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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@ -9,7 +9,7 @@
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>SM.Intergrations</RootNamespace>
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<AssemblyName>SM.Intergrations</AssemblyName>
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<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
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<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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<TargetFrameworkProfile />
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@ -23,30 +23,30 @@ namespace SM.Intergrations.ShaderTool
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STPCompositeNode composeNode = drawNode.OGLEffect;
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ShaderFileFiles.Vertex = new[] { new ShaderFile(composeNode.Vertex.ShaderCode) };
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ShaderFileFiles.Fragment = new [] {new ShaderFile(composeNode.Fragment.ShaderCode)};
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ShaderFiles.Vertex = new[] { new ShaderFile(composeNode.Vertex.ShaderCode) };
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ShaderFiles.Fragment = new [] {new ShaderFile(composeNode.Fragment.ShaderCode)};
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if (composeNode.Geometry != null)
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ShaderFileFiles.Geometry = new[] {new ShaderFile(composeNode.Geometry.ShaderCode)};
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ShaderFiles.Geometry = new[] {new ShaderFile(composeNode.Geometry.ShaderCode)};
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foreach (KeyValuePair<string, STPVariable> pair in drawNode.Variables)
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{
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switch (pair.Value.Type)
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{
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case STPBasisType.Bool:
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_uniforms += context => Uniforms[pair.Key].SetUniform1(context.Material.ShaderArguments.Get(pair.Key, false));
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_uniforms += context => Uniforms[pair.Key].SetBool(context.Material.ShaderArguments.Get(pair.Key, false));
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break;
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case STPBasisType.Float:
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_uniforms += context => Uniforms[pair.Key].SetUniform1(context.Material.ShaderArguments.Get(pair.Key, 0.0f));
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_uniforms += context => Uniforms[pair.Key].SetFloat(context.Material.ShaderArguments.Get(pair.Key, 0.0f));
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break;
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case STPBasisType.Vector2:
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_uniforms += context => Uniforms[pair.Key].SetUniform2(context.Material.ShaderArguments.Get(pair.Key, Vector2.Zero));
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_uniforms += context => Uniforms[pair.Key].SetVector2(context.Material.ShaderArguments.Get(pair.Key, Vector2.Zero));
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break;
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case STPBasisType.Vector3:
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_uniforms += context => Uniforms[pair.Key].SetUniform3(context.Material.ShaderArguments.Get(pair.Key, Vector3.Zero));
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_uniforms += context => Uniforms[pair.Key].SetVector3(context.Material.ShaderArguments.Get(pair.Key, Vector3.Zero));
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break;
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case STPBasisType.Vector4:
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_uniforms += context =>
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Uniforms[pair.Key].SetUniform4(context.Material.ShaderArguments.Get(pair.Key, Vector4.Zero));
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Uniforms[pair.Key].SetVector4(context.Material.ShaderArguments.Get(pair.Key, Vector4.Zero));
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break;
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case STPBasisType.Matrix:
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_uniforms += context => Uniforms[pair.Key].SetMatrix4(context.Material.ShaderArguments.Get(pair.Key, Matrix4.Identity));
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@ -39,7 +39,7 @@ namespace SM.Intergrations.ShaderTool
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}
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}
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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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Arguments["_Scene"] = (TextureBase)source;
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Arguments["_MVP"] = Mvp;
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@ -23,30 +23,30 @@ namespace SM.Intergrations.ShaderTool
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STPCompositeNode composeNode = postProcessNode.OGLEffect;
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ShaderFileFiles.Vertex = new[] { new ShaderFile(composeNode.Vertex.ShaderCode) };
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ShaderFileFiles.Fragment = new[] { new ShaderFile(composeNode.Fragment.ShaderCode) };
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ShaderFiles.Vertex = new[] { new ShaderFile(composeNode.Vertex.ShaderCode) };
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ShaderFiles.Fragment = new[] { new ShaderFile(composeNode.Fragment.ShaderCode) };
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if (composeNode.Geometry != null)
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ShaderFileFiles.Geometry = new[] { new ShaderFile(composeNode.Geometry.ShaderCode) };
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ShaderFiles.Geometry = new[] { new ShaderFile(composeNode.Geometry.ShaderCode) };
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foreach (KeyValuePair<string, STPVariable> pair in postProcessNode.Variables)
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{
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switch (pair.Value.Type)
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{
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case STPBasisType.Bool:
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_uniforms += context => Uniforms[pair.Key].SetUniform1(context.Get(pair.Key, false));
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_uniforms += context => Uniforms[pair.Key].SetBool(context.Get(pair.Key, false));
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break;
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case STPBasisType.Float:
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_uniforms += context => Uniforms[pair.Key].SetUniform1(context.Get(pair.Key, 0.0f));
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_uniforms += context => Uniforms[pair.Key].SetFloat(context.Get(pair.Key, 0.0f));
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break;
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case STPBasisType.Vector2:
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_uniforms += context => Uniforms[pair.Key].SetUniform2(context.Get(pair.Key, Vector2.Zero));
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_uniforms += context => Uniforms[pair.Key].SetVector2(context.Get(pair.Key, Vector2.Zero));
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break;
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case STPBasisType.Vector3:
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_uniforms += context => Uniforms[pair.Key].SetUniform3(context.Get(pair.Key, Vector3.Zero));
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_uniforms += context => Uniforms[pair.Key].SetVector3(context.Get(pair.Key, Vector3.Zero));
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break;
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case STPBasisType.Vector4:
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_uniforms += context =>
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Uniforms[pair.Key].SetUniform4(context.Get(pair.Key, Vector4.Zero));
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Uniforms[pair.Key].SetVector4(context.Get(pair.Key, Vector4.Zero));
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break;
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case STPBasisType.Matrix:
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_uniforms += context => Uniforms[pair.Key].SetMatrix4(context.Get(pair.Key, Matrix4.Identity));
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@ -1,16 +1,22 @@
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using SharpDX.XInput;
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using SM.Base;
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namespace SM.Utils.Controls
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{
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public struct GameController
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public class GameController
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{
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public static float GlobalDeadband = 2500;
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public static float GlobalDeadband = .1F;
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private Controller _controller;
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private ulong _lastFrame;
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internal GamepadButtonFlags _lastPressedButtons;
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public float Deadband { get; set; }
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public bool IsConnected => _controller.IsConnected;
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public GameControllerState LastState { get; private set; }
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public UserIndex Index { get; private set; }
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public GameController(int id) : this((UserIndex)id)
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@ -18,21 +24,32 @@ namespace SM.Utils.Controls
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public GameController(UserIndex index = UserIndex.Any)
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{
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_lastPressedButtons = GamepadButtonFlags.None;
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_controller = new Controller(index);
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Index = index;
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Deadband = GlobalDeadband;
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}
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public GameControllerState GetState()
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public GameControllerState GetState(bool force = false)
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{
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if (!IsConnected)
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if (!force && _lastFrame == SMRenderer.CurrentFrame)
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{
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return new GameControllerState(true);
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return LastState;
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}
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Gamepad state = _controller.GetState().Gamepad;
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GameControllerState st = new GameControllerState(true);
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if (IsConnected)
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{
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Gamepad state = _controller.GetState().Gamepad;
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st = new GameControllerState(state, this);
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_lastPressedButtons = state.Buttons;
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}
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return new GameControllerState(state, ref this);
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LastState = st;
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_lastFrame = SMRenderer.CurrentFrame;
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return st;
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}
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}
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@ -22,22 +22,11 @@ namespace SM.Utils.Controls
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DPad = GameControllerStateDPad.Default;
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Buttons = GameControllerStateButtons.Default;
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}
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internal GameControllerState(Gamepad state, ref GameController controller)
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internal GameControllerState(Gamepad state, GameController controller)
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{
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FromConnected = true;
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Thumbs = new GameControllerStateThumbs
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{
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Left = new Vector2(
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Math.Abs((float)state.LeftThumbX) < controller.Deadband ? 0 : (float)state.LeftThumbX / short.MaxValue,
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Math.Abs((float)state.LeftThumbY) < controller.Deadband ? 0 : (float)state.LeftThumbY / short.MaxValue),
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Right = new Vector2(
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Math.Abs((float)state.RightThumbX) < controller.Deadband ? 0 : (float)state.RightThumbX / short.MaxValue,
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Math.Abs((float)state.RightThumbY) < controller.Deadband ? 0 : (float)state.RightThumbY / short.MaxValue),
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PressedLeft = state.Buttons.HasFlag(GamepadButtonFlags.LeftThumb),
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PressedRight = state.Buttons.HasFlag(GamepadButtonFlags.RightThumb)
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};
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Thumbs = new GameControllerStateThumbs(controller, state);
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Triggers = new GameControllerStateTriggers()
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{
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@ -46,7 +35,7 @@ namespace SM.Utils.Controls
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};
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DPad = new GameControllerStateDPad(state.Buttons);
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Buttons = new GameControllerStateButtons(state.Buttons);
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Buttons = new GameControllerStateButtons(state.Buttons, controller);
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}
