniform4(Location, x, y, z, w); - } - - public void SetUniform4(int x, int y, int z, int w) - { - GL.Uniform4(Location, x, y, z, w); - } - - public void SetUniform4(params float[] values) - { - GL.Uniform4(Location, values.Length / 4, values); - } - - public void SetUniform4(params double[] values) - { - GL.Uniform4(Location, values.Length / 4, values); - } - - public void SetUniform4(params int[] values) - { - GL.Uniform4(Location, values.Length / 4, values); - } - - public void SetUniform4(params uint[] values) - { - GL.Uniform4(Location, values.Length / 4, values); - } - - public void SetUniform4(int count, ref float values) - { - GL.Uniform4(Location, count, ref values); - } - - public void SetUniform4(int count, ref double values) - { - GL.Uniform4(Location, count, ref values); - } - - public void SetUniform4(int count, ref uint values) - { - GL.Uniform4(Location, count, ref values); - } - - public void SetUniform4(Vector4 vector) + /// + /// Sets a vector4. + /// + /// + public void SetVector4(Vector4 vector) { GL.Uniform4(Location, vector); } - public void SetUniform4(ref Vector4 vector) + /// + /// Sets a vector4. + /// + /// + public void SetVector4(ref Vector4 vector) { GL.Uniform4(Location, ref vector); } - public void SetUniform4(Color4 color) + /// + /// Sets a array of Vector4. + /// + /// + public void SetVector4(params Vector4[] values) { - GL.Uniform4(Location, color); + float[] newValues = new float[values.Length * 4]; + for (int i = 0; i < values.Length; i++) + { + Vector4 val = values[i]; + int newi = i * 3; + newValues[newi] = val.X; + newValues[newi + 1] = val.Y; + newValues[newi + 2] = val.Z; + newValues[newi + 3] = val.W; + } + GL.Uniform3(Location, values.Length, newValues); } - public void SetUniform4(Quaternion quaternion) + /// + /// Sets a array by providing the components. + /// + /// + public void SetVector4(params float[] values) + { + GL.Uniform4(Location, values.Length / 4, values); + } + /// + /// Sets a array by providing the components. + /// + /// + public void SetVector4(params int[] values) + { + GL.Uniform4(Location, values.Length / 4, values); + } + /// + /// Sets a array by providing the components. + /// + /// + public void SetVector4(params uint[] values) + { + GL.Uniform4(Location, values.Length / 4, values); + } + + /// + /// Sets a quaternion. + /// + /// + public void SetQuaternion(Quaternion quaternion) { GL.Uniform4(Location, quaternion); } @@ -354,26 +438,22 @@ namespace SM.OGL.Shaders #region Matrix2 + /// + /// Sets a matrix2. + /// + /// + /// If true, the matrix will be transposed. public void SetMatrix2(Matrix2 matrix, bool transpose = false) { GL.UniformMatrix2(Location, transpose, ref matrix); } - public void SetMatrix2(int count, ref double value, bool transpose = false) - { - GL.UniformMatrix2(Location, count, transpose, ref value); - } - - public void SetMatrix2(int count, ref float value, bool transpose = false) - { - GL.UniformMatrix2(Location, count, transpose, ref value); - } - - public void SetMatrix2(int count, double[] value, bool transpose = false) - { - GL.UniformMatrix2(Location, count, transpose, value); - } - + /// + /// Sets a matrix2 array. + /// + /// + /// + /// If true, the matrix will be transposed. public void SetMatrix2(int count, float[] value, bool transpose = false) { GL.UniformMatrix2(Location, count, transpose, value); @@ -382,27 +462,22 @@ namespace SM.OGL.Shaders #endregion #region Matrix3 - + /// + /// Sets a matrix3. + /// + /// + /// If true, the matrix will be transposed. public void SetMatrix3(Matrix3 matrix, bool transpose = false) { GL.UniformMatrix3(Location, transpose, ref matrix); } - public void SetMatrix3(int count, ref double value, bool transpose = false) - { - GL.UniformMatrix3(Location, count, transpose, ref value); - } - - public void SetMatrix3(int count, ref float value, bool transpose = false) - { - GL.UniformMatrix3(Location, count, transpose, ref