Fixed issues after merging

This commit is contained in:
Michel Fedde 2021-03-17 19:39:29 +01:00
parent cf22c67e6f
commit c933f04f26
10 changed files with 33 additions and 63 deletions

View file

@ -15,44 +15,42 @@ namespace SM.Base.PostEffects
{
public class BloomEffect : PostProcessEffect
{
private static BezierCurve _defaultCurve = new BezierCurve(Vector2.UnitY, new Vector2(0.32f, 1), new Vector2(0.432f, 0), new Vector2(1,0));
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 PostProcessShader _shader =
new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_blur.glsl"));
private const float _defaultTextureScale = .75f;
private static readonly BezierCurve _defaultCurve = new BezierCurve(Vector2.UnitY, new Vector2(0.32f, 1),
new Vector2(0.432f, 0), new Vector2(1, 0));
private Framebuffer _source;
private Framebuffer _bloomBuffer1;
private Framebuffer _bloomBuffer2;
private readonly bool _hdr;
private readonly PostProcessShader _mergeShader = new PostProcessShader(
AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_merge_vert.glsl"),
AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_merge.glsl"));
private readonly PostProcessShader _shader =
new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_blur.glsl"));
private Framebuffer _source;
private readonly float _textureScale = .75f;
private BezierCurve _weightCurve;
private float[] _weights;
public int Iterations = 1;
private ColorAttachment _xBuffer;
private ColorAttachment _yBuffer;
public TextureBase AmountMap;
public TextureTransformation AmountTransform = new TextureTransformation();
public int Iterations = 8;
public float Threshold = .8f;
public float Power = 1;
public bool Enable = true;
public int Iterations = 1;
public float MaxAmount = 1;
public float MinAmount = 0;
public float Power = 1;
public float Threshold = .8f;
public int WeightCurvePickAmount = 4;

View file

@ -12,7 +12,7 @@ namespace SM.Base.PostEffects
/// <summary>
/// This class has some utility for render pipelines
/// </summary>
public static class PostProcessFinals
public static class PostProcessUtility
{
private static readonly PostProcessShader _hdrExposureShader =
new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".finalize_hdr.glsl"));