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public override string ToString()
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@ -4,9 +4,14 @@ namespace SM.Utils.Controls
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{
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public struct GameControllerStateButtons
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{
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public static GameControllerStateButtons Default = new GameControllerStateButtons(GamepadButtonFlags.None);
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public static GameControllerStateButtons Default = new GameControllerStateButtons()
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{
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_buttonFlags = GamepadButtonFlags.None,
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_lastButtonFlags = GamepadButtonFlags.None
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};
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private GamepadButtonFlags _buttonFlags;
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private GamepadButtonFlags _lastButtonFlags;
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public bool X;
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public bool Y;
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@ -22,13 +27,14 @@ namespace SM.Utils.Controls
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public bool Start;
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public bool Back;
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public bool this[GamepadButtonFlags flags] => _buttonFlags.HasFlag(flags);
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public bool this[GamepadButtonFlags flags, bool once = false] => _buttonFlags.HasFlag(flags) && !(once && _lastButtonFlags.HasFlag(flags));
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public bool AnyInteraction { get; }
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internal GameControllerStateButtons(GamepadButtonFlags flags)
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internal GameControllerStateButtons(GamepadButtonFlags flags, GameController controller)
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{
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_buttonFlags = flags;
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_lastButtonFlags = controller._lastPressedButtons;
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X = flags.HasFlag(GamepadButtonFlags.X);
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Y = flags.HasFlag(GamepadButtonFlags.Y);
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@ -1,4 +1,6 @@
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using OpenTK;
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using System;
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using OpenTK;
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using SharpDX.XInput;
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namespace SM.Utils.Controls
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{
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@ -15,6 +17,18 @@ namespace SM.Utils.Controls
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public bool AnyInteraction => Left != Vector2.Zero || Right != Vector2.Zero || PressedLeft || PressedRight;
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public GameControllerStateThumbs(GameController controller, Gamepad state)
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{
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Vector2 left = new Vector2(state.LeftThumbX, state.LeftThumbY) / short.MaxValue;
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Vector2 right = new Vector2(state.RightThumbX, state.RightThumbY) / short.MaxValue;
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Left = new Vector2(Math.Abs(left.X) < controller.Deadband ? 0 : left.X, Math.Abs(left.Y) < controller.Deadband ? 0 : left.Y);
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Right = new Vector2(Math.Abs(right.X) < controller.Deadband ? 0 : right.X, Math.Abs(right.Y) < controller.Deadband ? 0 : right.Y);
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PressedLeft = state.Buttons.HasFlag(GamepadButtonFlags.LeftThumb);
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PressedRight = state.Buttons.HasFlag(GamepadButtonFlags.RightThumb);
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}
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public override string ToString()
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{
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return $"Left: ({Left.X}; {Left.Y}){(PressedLeft ? " Pressed" : "")}; Right: ({Right.X}; {Right.Y}){(PressedRight ? " Pressed" : "")}";
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@ -12,16 +12,25 @@ namespace SM.Utils.Controls
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public struct GameKeybindActor
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{
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private GameKeybindActorType _type;
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private GameController? _controller;
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private GameController _controller;
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private GameKeybindHost _keybindHost;
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public GameKeybindActorType Type => _type;
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public GameController? Controller => _controller;
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public GameController Controller => _controller;
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public object[] Parameter;
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private GameKeybindActor(GameKeybindActorType type, GameController? controller)
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private GameKeybindActor(GameKeybindActorType type, GameController controller)
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{
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_type = type;
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_controller = controller;
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_keybindHost = null;
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Parameter = new object[0];
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}
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private GameKeybindActor(GameKeybindActorType type, ref GameController controller)
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{
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_type = type;
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_controller = controller;
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@ -58,7 +67,7 @@ namespace SM.Utils.Controls
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KeyboardState = Keyboard.GetState(),
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MouseState = Mouse.GetState(),
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ControllerState = Controller?.GetState(),
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ControllerState = Controller?.GetState() ?? new GameControllerState(true),
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};
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return keybind[Type].Invoke(context);
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@ -6,7 +6,7 @@ namespace SM.Utils.Controls
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{
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public KeyboardState KeyboardState;
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public MouseState MouseState;
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public GameControllerState? ControllerState;
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public GameControllerState ControllerState;
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public GameKeybindActor Actor;
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public GameKeybindHost Host;
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@ -9,9 +9,10 @@
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>SM.Utils</RootNamespace>
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<AssemblyName>SM.Utils</AssemblyName>
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<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
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<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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<TargetFrameworkProfile />
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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@ -61,5 +62,11 @@
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<None Include="OpenTK.dll.config" />
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<None Include="packages.config" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\renderer\SM.Base\SM.Base.csproj">
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<Project>{8e733844-4204-43e7-b3dc-3913cddabb0d}</Project>
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<Name>SM.Base</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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@ -18,10 +18,20 @@ namespace SM.Base.Controls
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private static MouseState? _mouseState;
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private static List<MouseButton> _lastButtonsPressed = new List<MouseButton>();
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private static Vector2 _inScreen;
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/// <summary>
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/// The current position of the mouse in the screen.
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/// Gets or sets the current position of the mouse in the screen.
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/// </summary>
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public static Vector2 InScreen { get; private set; }
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public static Vector2 InScreen
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{
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get => _inScreen;
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set
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{
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_inScreen = value;
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UpdateNormalized(SMRenderer.CurrentWindow);
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}
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}
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/// <summary>
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/// The current position of the mouse in the screen from 0..1.
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@ -40,6 +50,16 @@ namespace SM.Base.Controls
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/// </summary>
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public static bool RightClick => IsDown(MouseButton.Right, true);
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/// <summary>
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/// If true, it disables the tracking of the mouse, allowing you to change the <see cref="InScreen"/> value, without the system replacing it again.
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/// </summary>
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public static bool StopTracking { get; set; }
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private static void UpdateNormalized(IGenericWindow window)
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{
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InScreenNormalized = new Vector2(_inScreen.X / (float)window.Width, _inScreen.Y / (float)window.Height);
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}
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/// <summary>
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/// The event to update the values.
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/// </summary>
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@ -47,8 +67,10 @@ namespace SM.Base.Controls
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/// <param name="window">The window where the mouse is checked</param>
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internal static void MouseMoveEvent(MouseMoveEventArgs mmea, IGenericWindow window)
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{
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if (StopTracking) return;
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InScreen = new Vector2(mmea.X, mmea.Y);
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InScreenNormalized = new Vector2(mmea.X / (float) window.Width, mmea.Y / (float) window.Height);
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UpdateNormalized(window);
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||||
}
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internal static void SetState()
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@ -39,6 +39,10 @@ namespace SM.Base.Drawing
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/// </summary>
|
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public ShaderArguments ShaderArguments { get; internal set; } = new ShaderArguments();
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|
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/// <summary>
|
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/// Draws the material with the provided context.
|
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/// </summary>
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/// <param name="context"></param>
|
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public virtual void Draw(DrawContext context)
|
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{
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context.Shader.Draw(context);
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|
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@ -1,6 +1,8 @@
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#region usings
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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 OpenTK;
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using OpenTK.Graphics;
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using SM.Base.Objects.Static;
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@ -130,9 +132,13 @@ namespace SM.Base.Drawing.Text
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{
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if (!Font.WasCompiled) Font.RegenerateTexture();
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if (string.IsNullOrEmpty(_text)) return;
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|
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_text = _text.Replace("\r\n", "\n").Replace("\t", " ");
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|
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_instances = new Instance[_text.Length];
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||||
List<Tuple<Vector2, Instance[]>> lines = new List<Tuple<Vector2, Instance[]>>();
|
||||
List<Instance> currentLineInstances = new List<Instance>();
|
||||
|
||||
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<Vector2, Instance[]>(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<Vector2, Instance[]>(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<Vector2, Instance[]> 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a font.