value); - } - - public void SetMatrix3(int count, double[] value, bool transpose = false) - { - GL.UniformMatrix3(Location, count, transpose, value); - } - + /// + /// Sets a matrix3 array. + /// + /// + /// + /// If true, the matrix will be transposed. public void SetMatrix3(int count, float[] value, bool transpose = false) { GL.UniformMatrix3(Location, count, transpose, value); @@ -412,31 +487,31 @@ namespace SM.OGL.Shaders #region Matrix4 + /// + /// Sets a matrix4. + /// + /// + /// If true, the matrix will be transposed. public void SetMatrix4(Matrix4 matrix, bool transpose = false) { GL.UniformMatrix4(Location, transpose, ref matrix); } - + /// + /// Sets a matrix4 by reference. + /// + /// + /// If true, the matrix will be transposed. public void SetMatrix4(ref Matrix4 matrix, bool transpose = false) { GL.UniformMatrix4(Location, transpose, ref matrix); } - public void SetMatrix4(int count, ref double value, bool transpose = false) - { - GL.UniformMatrix4(Location, count, transpose, ref value); - } - - public void SetMatrix4(int count, ref float value, bool transpose = false) - { - GL.UniformMatrix4(Location, count, transpose, ref value); - } - - public void SetMatrix4(int count, double[] value, bool transpose = false) - { - GL.UniformMatrix4(Location, count, transpose, value); - } - + /// + /// Sets a matrix4 array. + /// + /// + /// + /// If true, the matrix will be transposed. public void SetMatrix4(int count, float[] value, bool transpose = false) { GL.UniformMatrix4(Location, count, transpose, value); @@ -444,6 +519,15 @@ namespace SM.OGL.Shaders #endregion + /// + /// Sets the color. + /// + /// + public void SetColor(Color4 color) + { + GL.Uniform4(Location, color); + } + /// /// Try to sets the texture at the next possible position and tells the checkUniform, if worked or not. /// @@ -451,7 +535,7 @@ namespace SM.OGL.Shaders /// The check uniform. public void SetTexture(TextureBase texture, Uniform checkUniform) { - checkUniform.SetUniform1(texture != null); + checkUniform.SetBool(texture != null); if (texture != null) SetTexture(texture); } @@ -463,7 +547,7 @@ namespace SM.OGL.Shaders /// The check uniform. public void SetTexture(TextureBase texture, int pos, Uniform checkUniform) { - checkUniform.SetUniform1(texture != null); + checkUniform.SetBool(texture != null); if (texture != null) SetTexture(texture); } @@ -486,7 +570,7 @@ namespace SM.OGL.Shaders Parent.NextTexture = texturePos + 1; GL.ActiveTexture(TextureUnit.Texture0 + texturePos); GL.BindTexture(texture.Target, texture); - SetUniform1(texturePos); + SetInt(texturePos); } /// diff --git a/src/renderer/SM.OGL/Texture/TextureBase.cs b/src/renderer/SM.OGL/Texture/TextureBase.cs index 495fe74..b496f6d 100644 --- a/src/renderer/SM.OGL/Texture/TextureBase.cs +++ b/src/renderer/SM.OGL/Texture/TextureBase.cs @@ -1,6 +1,8 @@ #region usings +using OpenTK; using OpenTK.Graphics.OpenGL4; +using System; #endregion @@ -10,6 +12,7 @@ namespace SM.OGL.Texture /// Works as a basis for textures. /// public abstract class TextureBase : GLObject + { /// protected override bool AutoCompile { get; set; } = true; @@ -50,11 +53,35 @@ namespace SM.OGL.Texture /// public virtual int Height { get; protected set; } + public Vector2 Size => new Vector2(Width, Height); + public Vector2 TexelSize => new Vector2(1f / Width, 1f / Height); + /// public override void Dispose() { GL.DeleteTexture(_id); base.Dispose(); } + + protected void GenerateBaseTexture(Vector2 size) + { + Width = (int)size.X; + Height = (int)size.Y; + + GL.BindTexture(TextureTarget.Texture2D, _id); + GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInformation.InternalFormat, + Width, Height, 0, + PixelInformation.Format, PixelInformation.DataType, IntPtr.Zero); + + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)Filter); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)Filter); + + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, + (int)WrapMode); + GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, + (int)WrapMode); + + GL.BindTexture(TextureTarget.Texture2D, 