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:
Nineto Nine 2021-09-26 21:27:14 +02:00
parent dffa581596
commit 9b52d401e7
61 changed files with 1529 additions and 818 deletions

View file

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<?xml version="1.0" encoding="utf-8"?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2" />
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.7.2"/>
</startup>
</configuration>
</configuration>

View file

@ -0,0 +1,10 @@
#version 330 core
uniform vec4 Color;
uniform float Scale;
layout(location = 0) out vec4 color;
void main() {
color = Color * Scale;
}

View file

@ -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();
}
}
}

View file

@ -10,12 +10,13 @@
<OutputType>WinExe</OutputType>
<RootNamespace>SM_TEST</RootNamespace>
<AssemblyName>SM_TEST</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
<Deterministic>true</Deterministic>
<NuGetPackageImportStamp>
</NuGetPackageImportStamp>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
@ -66,6 +67,7 @@
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
<EmbeddedResource Include="Default Fragment Shader1.frag" />
<None Include="OpenTK.dll.config" />
<None Include="packages.config" />
</ItemGroup>

View file

@ -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);
}
}
}