|
||||
/// </summary>
|
||||
public class Font : Texture
|
||||
{
|
||||
/// <summary>
|
||||
/// The char set for the font.
|
||||
/// <para>Default: <see cref="FontCharStorage.SimpleUTF8" /></para>
|
||||
/// </summary>
|
||||
public ICollection<char> CharSet = FontCharStorage.SimpleUTF8;
|
||||
|
||||
/// <summary>
|
||||
/// The font family, that is used to find the right font.
|
||||
/// </summary>
|
||||
public FontFamily FontFamily;
|
||||
|
||||
/// <summary>
|
||||
/// The font size.
|
||||
/// <para>Default: 12</para>
|
||||
/// </summary>
|
||||
public float FontSize = 12;
|
||||
|
||||
public float SpaceWidth { get; private set; }
|
||||
|
||||
public float Spacing = 1;
|
||||
|
||||
/// <summary>
|
||||
/// The font style.
|
||||
/// <para>Default: <see cref="System.Drawing.FontStyle.Regular" /></para>
|
||||
/// </summary>
|
||||
public FontStyle FontStyle = FontStyle.Regular;
|
||||
|
||||
/// <summary>
|
||||
/// This contains all information for the different font character.
|
||||
/// </summary>
|
||||
public Dictionary<char, CharParameter> Positions = new Dictionary<char, CharParameter>();
|
||||
|
||||
/// <summary>
|
||||
/// Generates a font from a font family from the specified path.
|
||||
/// </summary>
|
||||
/// <param name="path">The specified path</param>
|
||||
public Font(string path)
|
||||
{
|
||||
var pfc = new PrivateFontCollection();
|
||||
pfc.AddFontFile(path);
|
||||
FontFamily = pfc.Families[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates a font from a specified font family.
|
||||
/// </summary>
|
||||
/// <param name="font">Font-Family</param>
|
||||
public Font(FontFamily font)
|
||||
{
|
||||
FontFamily = font;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override TextureWrapMode WrapMode { get; set; } = TextureWrapMode.ClampToEdge;
|
||||
|
||||
/// <summary>
|
||||
/// Regenerates the texture.
|
||||
/// </summary>
|
||||
public void RegenerateTexture()
|
||||
{
|
||||
Width = 0;
|
||||
Height = 0;
|
||||
Positions = new Dictionary<char, CharParameter>();
|
||||
|
||||
|
||||
var map = new Bitmap(1000, 20);
|
||||
var charParams = new Dictionary<char, float[]>();
|
||||
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();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Compile()
|
||||
{
|
||||
RegenerateTexture();
|
||||
base.Compile();
|
||||
}
|
||||
}
|
||||
}
|
||||
216
src/renderer/SM.Base/Legacy/PostProcessing/BloomEffectOld.cs
Normal file
216
src/renderer/SM.Base/Legacy/PostProcessing/BloomEffectOld.cs
Normal file
|
|
@ -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
|
||||
{
|
||||
/// <summary>
|
||||
/// A bloom post process effect.
|
||||
/// </summary>
|
||||
[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;
|
||||
|
||||
/// <summary>
|
||||
/// A texture where you can define the amount of the bloom effect at each pixel.
|
||||
/// </summary>
|
||||
public TextureBase AmountMap;
|
||||
/// <summary>
|
||||
/// The transformation for the amount map.
|
||||
/// </summary>
|
||||
public TextureTransformation AmountTransform = new TextureTransformation();
|
||||
/// <summary>
|
||||
/// The maximal amount the amount map is clamped to.
|
||||
/// <para>Default: 1</para>
|
||||
/// </summary>
|
||||
public float MaxAmount = 1;
|
||||
/// <summary>
|
||||
/// The minimal amount the amount map is clamped to.
|
||||
/// <para>Default: 0</para>
|
||||
/// </summary>
|
||||
public float MinAmount = 0;
|
||||
|
||||
/// <summary>
|
||||
/// The defines how often the x-y-flipflop happens.
|
||||
/// <para>Default: 8</para>
|
||||
/// </summary>
|
||||
public int Iterations = 8;
|
||||
/// <summary>
|
||||
/// The Threshold for the bloom effect.
|
||||
/// <para>Default: .8f</para>
|
||||
/// </summary>
|
||||
public float Threshold = .8f;
|
||||
/// <summary>
|
||||
/// Increases the brightness of the resulting effect.
|
||||
/// <para>Default: 1</para>
|
||||
/// </summary>
|
||||
public float Power = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Radius of the effect
|
||||
/// <para>Default: 2</para>
|
||||
/// </summary>
|
||||
public float Radius = 1;
|
||||
|
||||
/// <summary>
|
||||
/// This defines the weight curve.
|
||||
/// </summary>
|
||||
public BezierCurve WeightCurve
|
||||
{
|
||||
get => _weightCurve;
|
||||
set
|
||||
{
|
||||
_weightCurve = value;
|
||||
UpdateWeights();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This defines how many picks the effect should pick from the weight curve.
|
||||
/// </summary>
|
||||
public int WeightCurvePickAmount = 4;
|
||||
|
||||
/// <summary>
|
||||
/// This creates a bloom effect.
|
||||
/// </summary>
|
||||
/// <param name="source">This can specify a own source framebuffer. If not set, it will take the Pipeline MainFramebuffer.</param>
|
||||
/// <param name="hdr">This allows to enable hdr returns.</param>
|
||||
/// <param name="textureScale">This allows for a increase in performance, by lowering the calculating texture scale.</param>
|
||||
public 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;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
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);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
|
|
@ -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);
|
||||
}
|
||||
18
src/renderer/SM.Base/Legacy/PostProcessing/bloom_merge.vert
Normal file
18
src/renderer/SM.Base/Legacy/PostProcessing/bloom_merge.vert
Normal file
|
|
@ -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);
|
||||
}
|
||||
|
|
@ -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
|
|||
/// <summary>
|
||||
/// Presets for the log targets.
|
||||
/// </summary>
|
||||
public static Dictionary<LogTarget, string> Preset = new()
|
||||
public static Dictionary<LogTarget, string> Preset = new Dictionary<LogTarget, string>()
|
||||
{
|
||||
{LogTarget.Console, "[%type%] %msg%"},
|
||||
{LogTarget.Debugger, "[%type%] %msg%"},
|
||||
{LogTarget.File, "<%date%, %time%> [%type%] %msg%"}
|
||||
};
|
||||
|
||||
private static readonly Dictionary<LogType, ConsoleColor> Colors = new()
|
||||
private static readonly Dictionary<LogType, ConsoleColor> Colors = new Dictionary<LogType, ConsoleColor>()
|
||||
{
|
||||
{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();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,211 +1,199 @@
|
|||
#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
|
||||
{
|
||||
/// <summary>
|
||||
/// A bloom post process effect.
|
||||
/// The recommended bloom effect, that looks way better than the old one.
|
||||
/// <para>Based on Blender's implermentation, which is based on COD: Infinite Warfare.</para>
|
||||
/// </summary>
|
||||
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<Framebuffer> _downsampler;
|
||||
private List<Framebuffer> _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;
|
||||
|
||||
/// <summary>
|
||||
/// A texture where you can define the amount of the bloom effect at each pixel.
|
||||
/// </summary>
|
||||
public TextureBase AmountMap;
|
||||
/// <summary>
|
||||
/// The transformation for the amount map.
|
||||
/// </summary>
|
||||
public TextureTransformation AmountTransform = new TextureTransformation();
|
||||
/// <summary>
|
||||
/// The maximal amount the amount map is clamped to.
|
||||
/// <para>Default: 1</para>
|
||||
/// </summary>
|
||||
public float MaxAmount = 1;
|
||||
/// <summary>
|
||||
/// The minimal amount the amount map is clamped to.