0); + } } } \ No newline at end of file diff --git a/src/renderer/SM.OGL/packages.config b/src/renderer/SM.OGL/packages.config index 82cdaeb..1f65eab 100644 --- a/src/renderer/SM.OGL/packages.config +++ b/src/renderer/SM.OGL/packages.config @@ -1,4 +1,4 @@  - + \ No newline at end of file diff --git a/src/renderer/SM2D/SM2D.csproj b/src/renderer/SM2D/SM2D.csproj index 67ed6ca..384bc93 100644 --- a/src/renderer/SM2D/SM2D.csproj +++ b/src/renderer/SM2D/SM2D.csproj @@ -8,9 +8,10 @@ Properties SM2D SMRenderer2D - v4.5.2 + v4.7.1 512 true + true @@ -30,9 +31,13 @@ prompt 4 + + false + ..\..\..\packages\OpenTK.3.3.1\lib\net20\OpenTK.dll + True diff --git a/src/renderer/SM2D/Shader/ShaderCollection.cs b/src/renderer/SM2D/Shader/ShaderCollection.cs index e7dacf8..2886b20 100644 --- a/src/renderer/SM2D/Shader/ShaderCollection.cs +++ b/src/renderer/SM2D/Shader/ShaderCollection.cs @@ -18,7 +18,7 @@ namespace SM2D.Shader static void SetUniforms(UniformCollection uniforms, DrawContext context) { - uniforms["Tint"].SetUniform4(context.Material.Tint); + uniforms["Tint"].SetColor(context.Material.Tint); uniforms["Texture"].SetTexture(context.Material.Texture, uniforms["UseTexture"]); } } diff --git a/src/renderer/SM2D/packages.config b/src/renderer/SM2D/packages.config index 82cdaeb..1f65eab 100644 --- a/src/renderer/SM2D/packages.config +++ b/src/renderer/SM2D/packages.config @@ -1,4 +1,4 @@  - + \ No newline at end of file diff --git a/tests/SM_TEST/App.config b/tests/SM_TEST/App.config index 88fa402..ecdcf8a 100644 --- a/tests/SM_TEST/App.config +++ b/tests/SM_TEST/App.config @@ -1,6 +1,6 @@ - + - + - \ No newline at end of file + diff --git a/tests/SM_TEST/Default Fragment Shader1.frag b/tests/SM_TEST/Default Fragment Shader1.frag new file mode 100644 index 0000000..e97c5eb --- /dev/null +++ b/tests/SM_TEST/Default Fragment Shader1.frag @@ -0,0 +1,10 @@ +#version 330 core + +uniform vec4 Color; +uniform float Scale; + +layout(location = 0) out vec4 color; + +void main() { + color = Color * Scale; +} diff --git a/tests/SM_TEST/Program.cs b/tests/SM_TEST/Program.cs index 70bd0b0..be64d6a 100644 --- a/tests/SM_TEST/Program.cs +++ b/tests/SM_TEST/Program.cs @@ -3,15 +3,20 @@ using System.Collections.Generic; using System.Diagnostics; using System.Drawing; using System.Linq; +using System.Runtime.InteropServices.WindowsRuntime; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using ShaderToolParser; +using SharpDX.XInput; using SM.Base; using SM.Base.Animation; using SM.Base.Controls; using SM.Base.Drawing; +using SM.Base.Drawing.Text; +using SM.Base.Shaders; using SM.Base.Time; +using SM.Base.Utility; using SM.Base.Window; using SM.Intergrations.ShaderTool; using SM.Utils.Controls; @@ -28,25 +33,25 @@ namespace SM_TEST { static Scene scene; private static GLWindow window; - private static PolyLine line; + private static GameController controller; - private static ItemCollection test; - private static DrawParticles particles; - - private static InterpolationProcess interpolation; + private static GameKeybindActor actor; public static STPProject portal; - static void Main(string[] args) - { + static void Main(string[] args){ Font font = new Font(@".\GapSansBold.ttf") { FontSize = 51, - CharSet = new char[] - { - 'I', 'A','M','T','W','O' - } }; - font.RegenerateTexture(); + + controller = new GameController(0); + GameKeybindHost host = new GameKeybindHost(new GameKeybindList() + { + {"g_test", context => Keyboard.IsAnyKeyPressed, context => context.ControllerState.Buttons[GamepadButtonFlags.A, true]} + }); + actor = GameKeybindActor.CreateControllerActor(controller); + actor.ConnectHost(host); + portal = STPProject.CreateFromZIP("portal.zip"); @@ -58,18 +63,45 @@ namespace SM_TEST { ShowAxisHelper = true }); - scene.Background.Color = Color4.Red; + //scene.Background.Color = Color4.Red; scene.Camera = new Camera() { }; - DrawText obj = new DrawText(font, "I AM\n\tTWO") - {}; + SimpleShader shader = new SimpleShader("basic", AssemblyUtility.ReadAssemblyFile("SM_TEST.Default Fragment Shader1.frag"), (a, b) => { + a["Color"].SetColor(b.Material.Tint); + a["Scale"].SetFloat(b.Material.ShaderArguments.Get("Scale", 1f)); + + }); + DrawObject2D obj = new DrawObject2D() + { + Material = + { + CustomShader = shader, + Tint = new Color4(1f, 0.151217f, 0.050313f, 1), + ShaderArguments = + { + ["Scale"] = 50f + } + } + };/* + DrawObject2D obj2 = new DrawObject2D() + { + Material = + { + Tint = Color4.Aqua, + CustomShader = shader, + ShaderArguments = + { + ["Scale"] = 1000f + } + } + }; + obj2.Transform.Position.Set(300);*/ scene.Objects.Add(obj); - window.UpdateFrame += WindowOnUpdateFrame; window.RenderFrame += Window_RenderFrame; window.Run(); @@ -80,11 +112,5 @@ namespace SM_TEST { window.Title = Math.Floor(e.Time * 1000) + "ms"; } - - private static void WindowOnUpdateFrame(object sender, FrameEventArgs e) - { - bool interactions = new GameController(0).GetState().AnyInteraction; - Console.WriteLine(); - } } } \ No newline at end of file diff --git a/tests/SM_TEST/SM_TEST.csproj b/tests/SM_TEST/SM_TEST.csproj index a520d91..479cccf 100644 --- a/tests/SM_TEST/SM_TEST.csproj +++ b/tests/SM_TEST/SM_TEST.csproj @@ -10,12 +10,13 @@ WinExe SM_TEST SM_TEST - v4.5.2 + v4.7.2 512 true true + AnyCPU @@ -66,6 +67,7 @@ + diff --git a/tests/SM_TEST/TestRenderPipeline.cs b/tests/SM_TEST/TestRenderPipeline.cs index 5eecd9c..fea1bc0 100644 --- a/tests/SM_TEST/TestRenderPipeline.cs +++ b/tests/SM_TEST/TestRenderPipeline.cs @@ -1,4 +1,5 @@ using OpenTK.Graphics.OpenGL4; +using SM.Base.Legacy.PostProcessing; using SM.Base.PostEffects; using SM.Base.Window; using SM.Intergrations.ShaderTool; @@ -9,6 +10,7 @@ namespace SM_TEST { public class TestRenderPipeline : RenderPipeline { + private BloomEffectOld _bloomObsolete; private BloomEffect _bloom; private STPostProcessEffect _vittage; @@ -17,16 +19,15 @@ namespace SM_TEST public override void Initialization() { - MainFramebuffer = CreateWindowFramebuffer(16, PixelInformation.RGBA_HDR); + MainFramebuffer = CreateWindowFramebuffer(0, PixelInformation.RGBA_HDR, true); - _postBuffer = CreateWindowFramebuffer(0, PixelInformation.RGBA_HDR, depth: true); - Framebuffers.Add(_postBuffer); - _bloom = new BloomEffect(_postBuffer, hdr: true, .75f) + _bloom = new BloomEffect(true) { + Radius = 20, }; - _bloom.Initilize(this); + PostProcessEffects.Add(_bloom); - _vittage = new STPostProcessEffect(Program.portal.DrawNodes.Find(a => a.Variables.ContainsKey("_ViewportSize"))) + /*_vittage = new STPostProcessEffect(Program.portal.DrawNodes.Find(a => a.Variables.ContainsKey("_ViewportSize"))) { Arguments = { @@ -36,7 +37,8 @@ namespace SM_TEST {"Move", 3.33f} } }; - _vittage.Initilize(this); + _vittage.Initilize(this);*/ + InitizePostProcessing(); base.Initialization(); } @@ -50,16 +52,17 @@ namespace SM_TEST context.Scene.DrawHUD(context); GL.Disable(EnableCap.DepthTest); - _postBuffer.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); - PostProcessUtility.ResolveMultisampledBuffers(MainFramebuffer, _postBuffer); + //_postBuffer.Activate(ClearBufferMask.ColorBufferBit); + //PostProcessUtility.ResolveMultisampledBuffers(MainFramebuffer, _postBuffer); - _vittage.Draw(_postBuffer["color"], context); - _bloom.Draw(_postBuffer["color"], context); + //_vittage.Draw(MainFramebuffer["color"], context); + //_bloom.Draw(MainFramebuffer["color"], context); + _bloomObsolete.Draw(MainFramebuffer["color"], context); Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); - PostProcessUtility.FinalizeHDR(_postBuffer["color"], .1f); + PostProcessUtility.FinalizeHDR(MainFramebuffer["color"], 1f); - context.Scene.DrawDebug(context); + //context.Scene.DrawDebug(context); } } } \ No newline at end of file