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()
This commit is contained in:
parent
dffa581596
commit
9b52d401e7
61 changed files with 1529 additions and 818 deletions
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@ -1,212 +1,200 @@
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#region usings
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using System.Drawing;
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using OpenTK;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.Drawing;
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using SM.Base.PostProcess;
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using SM.Base.Utility;
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using SM.Base.Window;
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using SM.OGL.Framebuffer;
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using SM.OGL.Shaders;
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using SM.OGL.Texture;
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SM.Base.PostEffects
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{
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/// <summary>
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/// A bloom post process effect.
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/// The recommended bloom effect, that looks way better than the old one.
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/// <para>Based on Blender's implermentation, which is based on COD: Infinite Warfare.</para>
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/// </summary>
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public class BloomEffect : PostProcessEffect
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public class BloomEffect : PostProcess.PostProcessEffect
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{
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private static BezierCurve _defaultCurve = new BezierCurve(Vector2.UnitY, Vector2.Zero, new Vector2(0.4f, 0), new Vector2(.5f,0));
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private static readonly PostProcessShader _mergeShader = new PostProcessShader(
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AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_merge_vert.glsl"),
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AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_merge.glsl"));
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private static readonly ShaderFile samplingFile = new ShaderFile(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom.sampling.frag"));
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private static readonly PostProcessShader _shader =
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new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_blur.glsl"));
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private const float _defaultTextureScale = .75f;
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private static readonly PostProcessShader _filterShader = new PostProcessShader(
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AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom.filter.frag")
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);
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private static readonly PostProcessShader _downsampleShader = new PostProcessShader(
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AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom.downsample.frag")
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);
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private static readonly PostProcessShader _upsampleShader = new PostProcessShader(
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AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom.upsample.frag")
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);
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private static readonly PostProcessShader _combineShader = new PostProcessShader(
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AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom.combine.frag")
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);
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private Framebuffer _source;
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static BloomEffect()
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{
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_upsampleShader.ShaderFiles.Fragment[0].GLSLExtensions.Add(samplingFile);
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_combineShader.ShaderFiles.Fragment[0].GLSLExtensions.Add(samplingFile);
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}
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private Framebuffer _bloomBuffer1;
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private Framebuffer _bloomBuffer2;
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const int MAXBLOOMSTEPS = 8;
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const float INTENSITY = .1f;
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private readonly bool _hdr;
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private readonly float _textureScale = .75f;
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private List<Framebuffer> _downsampler;
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private List<Framebuffer> _upsample;
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private BezierCurve _weightCurve;
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private float[] _weights;
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private ColorAttachment _xBuffer;
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private ColorAttachment _yBuffer;
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private int _iterations;
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private float _sampleSize;
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private Vector4 _thresholdCurve;
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private Color4 _bloomColor;
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/// <summary>
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/// A texture where you can define the amount of the bloom effect at each pixel.
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/// </summary>
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public TextureBase AmountMap;
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/// <summary>
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/// The transformation for the amount map.
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/// </summary>
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public TextureTransformation AmountTransform = new TextureTransformation();
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/// <summary>
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/// The maximal amount the amount map is clamped to.
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/// <para>Default: 1</para>
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/// </summary>
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public float MaxAmount = 1;
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/// <summary>
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/// The minimal amount the amount map is clamped to.
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/// <para>Default: 0</para>
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/// </summary>
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public float MinAmount = 0;
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/// <summary>
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/// The defines how often the x-y-flipflop happens.
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/// <para>Default: 8</para>
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/// </summary>
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public int Iterations = 8;
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/// <summary>
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/// The Threshold for the bloom effect.
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/// <para>Default: .8f</para>
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/// The threshold, where the effect decided what is bright.
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/// </summary>
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public float Threshold = .8f;
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/// <summary>
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/// Increases the brightness of the resulting effect.
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/// <para>Default: 1</para>
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/// The radius of the effect.
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/// </summary>
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public float Power = 1;
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public float Radius = 6.5f;
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/// <summary>
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/// Makes transition between under/over-threshold gradual.
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/// </summary>
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public float Knee = .5f;
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/// <summary>
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/// The intensity of the effect.
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/// </summary>
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public float Intensity = .5f;
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/// <summary>
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/// The tint of the effect.
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/// </summary>
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public Color4 Color = Color4.White;
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/// <summary>
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/// Radius of the effect
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/// <para>Default: 2</para>
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/// This creates a more prettier bloom effect.
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/// </summary>
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public float Radius = 1;
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/// <summary>
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/// This can disable the bloom calculation.
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/// <para>Default: true</para>
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/// </summary>
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public bool Enable = true;
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/// <summary>
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/// This defines the weight curve.
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/// </summary>
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public BezierCurve WeightCurve
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{
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get => _weightCurve;
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set
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{
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_weightCurve = value;
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UpdateWeights();
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}
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}
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/// <summary>
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/// This defines how many picks the effect should pick from the weight curve.