|
||||
/// <para>Default: 0</para>
|
||||
/// </summary>
|
||||
public float MinAmount = 0;
|
||||
|
||||
/// <summary>
|
||||
/// The defines how often the x-y-flipflop happens.
|
||||
/// <para>Default: 8</para>
|
||||
/// </summary>
|
||||
public int Iterations = 8;
|
||||
/// <summary>
|
||||
/// The Threshold for the bloom effect.
|
||||
/// <para>Default: .8f</para>
|
||||
/// The threshold, where the effect decided what is bright.
|
||||
/// </summary>
|
||||
public float Threshold = .8f;
|
||||
/// <summary>
|
||||
/// Increases the brightness of the resulting effect.
|
||||
/// <para>Default: 1</para>
|
||||
/// The radius of the effect.
|
||||
/// </summary>
|
||||
public float Power = 1;
|
||||
public float Radius = 6.5f;
|
||||
/// <summary>
|
||||
/// Makes transition between under/over-threshold gradual.
|
||||
/// </summary>
|
||||
public float Knee = .5f;
|
||||
/// <summary>
|
||||
/// The intensity of the effect.
|
||||
/// </summary>
|
||||
public float Intensity = .5f;
|
||||
/// <summary>
|
||||
/// The tint of the effect.
|
||||
/// </summary>
|
||||
public Color4 Color = Color4.White;
|
||||
|
||||
/// <summary>
|
||||
/// Radius of the effect
|
||||
/// <para>Default: 2</para>
|
||||
/// This creates a more prettier bloom effect.
|
||||
/// </summary>
|
||||
public float Radius = 1;
|
||||
|
||||
/// <summary>
|
||||
/// This can disable the bloom calculation.
|
||||
/// <para>Default: true</para>
|
||||
/// </summary>
|
||||
public bool Enable = true;
|
||||
|
||||
/// <summary>
|
||||
/// This defines the weight curve.
|
||||
/// </summary>
|
||||
public BezierCurve WeightCurve
|
||||
{
|
||||
get => _weightCurve;
|
||||
set
|
||||
{
|
||||
_weightCurve = value;
|
||||
UpdateWeights();
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// This defines how many picks the effect should pick from the weight curve.
|
||||
/// </summary>
|
||||
public int WeightCurvePickAmount = 4;
|
||||
|
||||
/// <summary>
|
||||
/// This creates a bloom effect.
|
||||
/// </summary>
|
||||
/// <param name="source">This can specify a own source framebuffer. If not set, it will take the Pipeline MainFramebuffer.</param>
|
||||
/// <param name="hdr">This allows to enable hdr returns.</param>
|
||||
/// <param name="textureScale">This allows for a increase in performance, by lowering the calculating texture scale.</param>
|
||||
public BloomEffect(Framebuffer source = null, bool hdr = false, float? textureScale = null)
|
||||
public BloomEffect(bool hdr = false)
|
||||
{
|
||||
_source = source;
|
||||
_hdr = hdr;
|
||||
_textureScale = textureScale.GetValueOrDefault(_defaultTextureScale);
|
||||
|
||||
WeightCurve = _defaultCurve;
|
||||
}
|
||||
/// <inheritdoc/>
|
||||
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<Framebuffer>();
|
||||
_upsample = new List<Framebuffer>();
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
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();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void Draw(ColorAttachment source, DrawContext context)
|
||||
protected override void Drawing(ColorAttachment source, DrawContext context)
|
||||
{
|
||||
if (Enable)
|
||||
Framebuffer target = Framebuffer.GetCurrentlyActive();
|
||||
|
||||
// Filtering
|
||||
_downsampler[0].Activate(true);
|
||||
_filterShader.Draw(source, col =>
|
||||
{
|
||||
GL.Viewport(0, 0, (int) (Pipeline.ConnectedWindow.Width * _textureScale),
|
||||
(int) (Pipeline.ConnectedWindow.Height * _textureScale));
|
||||
col["ThresholdCurve"].SetVector4(_thresholdCurve);
|
||||
});
|
||||
|
||||
Framebuffer target = Framebuffer.GetCurrentlyActive();
|
||||
bool first = true, hoz = true;
|
||||
int iter = Iterations * 2;
|
||||
for (int i = 0; i < iter; i++)
|
||||
{
|
||||
(hoz ? _bloomBuffer1 : _bloomBuffer2).Activate(false);
|
||||
// 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);
|
||||
|
||||
_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 = downsampleTarget["0"];
|
||||
}
|
||||
|
||||
_mergeShader.Draw(collection =>
|
||||
// Upsampling
|
||||
for (int i = _iterations - 2; i >= 0; i--)
|
||||
{
|
||||
collection["Scene"].SetTexture(source);
|
||||
collection["Bloom"].SetTexture(_yBuffer);
|
||||
ColorAttachment downsampleSource = _downsampler[i]["0"];
|
||||
Framebuffer upsampleTarget = _upsample[i];
|
||||
|
||||
collection["MinAmount"].SetUniform1(MinAmount);
|
||||
collection["MaxAmount"].SetUniform1(MaxAmount);
|
||||
collection["AmountMap"].SetTexture(AmountMap, collection["HasAmountMap"]);
|
||||
collection["TextureTransform"].SetMatrix3(AmountTransform.GetMatrix());
|
||||
upsampleTarget.Activate(true);
|
||||
|
||||
collection["Exposure"].SetUniform1(context.UseCamera.Exposure);
|
||||
collection["HDR"].SetUniform1(_hdr);
|
||||
_upsampleShader.Draw(last, (a) =>
|
||||
{
|
||||
if (last != null) a["baseBuffer"].SetTexture(downsampleSource);
|
||||
a["sampleSize"].SetFloat(_sampleSize);
|
||||
});
|
||||
|
||||
last = upsampleTarget["0"];
|
||||
}
|
||||
|
||||
// combine
|
||||
target.Activate(true);
|
||||
_combineShader.Draw(last, (a) =>
|
||||
{
|
||||
a["sampleSize"].SetFloat(_sampleSize);
|
||||
|
||||
a["scene"].SetTexture(_downsampler[0]["1"]);
|
||||
a["bloomColor"].SetColor(_bloomColor);
|
||||
|
||||
a["HDR"].SetBool(_hdr);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
});
|
||||
}
|
||||
|
|
|
|||
32
src/renderer/SM.Base/PostEffects/Shaders/bloom/combine.frag
Normal file
32
src/renderer/SM.Base/PostEffects/Shaders/bloom/combine.frag
Normal file
|
|
@ -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);
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
48
src/renderer/SM.Base/PostEffects/Shaders/bloom/filter.frag
Normal file
48
src/renderer/SM.Base/PostEffects/Shaders/bloom/filter.frag
Normal file
|
|
@ -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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
|
@ -1,11 +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);
|
||||
}
|
||||
|
|
@ -24,6 +24,12 @@ namespace SM.Base.PostProcess
|
|||
/// </summary>
|
||||
protected RenderPipeline Pipeline;
|
||||
|
||||
/// <summary>
|
||||
/// Enables the effect.
|
||||
/// <para>Default: true</para>
|
||||
/// </summary>
|
||||
public bool Enable = true;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the effect.
|
||||
/// </summary>
|
||||
|
|
@ -41,11 +47,20 @@ namespace SM.Base.PostProcess
|
|||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This executes
|
||||
/// </summary>
|
||||
/// <param name="source"></param>
|
||||
/// <param name="context"></param>
|
||||
public void Draw(ColorAttachment source, DrawContext context)
|
||||
{
|
||||
if (Enable) Drawing(source, context);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to draw the actual effect.
|
||||
/// </summary>
|
||||
public abstract void Draw(ColorAttachment source, DrawContext context);
|
||||
protected abstract void Drawing(ColorAttachment source, DrawContext context);
|
||||
|
||||
/// <summary>
|
||||
/// Event, when the scene changed.
|
||||
|
|
@ -53,5 +68,14 @@ namespace SM.Base.PostProcess
|
|||
public virtual void SceneChanged(GenericScene scene)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Event, when the screen size changed.
|
||||
/// </summary>
|
||||
/// <param name="window">Window that changed</param>
|
||||
public virtual void ScreenSizeChanged(IGenericWindow window)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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");
|
||||
|
||||
/// <summary>
|
||||
/// Generates an action for the texture handling.
|
||||
/// </summary>
|
||||
/// <param name="renderedTexture"></param>
|
||||
/// <returns></returns>
|
||||
public static Action<UniformCollection> DefaultTextureAction(ColorAttachment renderedTexture)
|
||||
{
|
||||
return (col) =>
|
||||
{
|
||||
col["renderedTexture"].SetTexture(renderedTexture);
|
||||
col["renderedTextureTexelSize"].SetVector2(renderedTexture.TexelSize);
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates the shader with the default vertex shader and custom fragment.
|
||||
/// </summary>
|
||||
|
|
@ -44,6 +59,14 @@ namespace SM.Base.PostProcess
|
|||
}, new ShaderFile(fragment))
|
||||
{
|
||||
}
|
||||
/// <summary>
|
||||
/// Creates the shader with an vertex extension and custom fragment.
|
||||
/// </summary>
|
||||
/// <param name="vertex"></param>
|
||||
/// <param name="fragment"></param>
|
||||
public PostProcessShader(ShaderFile vertex, string fragment) : this(vertex, new ShaderFile(fragment))
|
||||
{
|
||||
}
|
||||
|
||||
private PostProcessShader(ShaderFile vertex, ShaderFile fragment) : base(
|
||||
new ShaderFileCollection(vertex, fragment))
|
||||
|
|
@ -51,6 +74,29 @@ namespace SM.Base.PostProcess
|
|||
fragment.GLSLExtensions.Add(_fragExtensions);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws the shader with the color attachment as texture.
|
||||
/// </summary>
|
||||
/// <param name="renderedTexture"></param>
|
||||
public void Draw(ColorAttachment renderedTexture)
|
||||
{
|
||||
Draw(DefaultTextureAction(renderedTexture));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws the shader with the color attachment as texture and provides access to the uniforms.
|
||||
/// </summary>
|
||||
/// <param name="renderedTexture"></param>
|
||||
/// <param name="setUniformAction"></param>
|
||||
public void Draw(ColorAttachment renderedTexture, Action<UniformCollection> setUniformAction)
|
||||
{
|
||||
var texAction = DefaultTextureAction(renderedTexture);
|
||||
Draw((a) => {
|
||||
texAction(a);
|
||||
setUniformAction(a);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws the shader with special uniforms.
|
||||
/// </summary>
|
||||
|
|
|
|||
|
|
@ -13,11 +13,12 @@
|
|||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>SM.Base</RootNamespace>
|
||||
<AssemblyName>SM.Base</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
|
||||
<TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<Deterministic>true</Deterministic>
|
||||
<NuGetPackageImportStamp>
|
||||
</NuGetPackageImportStamp>
|
||||
<TargetFrameworkProfile />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
|
|
@ -51,6 +52,7 @@
|
|||
<Compile Include="Drawing\ShaderArguments.cs" />
|
||||
<Compile Include="Drawing\TextureTransformation.cs" />
|
||||
<Compile Include="Drawing\Text\Font.cs" />
|
||||
<Compile Include="PostEffects\BloomEffect.cs" />
|
||||
<Compile Include="PostEffects\PostProcessUtility.cs" />
|
||||
<Compile Include="Scene\ICollectionItem.cs" />
|
||||
<Compile Include="Scene\IFixedScriptable.cs" />
|
||||
|
|
@ -61,6 +63,7 @@
|
|||
<Compile Include="Types\CVector4.cs" />
|
||||
<Compile Include="Types\CVectorBase.cs" />
|
||||
<Compile Include="Utility\IInitializable.cs" />
|
||||
<Compile Include="Utility\MathUtils.cs" />
|
||||
<Compile Include="Utility\Ray.cs" />
|
||||
<Compile Include="Utility\Util.cs" />
|
||||
<Compile Include="Window\Contexts\DrawContext.cs" />
|
||||
|
|
@ -71,7 +74,7 @@
|
|||
<Compile Include="Objects\InstancedMesh.cs" />
|
||||
<Compile Include="Objects\Mesh.cs" />
|
||||
<Compile Include="Objects\Static\AxisHelper.cs" />
|
||||
<Compile Include="PostEffects\BloomEffect.cs" />
|
||||
<Compile Include="Legacy\PostProcessing\BloomEffectOld.cs" />
|
||||
<Compile Include="PostProcess\PostProcessEffect.cs" />
|
||||
<Compile Include="PostProcess\PostProcessShader.cs" />
|
||||
<Compile Include="Scene\IScriptable.cs" />
|
||||
|
|
@ -115,13 +118,12 @@
|
|||
<EmbeddedResource Include="PostProcess\DefaultFiles\vertexWithExt.vert" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="PostEffects\Shaders\bloom_blur.glsl" />
|
||||
<EmbeddedResource Include="PostEffects\Shaders\bloom_merge.glsl" />
|
||||
<EmbeddedResource Include="Legacy\PostProcessing\bloom_blur.glsl" />
|
||||
<EmbeddedResource Include="Legacy\PostProcessing\bloom_merge.glsl" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Shaders\SimpleShaderPresets\basic_vertex.glsl" />
|
||||
<EmbeddedResource Include="Shaders\SimpleShaderPresets\instanced_vertex.glsl" />
|
||||
<EmbeddedResource Include="PostEffects\Shaders\bloom_merge_vert.glsl" />
|
||||
<EmbeddedResource Include="PostEffects\Shaders\finalize_hdr.glsl" />
|
||||
<EmbeddedResource Include="PostEffects\Shaders\finalize_gamma.glsl" />
|
||||
<EmbeddedResource Include="Shaders\Extensions\fragment\textureGamma.glsl" />
|
||||
|
|
@ -139,7 +141,6 @@
|
|||
<ItemGroup>
|
||||
<Reference Include="OpenTK, Version=3.3.1.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\..\packages\OpenTK.3.3.1\lib\net20\OpenTK.dll</HintPath>
|
||||
<Private>True</Private>
|
||||
</Reference>
|
||||
<Reference Include="SharpFont, Version=4.0.1.200, Culture=neutral, PublicKeyToken=48add4c483071cdf, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\..\packages\SharpFont.4.0.1\lib\net45\SharpFont.dll</HintPath>
|
||||
|
|
@ -159,8 +160,14 @@
|
|||
<Reference Include="System.Xml.Linq" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Legacy\PostProcessing\bloom_merge.vert" />
|
||||
<None Include="OpenTK.dll.config" />
|
||||
<None Include="packages.config" />
|
||||
<EmbeddedResource Include="PostEffects\Shaders\bloom\filter.frag" />
|
||||
<EmbeddedResource Include="PostEffects\Shaders\bloom\downsample.frag" />
|
||||
<EmbeddedResource Include="PostEffects\Shaders\bloom\upsample.frag" />
|
||||
<EmbeddedResource Include="PostEffects\Shaders\bloom\combine.frag" />
|
||||
<EmbeddedResource Include="PostEffects\Shaders\bloom\sampling.frag" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
|
|
|
|||
|
|
@ -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");
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -28,21 +28,6 @@ namespace SM.Base.Types
|
|||
/// </summary>
|
||||
public float X { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates the motion to the target.
|
||||
/// </summary>
|
||||
/// <param name="duration">How long the interpolation should take.</param>
|
||||
/// <param name="to">The value it should interpolate.</param>
|
||||
/// <param name="interpolationCurve">The curve how he interpolates. Preset values can be found under <see cref="AnimationCurves"/>. Default: <see cref="AnimationCurves.Linear"/></param>
|
||||
/// <returns>A handle to control the interpolation process.</returns>
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the X-Component.
|
||||
/// </summary>
|
||||
|
|
|
|||
|
|
@ -35,25 +35,6 @@ namespace SM.Base.Types
|
|||
/// </summary>
|
||||
public float Y { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates the motion to the target.
|
||||
/// </summary>
|
||||
/// <param name="duration">How long the interpolation should take.</param>
|
||||
/// <param name="to">The value it should interpolate.</param>
|
||||
/// <param name="interpolationCurve">The curve how he interpolates.
|
||||
/// <para>When creating a curve, its recommended the Y-component is always between 0 -> 1. But it could make cool effects if not...</para>
|
||||
/// <para>Preset curves can be found under <see cref="AnimationCurves"/>.</para>
|
||||
/// <para>Default: <see cref="AnimationCurves.Linear"/></para>
|
||||
/// </param>
|
||||
/// <returns>A handle to control the interpolation process.</returns>
|
||||
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;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override string ToString()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -35,21 +35,6 @@ namespace SM.Base.Types
|
|||
/// </summary>
|
||||
public float Z { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates the motion to the target.
|
||||
/// </summary>
|
||||
/// <param name="duration">How long the interpolation should take.</param>
|
||||
/// <param name="to">The value it should interpolate.</param>
|
||||
/// <param name="interpolationCurve">The curve how he interpolates. Preset values can be found under <see cref="AnimationCurves"/>. Default: <see cref="AnimationCurves.Linear"/></param>
|
||||
/// <returns>A handle to control the interpolation process.</returns>
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
/// <inheritdoc />
|
||||
public override string ToString()
|
||||
|
|
|
|||
|
|
@ -24,21 +24,6 @@ namespace SM.Base.Types
|
|||
W = w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates the motion to the target.
|
||||
/// </summary>
|
||||
/// <param name="duration">How long the interpolation should take.</param>
|
||||
/// <param name="to">The value it should interpolate.</param>
|
||||
/// <param name="interpolationCurve">The curve how he interpolates. Preset values can be found under <see cref="AnimationCurves"/>. Default: <see cref="AnimationCurves.Linear"/></param>
|
||||
/// <returns>A handle to control the interpolation process.</returns>
|
||||
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;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Set(float uniform, bool triggerChanged = true)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates the motion to the target.
|
||||
/// </summary>
|
||||
/// <param name="duration">How long the interpolation should take.</param>
|
||||
/// <param name="to">The value it should interpolate.</param>
|
||||
/// <param name="interpolationCurve">The curve how he interpolates. Preset values can be found under <see cref="AnimationCurves"/>. Default: <see cref="AnimationCurves.Linear"/></param>
|
||||
/// <param name="autoStart">Auto-starts the interpolation process.</param>
|
||||
/// <returns>A handle to control the interpolation process.</returns>
|
||||
public InterpolationProcess Interpolate<TInterpolateType>(TimeSpan duration, TInterpolateType to, BezierCurve? interpolationCurve = null, bool autoStart = true)
|
||||
where TInterpolateType : struct
|
||||
{
|
||||
return Interpolate<TInterpolateType>(duration, ConvertToVector4(), to, interpolationCurve, autoStart);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interpolates the motion to the target.
|
||||
/// </summary>
|
||||
/// <param name="duration">How long the interpolation should take.</param>
|
||||
/// <param name="from">The value it should start with.</param>
|
||||
/// <param name="to">The value it should interpolate.</param>
|
||||
/// <param name="interpolationCurve">The curve how he interpolates. Preset values can be found under <see cref="AnimationCurves"/>. Default: <see cref="AnimationCurves.Linear"/></param>
|
||||
/// <param name="autoStart">Auto-starts the interpolation process.</param>
|
||||
/// <returns>A handle to control the interpolation process.</returns>
|
||||
public InterpolationProcess Interpolate<TInterpolateType>(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<TInterpolateType>(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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the values of the vector, by providing the values over an array.
|
||||
/// </summary>
|
||||
|
|
|
|||
16
src/renderer/SM.Base/Utility/MathUtils.cs
Normal file
16
src/renderer/SM.Base/Utility/MathUtils.cs
Normal file
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
|||
/// </summary>
|
||||
public abstract class RenderPipeline : IInitializable
|
||||
{
|
||||
/// <summary>
|
||||
/// All post processing effects should go here, that should be automaticly managed.
|
||||
/// </summary>
|
||||
protected List<PostProcessEffect> PostProcessEffects = new List<PostProcessEffect>();
|
||||
|
||||
/// <summary>
|
||||
/// This contains the windows its connected to.
|
||||
/// </summary>
|
||||
|
|
@ -47,9 +53,7 @@ namespace SM.Base.Window
|
|||
|
||||
/// <inheritdoc/>
|
||||
public virtual void Activate()
|
||||
{
|
||||
}
|
||||
|
||||
{ }
|
||||
/// <inheritdoc/>
|
||||
public virtual void Initialization()
|
||||
{
|
||||
|
|
@ -73,11 +77,26 @@ namespace SM.Base.Window
|
|||
/// <summary>
|
||||
/// The event when resizing.
|
||||
/// </summary>
|
||||
public virtual void Resize()
|
||||
public virtual void Resize(IGenericWindow window)
|
||||
{
|
||||
Recompile();
|
||||
|
||||
foreach (PostProcessEffect effect in PostProcessEffects)
|
||||
{
|
||||
effect.ScreenSizeChanged(window);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initilizes the collected post processing effects.
|
||||
/// </summary>
|
||||
protected void InitizePostProcessing()
|
||||
{
|
||||
foreach (PostProcessEffect effect in PostProcessEffects)
|
||||
{
|
||||
effect.Initilize(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="OpenTK" version="3.3.1" targetFramework="net452" />
|
||||
<package id="OpenTK" version="3.3.1" targetFramework="net471" />
|
||||
<package id="SharpFont" version="4.0.1" targetFramework="net452" />
|
||||
<package id="SharpFont.Dependencies" version="2.6" targetFramework="net452" />
|
||||
</packages>
|
||||
|
|
@ -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
|
|||
/// </summary>
|
||||
public int AttachmentID { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Contains the framebuffer its connected.
|
||||
/// <para>Usually the last framebuffer, that called the Compile-method.</para>
|
||||
/// </summary>
|
||||
public Framebuffer ConnectedFramebuffer { get; private set; }
|
||||
|
||||
public Vector2? AttachmentSize = null;
|
||||
|
||||
/// <summary>
|
||||
/// Returns the <see cref="OpenTK.Graphics.OpenGL4.FramebufferAttachment"/> of this ColorAttachment.
|
||||
/// </summary>
|
||||
|
|
@ -47,7 +56,7 @@ namespace SM.OGL.Framebuffer
|
|||
/// Creates a attachment with a specific id.
|
||||
/// </summary>
|
||||
/// <param name="attachmentId"></param>
|
||||
public ColorAttachment(int attachmentId) : this(attachmentId, PixelInformation.RGBA_LDR)
|
||||
public ColorAttachment(int attachmentId, Vector2? size = null) : this(attachmentId, PixelInformation.RGBA_LDR, size)
|
||||
{ }
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -56,12 +65,16 @@ namespace SM.OGL.Framebuffer
|
|||
/// <param name="attachmentID"></param>
|
||||
/// <param name="pixelInformation"></param>
|
||||
/// <param name="multisamples"></param>
|
||||
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;
|
||||
}
|
||||
/// <summary>
|
||||
/// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -15,6 +15,10 @@ namespace SM.OGL.Framebuffer
|
|||
/// </summary>
|
||||
public class Framebuffer : GLObject
|
||||
{
|
||||
static Framebuffer CurrentlyActiveFramebuffer;
|
||||
static Framebuffer CurrentlyActiveDrawFramebuffer;
|
||||
static Framebuffer CurrentlyActiveReadFramebuffer;
|
||||
|
||||
/// <inheritdoc />
|
||||
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; }
|
||||
|
||||
/// <summary>
|
||||
/// Contains all color attachments.
|
||||
/// </summary>
|
||||
|
|
@ -56,7 +62,7 @@ namespace SM.OGL.Framebuffer
|
|||
/// <summary>
|
||||
/// Contains the current renderbuffer attachments of the framebuffer.
|
||||
/// </summary>
|
||||
public Dictionary<RenderbufferAttachment, int> RenderbufferAttachments { get; } = new Dictionary<RenderbufferAttachment, int>();
|
||||
public List<RenderbufferAttachment> RenderbufferAttachments { get; } = new List<RenderbufferAttachment>();
|
||||
|
||||
/// <summary>
|
||||
/// 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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disposes and clears the attachment
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
Dispose();
|
||||
ColorAttachments.Clear();
|
||||
RenderbufferAttachments.Clear();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Dispose()
|
||||
{
|
||||
|
||||
foreach (var attachment in ColorAttachments.Values) attachment.Dispose();
|
||||
foreach (KeyValuePair<RenderbufferAttachment, int> 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
|
|||
/// <summary>
|
||||
/// Appends a color attachment.
|
||||
/// </summary>
|
||||
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));
|
||||
/// <summary>
|
||||
/// Appends a color attachment.
|
||||
/// </summary>
|
||||
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
|
|||
/// <param name="attachment"></param>
|
||||
public void AppendRenderbuffer(RenderbufferAttachment attachment)
|
||||
{
|
||||
RenderbufferAttachments.Add(attachment, -1);
|
||||
if (RenderbufferAttachments.Contains(attachment)) return;
|
||||
RenderbufferAttachments.Add(attachment);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -201,17 +224,55 @@ namespace SM.OGL.Framebuffer
|
|||
/// <param name="clear"></param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies content to the specified Framebuffer.
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="Framebuffer"/> handle of the current framebuffer.
|
||||
/// </summary>
|
||||
/// <param name="target"></param>
|
||||
/// <returns></returns>
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,12 +5,12 @@ namespace SM.OGL.Framebuffer
|
|||
/// <summary>
|
||||
/// Describes a renderbuffer attachment.
|
||||
/// </summary>
|
||||
public struct RenderbufferAttachment
|
||||
public class RenderbufferAttachment
|
||||
{
|
||||
/// <summary>
|
||||
/// Preset for the depthbuffer attachment.
|
||||
/// </summary>
|
||||
public static readonly RenderbufferAttachment Depth = new RenderbufferAttachment(RenderbufferStorage.Depth24Stencil8, FramebufferAttachment.DepthStencilAttachment);
|
||||
public static RenderbufferAttachment GenerateDepth() => new RenderbufferAttachment(RenderbufferStorage.Depth24Stencil8, FramebufferAttachment.DepthStencilAttachment);
|
||||
|
||||
/// <summary>
|
||||
/// Storage describes the internal format for the renderbuffer.
|
||||
|
|
@ -26,6 +26,11 @@ namespace SM.OGL.Framebuffer
|
|||
/// </summary>
|
||||
public int Multisample;
|
||||
|
||||
/// <summary>
|
||||
/// The id that was given to the renderbuffer.
|
||||
/// </summary>
|
||||
public int ID;
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
|
|
@ -34,6 +39,8 @@ namespace SM.OGL.Framebuffer
|
|||
Storage = storage;
|
||||
FramebufferAttachment = framebufferAttachment;
|
||||
Multisample = multisample;
|
||||
|
||||
ID = -1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -41,18 +48,38 @@ namespace SM.OGL.Framebuffer
|
|||
/// </summary>
|
||||
/// <param name="f">The framebuffer</param>
|
||||
/// <returns>The ID of the renderbuffer.</returns>
|
||||
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);
|
||||
}
|
||||
/// <summary>
|
||||
/// Disposes the renderbuffer.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
|
||||
return rb;
|
||||
GL.DeleteRenderbuffer(ID);
|
||||
ID = -1;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (obj is RenderbufferAttachment ra)
|
||||
{
|
||||
if (ra.FramebufferAttachment == FramebufferAttachment) return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -136,7 +136,7 @@ namespace SM.OGL
|
|||
/// </summary>
|
||||
public static void DisposeMarkedObjects()
|
||||
{
|
||||
foreach (GLObject o in _disposableObjects)
|
||||
foreach (GLObject o in _disposableObjects.ToArray())
|
||||
{
|
||||
o.Dispose();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,9 +9,10 @@
|
|||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>SM.OGL</RootNamespace>
|
||||
<AssemblyName>SM.OGL</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
|
||||
<TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<Deterministic>true</Deterministic>
|
||||
<TargetFrameworkProfile />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ namespace SM.OGL.Shaders
|
|||
/// <summary>
|
||||
/// Contains the different files for the shader.
|
||||
/// </summary>
|
||||
protected ShaderFileCollection ShaderFileFiles;
|
||||
public ShaderFileCollection ShaderFiles;
|
||||
|
||||
/// <summary>
|
||||
/// 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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -80,7 +80,7 @@ namespace SM.OGL.Shaders
|
|||
/// <inheritdoc />
|
||||
protected GenericShader(ShaderFileCollection shaderFileFiles)
|
||||
{
|
||||
ShaderFileFiles = shaderFileFiles;
|
||||
ShaderFiles = shaderFileFiles;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
|
|
@ -92,7 +92,7 @@ namespace SM.OGL.Shaders
|
|||
/// <param name="newShaderFiles"></param>
|
||||
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);
|
||||
|
|
|
|||
|
|
@ -24,6 +24,7 @@ namespace SM.OGL.Shaders
|
|||
/// </summary>
|
||||
public UniformCollection Parent { get; }
|
||||
|
||||
#region Constructors
|
||||
/// <summary>
|
||||
/// This creates a new uniform manager, that has a null parent.
|
||||
/// </summary>
|
||||
|
|
@ -63,289 +64,372 @@ namespace SM.OGL.Shaders
|
|||
Parent = parent;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Uniform1
|
||||
|
||||
public void SetUniform1(bool value)
|
||||
/// <summary>
|
||||
/// Set a boolean as value.
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public void SetBool(bool value)
|
||||
{
|
||||
GL.Uniform1(Location, value ? 1 : 0);
|
||||
}
|
||||
|
||||
public void SetUniform1(int value)
|
||||
/// <summary>
|
||||
/// Sets a integer.
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public void SetInt(int value)
|
||||
{
|
||||
GL.Uniform1(Location, value);
|
||||
}
|
||||
|
||||
public void SetUniform1(params int[] values)
|
||||
/// <summary>
|
||||
/// Sets an array of integers.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
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)
|
||||
/// <summary>
|
||||
/// Set a unsigned integer.
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public void SetUInt(uint value)
|
||||
{
|
||||
GL.Uniform1(Location, value);
|
||||
}
|
||||
|
||||
public void SetUniform1(params uint[] values)
|
||||
/// <summary>
|
||||
/// Set an array of unsigned integers.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
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)
|
||||
/// <summary>
|
||||
/// Sets a float.
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public void SetFloat(float value)
|
||||
{
|
||||
GL.Uniform1(Location, value);
|
||||
}
|
||||
|
||||
public void SetUniform1(params float[] values)
|
||||
/// <summary>
|
||||
/// Sets an array of floats.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
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)
|
||||
/// <summary>
|
||||
/// Sets a float vector2 by providing the values.
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
public void SetVector2(float x, float y)
|
||||
{
|
||||
GL.Uniform2(Location, x, y);
|
||||
}
|
||||
|
||||
public void SetUniform2(double x, double y)
|
||||
/// <summary>
|
||||
/// Sets a unsigned integer vector2 by providing the values.
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
public void SetVector2(uint x, uint y)
|
||||
{
|
||||
GL.Uniform2(Location, x, y);
|
||||
}
|
||||
|
||||
public void SetUniform2(uint x, uint y)
|
||||
/// <summary>
|
||||
/// Sets a integer vector2 by providing the values.
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
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)
|
||||
/// <summary>
|
||||
/// Sets a float vector2.
|
||||
/// </summary>
|
||||
/// <param name="vector2"></param>
|
||||
public void SetVector2(Vector2 vector2)
|
||||
{
|
||||
GL.Uniform2(Location, vector2);
|
||||
}
|
||||
|
||||
public void SetUniform2(ref Vector2 vector2)
|
||||
/// <summary>
|
||||
/// Sets a float vector2 by refencing.
|
||||
/// </summary>
|
||||
/// <param name="vector2"></param>
|
||||
public void SetVector2(ref Vector2 vector2)
|
||||
{
|
||||
GL.Uniform2(Location, ref vector2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a array of vector2.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a float array that get converted to a vector2 array.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
public void SetVector2(params float[] values)
|
||||
{
|
||||
GL.Uniform2(Location, values.Length / 2, values);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a integer array that get converted to a ivector2 array.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
public void SetVector2(params int[] values)
|
||||
{
|
||||
GL.Uniform2(Location, values.Length / 2, values);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a unsigned integer array that get converted to a unsigned integer vector2 array.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
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)
|
||||
/// <summary>
|
||||
/// Sets a float vector3 by providing the values.
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
public void SetVector3(float x, float y, float z)
|
||||
{
|
||||
GL.Uniform3(Location, x, y, z);
|
||||
}
|
||||
|
||||
public void SetUniform3(double x, double y, double z)
|
||||
/// <summary>
|
||||
/// Sets a unsigned integer vector3 by providing the values.
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
public void SetVector3(uint x, uint y, uint z)
|
||||
{
|
||||
GL.Uniform3(Location, x, y, z);
|
||||
}
|
||||
|
||||
public void SetUniform3(uint x, uint y, uint z)
|
||||
/// <summary>
|
||||
/// Sets a integer vector3 by providing the values.
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
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)
|
||||
/// <summary>
|
||||
/// Sets a vector3.
|
||||
/// </summary>
|
||||
/// <param name="vector"></param>
|
||||
public void SetVector3(Vector3 vector)
|
||||
{
|
||||
GL.Uniform3(Location, vector);
|
||||
}
|
||||
|
||||
public void SetUniform3(ref Vector3 vector)
|
||||
/// <summary>
|
||||
/// Sets a vector3 by reference.
|
||||
/// </summary>
|
||||
/// <param name="vector"></param>
|
||||
public void SetVector3(ref Vector3 vector)
|
||||
{
|
||||
GL.Uniform3(Location, ref vector);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a array of vector3.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a array by providing the components.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
public void SetVector3(params float[] values)
|
||||
{
|
||||
GL.Uniform3(Location, values.Length / 3, values);
|
||||
}
|
||||
/// <summary>
|
||||
/// Sets a array by providing the components.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
public void SetVector3(params int[] values)
|
||||
{
|
||||
GL.Uniform3(Location, values.Length / 3, values);
|
||||
}
|
||||
/// <summary>
|
||||
/// Sets a array by providing the components.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
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)
|
||||
/// <summary>
|
||||
/// Sets a vector4 by providing the values.
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
/// <param name="w"></param>
|
||||
public void SetVector4(float x, float y, float z, float w)
|
||||
{
|
||||
GL.Uniform4(Location, x, y, z, w);
|
||||
}
|
||||
/// <summary>
|
||||
/// Sets a vector4 by providing the values.
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
/// <param name="w"></param>
|
||||
public void SetVector4(uint x, uint y, uint z, uint w)
|
||||
{
|
||||
GL.Uniform4(Location, x, y, z, w);
|
||||
}
|
||||
/// <summary>
|
||||
/// Sets a vector4 by providing the values.
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
/// <param name="w"></param>
|
||||
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)
|
||||
/// <summary>
|
||||
/// Sets a vector4.
|
||||
/// </summary>
|
||||
/// <param name="vector"></param>
|
||||
public void SetVector4(Vector4 vector)
|
||||
{
|
||||
GL.Uniform4(Location, vector);
|
||||
}
|
||||
|
||||
public void SetUniform4(ref Vector4 vector)
|
||||
/// <summary>
|
||||
/// Sets a vector4.
|
||||
/// </summary>
|
||||
/// <param name="vector"></param>
|
||||
public void SetVector4(ref Vector4 vector)
|
||||
{
|
||||
GL.Uniform4(Location, ref vector);
|
||||
}
|
||||
|
||||
public void SetUniform4(Color4 color)
|
||||
/// <summary>
|
||||
/// Sets a array of Vector4.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
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)
|
||||
/// <summary>
|
||||
/// Sets a array by providing the components.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
public void SetVector4(params float[] values)
|
||||
{
|
||||
GL.Uniform4(Location, values.Length / 4, values);
|
||||
}
|
||||
/// <summary>
|
||||
/// Sets a array by providing the components.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
public void SetVector4(params int[] values)
|
||||
{
|
||||
GL.Uniform4(Location, values.Length / 4, values);
|
||||
}
|
||||
/// <summary>
|
||||
/// Sets a array by providing the components.
|
||||
/// </summary>
|
||||
/// <param name="values"></param>
|
||||
public void SetVector4(params uint[] values)
|
||||
{
|
||||
GL.Uniform4(Location, values.Length / 4, values);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a quaternion.
|
||||
/// </summary>
|
||||
/// <param name="quaternion"></param>
|
||||
public void SetQuaternion(Quaternion quaternion)
|
||||
{
|
||||
GL.Uniform4(Location, quaternion);
|
||||
}
|
||||
|
|
@ -354,26 +438,22 @@ namespace SM.OGL.Shaders
|
|||
|
||||
#region Matrix2
|
||||
|
||||
/// <summary>
|
||||
/// Sets a matrix2.
|
||||
/// </summary>
|
||||
/// <param name="matrix"></param>
|
||||
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a matrix2 array.
|
||||
/// </summary>
|
||||
/// <param name="count"></param>
|
||||
/// <param name="value"></param>
|
||||
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
||||
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
|
||||
|
||||
/// <summary>
|
||||
/// Sets a matrix3.
|
||||
/// </summary>
|
||||
/// <param name="matrix"></param>
|
||||
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a matrix3 array.
|
||||
/// </summary>
|
||||
/// <param name="count"></param>
|
||||
/// <param name="value"></param>
|
||||
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
||||
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
|
||||
|
||||
/// <summary>
|
||||
/// Sets a matrix4.
|
||||
/// </summary>
|
||||
/// <param name="matrix"></param>
|
||||
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
||||
public void SetMatrix4(Matrix4 matrix, bool transpose = false)
|
||||
{
|
||||
GL.UniformMatrix4(Location, transpose, ref matrix);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a matrix4 by reference.
|
||||
/// </summary>
|
||||
/// <param name="matrix"></param>
|
||||
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a matrix4 array.
|
||||
/// </summary>
|
||||
/// <param name="count"></param>
|
||||
/// <param name="value"></param>
|
||||
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
||||
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
|
||||
|
||||
/// <summary>
|
||||
/// Sets the color.
|
||||
/// </summary>
|
||||
/// <param name="color"></param>
|
||||
public void SetColor(Color4 color)
|
||||
{
|
||||
GL.Uniform4(Location, color);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try to sets the texture at the next possible position and tells the checkUniform, if worked or not.
|
||||
/// </summary>
|
||||
|
|
@ -451,7 +535,7 @@ namespace SM.OGL.Shaders
|
|||
/// <param name="checkUniform">The check uniform.</param>
|
||||
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
|
|||
/// <param name="checkUniform">The check uniform.</param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
/// </summary>
|
||||
public abstract class TextureBase : GLObject
|
||||
|
||||
{
|
||||
/// <inheritdoc />
|
||||
protected override bool AutoCompile { get; set; } = true;
|
||||
|
|
@ -50,11 +53,35 @@ namespace SM.OGL.Texture
|
|||
/// </summary>
|
||||
public virtual int Height { get; protected set; }
|
||||
|
||||
public Vector2 Size => new Vector2(Width, Height);
|
||||
public Vector2 TexelSize => new Vector2(1f / Width, 1f / Height);
|
||||
|
||||
/// <inheritdoc />
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="OpenTK" version="3.3.1" targetFramework="net452" />
|
||||
<package id="OpenTK" version="3.3.1" targetFramework="net471" />
|
||||
</packages>
|
||||
|
|
@ -8,9 +8,10 @@
|
|||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>SM2D</RootNamespace>
|
||||
<AssemblyName>SMRenderer2D</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
|
||||
<TargetFrameworkVersion>v4.7.1</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<Deterministic>true</Deterministic>
|
||||
<TargetFrameworkProfile />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
|
|
@ -30,9 +31,13 @@
|
|||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<AutoGenerateBindingRedirects>false</AutoGenerateBindingRedirects>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="OpenTK, Version=3.3.1.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\..\packages\OpenTK.3.3.1\lib\net20\OpenTK.dll</HintPath>
|
||||
<Private>True</Private>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
|
|
|
|||
|
|
@ -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"]);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="OpenTK" version="3.3.1" targetFramework="net452" />
|
||||
<package id="OpenTK" version="3.3.1" targetFramework="net471" />
|
||||
</packages>
|
||||
|
|
@ -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>
|
||||
10
tests/SM_TEST/Default Fragment Shader1.frag
Normal file
10
tests/SM_TEST/Default Fragment Shader1.frag
Normal 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;
|
||||
}
|
||||
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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>
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue