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

@ -1,4 +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);
}
}
}