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/// </summary>
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public int WeightCurvePickAmount = 4;
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/// <summary>
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/// This creates a bloom effect.
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/// </summary>
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/// <param name="source">This can specify a own source framebuffer. If not set, it will take the Pipeline MainFramebuffer.</param>
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/// <param name="hdr">This allows to enable hdr returns.</param>
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/// <param name="textureScale">This allows for a increase in performance, by lowering the calculating texture scale.</param>
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public BloomEffect(Framebuffer source = null, bool hdr = false, float? textureScale = null)
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public BloomEffect(bool hdr = false)
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{
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_source = source;
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_hdr = hdr;
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_textureScale = textureScale.GetValueOrDefault(_defaultTextureScale);
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WeightCurve = _defaultCurve;
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}
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/// <inheritdoc/>
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protected override void InitProcess() => CreateFramebuffers();
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private void UpdateWeights()
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private void CreateFramebuffers()
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{
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_weights = new float[WeightCurvePickAmount];
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if (_downsampler != null) _downsampler.ForEach(a => a.Reset());
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if (_upsample != null) _upsample.ForEach(a => a.Reset());
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for (int i = 0; i < WeightCurvePickAmount; i++)
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_weights[i] = _weightCurve.CalculatePoint((float) (i + 1) / (WeightCurvePickAmount + 1)).Y;
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_downsampler = new List<Framebuffer>();
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_upsample = new List<Framebuffer>();
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Vector2 windowSize = Pipeline.ConnectedWindow.WindowSize;
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float minDim = (float)Math.Min(windowSize.X, windowSize.Y);
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float maxIter = (Radius - 8.0f) + (float)(Math.Log(minDim) / Math.Log(2));
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int maxIterInt = (int)maxIter;
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_iterations = Math.Max(Math.Min(MAXBLOOMSTEPS, maxIterInt), 1);
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_sampleSize = .5f + maxIter - maxIterInt;
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_thresholdCurve = new Vector4(
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Threshold - Knee,
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Knee * 2,
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0.25f / Math.Max(1e-5f, Knee),
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Threshold);
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float intens = (Intensity * INTENSITY);
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_bloomColor = new Color4(Color.R * intens, Color.G * intens, Color.B * intens, 1f);
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PixelInformation pixel = new PixelInformation(PixelInternalFormat.R11fG11fB10f, PixelFormat.Rgb, PixelType.Float);
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Vector2 texSize = windowSize;
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Framebuffer f = new Framebuffer(texSize);
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f.Append("0", new ColorAttachment(0, pixel));
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f.Append("1", new ColorAttachment(1, pixel));
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_downsampler.Add(f);
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for (int i = 0; i < _iterations; i++)
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{
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texSize /= 2;
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f = new Framebuffer(texSize);
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f.Append("0", new ColorAttachment(0, pixel));
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_downsampler.Add(f);
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if (i == _iterations - 1) break;
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f = new Framebuffer(texSize);
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f.Append("0", new ColorAttachment(0, pixel));
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_upsample.Add(f);
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}
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}
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/// <inheritdoc/>
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protected override void InitProcess()
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public override void ScreenSizeChanged(IGenericWindow window)
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{
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_source ??= Pipeline.MainFramebuffer;
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_source.ColorAttachments["color"].PixelInformation = PixelInformation.RGBA_HDR;
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_bloomBuffer1 = new Framebuffer(Pipeline.ConnectedWindow, _textureScale)
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{
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Name = "BloomX"
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};
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_bloomBuffer1.Append("xBuffer", _xBuffer = new ColorAttachment(0, PixelInformation.RGBA_HDR));
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_bloomBuffer1.Compile();
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_bloomBuffer2 = new Framebuffer(Pipeline.ConnectedWindow, _textureScale)
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{
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Name = "BloomY"
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};
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_bloomBuffer2.Append("yBuffer", _yBuffer = new ColorAttachment(0, PixelInformation.RGBA_HDR));
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_bloomBuffer2.Compile();
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Pipeline.Framebuffers.Add(_bloomBuffer1);
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Pipeline.Framebuffers.Add(_bloomBuffer2);
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CreateFramebuffers();
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}
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/// <inheritdoc/>
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public override void Draw(ColorAttachment source, DrawContext context)
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protected override void Drawing(ColorAttachment source, DrawContext context)
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{
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if (Enable)
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{
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GL.Viewport(0, 0, (int) (Pipeline.ConnectedWindow.Width * _textureScale),
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(int) (Pipeline.ConnectedWindow.Height * _textureScale));
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Framebuffer target = Framebuffer.GetCurrentlyActive();
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Framebuffer target = Framebuffer.GetCurrentlyActive();
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bool first = true, hoz = true;
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int iter = Iterations * 2;
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for (int i = 0; i < iter; i++)
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// Filtering
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_downsampler[0].Activate(true);
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_filterShader.Draw(source, col =>
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{
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col["ThresholdCurve"].SetVector4(_thresholdCurve);
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});
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// Downsampling
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ColorAttachment last = _downsampler[0]["0"];
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for(int i = 1; i < _iterations; i++)
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{
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ColorAttachment downsampleSource = last;
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Framebuffer downsampleTarget = _downsampler[i];
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downsampleTarget.Activate(true);
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_downsampleShader.Draw(downsampleSource);
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last = downsampleTarget["0"];
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}
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// Upsampling
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for (int i = _iterations - 2; i >= 0; i--)
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{
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ColorAttachment downsampleSource = _downsampler[i]["0"];
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Framebuffer upsampleTarget = _upsample[i];
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upsampleTarget.Activate(true);
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_upsampleShader.Draw(last, (a) =>
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{
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(hoz ? _bloomBuffer1 : _bloomBuffer2).Activate(false);
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if (last != null) a["baseBuffer"].SetTexture(downsampleSource);
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a["sampleSize"].SetFloat(_sampleSize);
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});
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_shader.Draw(collection =>
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{
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collection["renderedTexture"].SetTexture(first ? source : (hoz ? _yBuffer : _xBuffer));
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collection["First"].SetUniform1(first);
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collection["Threshold"].SetUniform1(Threshold);
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collection["Horizontal"].SetUniform1(hoz);
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collection["Weights"].SetUniform1(_weights);
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collection["WeightCount"].SetUniform1(WeightCurvePickAmount);
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collection["Power"].SetUniform1(Power);
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collection["Radius"].SetUniform1(_textureScale * Radius);
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});
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hoz = !hoz;
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if (first) first = false;
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}
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GL.Viewport(Pipeline.ConnectedWindow.ClientRectangle);
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target.Activate();
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last = upsampleTarget["0"];
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}
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_mergeShader.Draw(collection =>
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// combine
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target.Activate(true);
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_combineShader.Draw(last, (a) =>
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{
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collection["Scene"].SetTexture(source);
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collection["Bloom"].SetTexture(_yBuffer);
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a["sampleSize"].SetFloat(_sampleSize);
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collection["MinAmount"].SetUniform1(MinAmount);
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collection["MaxAmount"].SetUniform1(MaxAmount);
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collection["AmountMap"].SetTexture(AmountMap, collection["HasAmountMap"]);
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collection["TextureTransform"].SetMatrix3(AmountTransform.GetMatrix());
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a["scene"].SetTexture(_downsampler[0]["1"]);
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a["bloomColor"].SetColor(_bloomColor);
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collection["Exposure"].SetUniform1(context.UseCamera.Exposure);
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collection["HDR"].SetUniform1(_hdr);
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a["HDR"].SetBool(_hdr);
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});
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}
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}
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}
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}
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{
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_hdrExposureShader.Draw(u =>
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{
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u["Gamma"].SetUniform1(Gamma);
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u["Exposure"].SetUniform1(exposure);
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u["Gamma"].SetFloat(Gamma);
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u["Exposure"].SetFloat(exposure);
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u["Scene"].SetTexture(attachment);
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});
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}
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{
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_gammaShader.Draw(u =>
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{
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u["Gamma"].SetUniform1(Gamma);
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u["Gamma"].SetFloat(Gamma);
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u["Scene"].SetTexture(attachment);
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});
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}
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32
src/renderer/SM.Base/PostEffects/Shaders/bloom/combine.frag
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32
src/renderer/SM.Base/PostEffects/Shaders/bloom/combine.frag
Normal file
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@ -0,0 +1,32 @@
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#version 330 core
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in vec2 vTexture;
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uniform sampler2D scene;
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uniform vec4 bloomColor;
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uniform bool HDR;
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vec3 safe_color(vec3 c) {
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return clamp(c, vec3(0.0), vec3(1e20));
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}
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vec3 upsample_filter_high();
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layout(location = 0) out vec4 color;
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vec3 reinhardTone(vec3 col) {
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return col / (col + vec3(1.0));
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}
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void main() {
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vec3 scene = safe_color(texture2D(scene, vTexture).rgb);
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vec3 blur = upsample_filter_high() * bloomColor.rgb;
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if (HDR) {
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color = vec4(scene + blur, 1);
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return;
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}
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color = vec4(scene + reinhardTone(blur), 1);
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}
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#version 330 core
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uniform vec2 renderedTextureTexelSize;
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vec4 GetRenderColor();
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vec4 GetRenderColorOffset(vec2);
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float getBrightness(vec3 col) {
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return max(col.r, max(col.g, col.b));
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return (col.r + col.r + col.b + col.g + col.g + col.g) / 6.0;
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}
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layout(location = 0) out vec4 color;
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vec3 downsample_high() {
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vec4 d = renderedTextureTexelSize.xyxy * vec4(-1,-1, +1, +1);
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vec3 s1 = GetRenderColorOffset(d.xy).rgb; // - -
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// X -
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vec3 s2 = GetRenderColorOffset(d.zy).rgb; // - -
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// - X
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vec3 s3 = GetRenderColorOffset(d.xw).rgb; // X -
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// - -
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vec3 s4 = GetRenderColorOffset(d.zw).rgb; // X -
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// - -
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float s1w = 1.0 / (getBrightness(s1) + 1.0);
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float s2w = 1.0 / (getBrightness(s2) + 1.0);
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float s3w = 1.0 / (getBrightness(s3) + 1.0);
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float s4w = 1.0 / (getBrightness(s4) + 1.0);
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float one_div = 1.0 / (s1w + s2w + s3w + s4w);
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return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div;
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}
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void main() {
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color = vec4(downsample_high(),1);
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}
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48
src/renderer/SM.Base/PostEffects/Shaders/bloom/filter.frag
Normal file
48
src/renderer/SM.Base/PostEffects/Shaders/bloom/filter.frag
Normal file
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@ -0,0 +1,48 @@
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#version 330 core
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||||
|
||||
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);
|
||||
}
|
||||
30
src/renderer/SM.Base/PostEffects/Shaders/bloom/sampling.frag
Normal file
30
src/renderer/SM.Base/PostEffects/Shaders/bloom/sampling.frag
Normal file
|
|
@ -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
|
||||
}
|
||||
13
src/renderer/SM.Base/PostEffects/Shaders/bloom/upsample.frag
Normal file
13
src/renderer/SM.Base/PostEffects/Shaders/bloom/upsample.frag
Normal file
|
|
@ -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);
|
||||
}
|
||||
|
|
@ -1,48 +0,0 @@
|
|||
#version 330
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform sampler2D renderedTexture;
|
||||
uniform float RenderScale;
|
||||
|
||||
uniform bool First;
|
||||
uniform float Threshold;
|
||||
|
||||
uniform bool Horizontal;
|
||||
|
||||
uniform float[32] Weights;
|
||||
uniform int WeightCount;
|
||||
uniform float Power;
|
||||
|
||||
uniform float Radius;
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
vec4 GetRenderColorOffset(vec2 offset);
|
||||
|
||||
float brightness(vec3 c)
|
||||
{
|
||||
return max(max(c.r, c.g), c.b);
|
||||
}
|
||||
|
||||
float bright;
|
||||
|
||||
float GetWeight(int dif) {
|
||||
return Weights[dif];
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 thres = vec3(First ? Threshold : 0);
|
||||
|
||||
vec2 tex_offset = 1.0 / textureSize(renderedTexture, 0) * vec2(Horizontal ? 1 : 0, Horizontal ? 0 : 1);
|
||||
|
||||
vec3 result = max(GetRenderColorOffset(vec2(0)).rgb - thres, 0) * (First ? Power : 1) * GetWeight(0);
|
||||
|
||||
float radi = Radius + (length(result));
|
||||
|
||||
for(int i = 1; i < WeightCount; i++) {
|
||||
result += max(GetRenderColorOffset(tex_offset * i * radi).rgb - thres, 0) * (First ? Power : 1) * GetWeight(i);
|
||||
result += max(GetRenderColorOffset(-tex_offset * i * radi).rgb - thres, 0) * (First ? Power : 1) * GetWeight(i);
|
||||
}
|
||||
|
||||
color = vec4(result, 1);
|
||||
}
|
||||
|
|
@ -1,30 +0,0 @@
|
|||
#version 330
|
||||
|
||||
in vec2 vTexture;
|
||||
in vec2 TransformedTexture;
|
||||
|
||||
uniform sampler2D Scene;
|
||||
uniform sampler2D Bloom;
|
||||
|
||||
uniform float MinAmount;
|
||||
uniform float MaxAmount;
|
||||
uniform sampler2D AmountMap;
|
||||
uniform bool HasAmountMap;
|
||||
|
||||
uniform float Exposure;
|
||||
uniform bool HDR;
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
void main() {
|
||||
vec3 result = texture(Bloom, vTexture).rgb;
|
||||
if (HasAmountMap) result *= clamp(length(texture(AmountMap, TransformedTexture).rgb) * (MaxAmount - MinAmount) + MinAmount, 0, 1);
|
||||
if (!HDR) {
|
||||
result = vec3(1.0) - exp(-result * Exposure);
|
||||
}
|
||||
|
||||
|
||||
result = texture(Scene, vTexture).rgb + result;
|
||||
|
||||
color = vec4(result, 1);
|
||||
}
|
||||
|
|
@ -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));
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue