Improved PostProcessing System
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0ab7f29b06
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e4e7db8dc0
10 changed files with 181 additions and 6 deletions
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@ -4,11 +4,15 @@ layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aTex;
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uniform mat4 MVP;
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uniform mat4 ModelMatrix;
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out vec2 vTexture;
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out vec2 FragPos;
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void main() {
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vTexture = aTex;
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FragPos = vec2(ModelMatrix * vec4(aPos, 1));
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gl_Position = MVP * vec4(aPos, 1);
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}
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@ -4,6 +4,7 @@ using System.Diagnostics;
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using OpenTK;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.Objects.Static;
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using SM.Base.Scene;
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using SM.OGL.Framebuffer;
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using SM.OGL.Shaders;
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@ -12,6 +13,7 @@ namespace SM.Base.PostProcess
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public abstract class PostProcessEffect
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{
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internal static Matrix4 Mvp;
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internal static Matrix4 Model;
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public virtual ICollection<Framebuffer> RequiredFramebuffers { get; }
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@ -26,5 +28,10 @@ namespace SM.Base.PostProcess
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{
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}
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public virtual void SceneChanged(GenericScene scene)
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{
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}
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}
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}
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@ -1,5 +1,6 @@
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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.Dynamic;
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using SM.Base.Contexts;
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@ -15,6 +16,7 @@ namespace SM.Base.Scene
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public abstract class GenericScene
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{
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private IBackgroundItem _background;
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private Dictionary<Type, object> _extensions = new Dictionary<Type, object>();
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/// <summary>
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/// This contains the background.
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@ -49,6 +51,28 @@ namespace SM.Base.Scene
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{
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}
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/// <summary>
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/// Adds a extension to the scene.
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/// </summary>
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/// <param name="extension"></param>
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public virtual void SetExtension(object extension)
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{
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_extensions[extension.GetType()] = extension;
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}
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/// <summary>
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/// Gets a extension with the type.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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/// <exception cref="Exception"></exception>
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public virtual T GetExtension<T>()
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{
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object ext = _extensions[typeof(T)];
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if (ext == null) throw new Exception("[Error] Tried to get a extension, that doesn't exist.");
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return (T)ext;
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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@ -91,6 +115,9 @@ namespace SM.Base.Scene
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private TCollection _hud = new TCollection();
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private TCollection _objectCollection = new TCollection();
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/// <summary>
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/// If true, shows a axis helper at (0,0,0)
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/// </summary>
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public bool ShowAxisHelper { get; set; } = false;
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/// <summary>
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@ -159,6 +186,10 @@ namespace SM.Base.Scene
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DrawDebug(context);
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}
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/// <summary>
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/// Draws only the background.
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/// </summary>
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/// <param name="context"></param>
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public void DrawBackground(DrawContext context)
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{
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var backgroundDrawContext = context;
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@ -166,18 +197,30 @@ namespace SM.Base.Scene
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_Background?.Draw(backgroundDrawContext);
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}
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/// <summary>
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/// Draws only the main objects
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/// </summary>
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/// <param name="context"></param>
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public void DrawMainObjects(DrawContext context)
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{
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if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
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_objectCollection.Draw(context);
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}
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/// <summary>
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/// Draws only the HUD
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/// </summary>
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/// <param name="context"></param>
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public void DrawHUD(DrawContext context)
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{
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context.View = HUDCamera.CalculateViewMatrix();
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_hud.Draw(context);
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}
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/// <summary>
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/// Draw the debug informations.
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/// </summary>
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/// <param name="context"></param>
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public virtual void DrawDebug(DrawContext context)
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{
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@ -1,6 +1,7 @@
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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.Drawing;
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using System.Linq;
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using OpenTK;
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@ -27,7 +28,8 @@ namespace SM.Base
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/// </summary>
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public abstract class GenericWindow : GameWindow
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{
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private bool _loading;
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internal bool _loading = true;
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internal List<Action> _actionsAfterLoading = new List<Action>();
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/// <summary>
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/// This tells you the current world scale.
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@ -95,7 +97,6 @@ namespace SM.Base
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ExtensionManager.InitExtensions();
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base.OnLoad(e);
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_loading = true;
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}
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/// <inheritdoc />
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@ -111,6 +112,10 @@ namespace SM.Base
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if (_loading)
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{
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_loading = false;
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_actionsAfterLoading.ForEach(a => a());
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_actionsAfterLoading = null;
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OnLoaded();
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}
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}
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@ -284,7 +289,8 @@ namespace SM.Base
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ViewportCamera.RecalculateWorld(_worldScale, Aspect);
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RenderPipeline.Resize();
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PostProcessEffect.Mvp = Matrix4.CreateScale(_worldScale.X, -_worldScale.Y, 1) *
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PostProcessEffect.Model = Matrix4.CreateScale(_worldScale.X, -_worldScale.Y, 1);
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PostProcessEffect.Mvp = PostProcessEffect.Model *
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Matrix4.LookAt(0, 0, 1, 0, 0, 0, 0, 1, 0) *
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GenericCamera.OrthographicWorld;
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}
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@ -295,8 +301,15 @@ namespace SM.Base
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/// <param name="scene"></param>
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public virtual void SetScene(TScene scene)
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{
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if (_loading)
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{
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_actionsAfterLoading.Add(() => SetScene(scene));
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return;
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}
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CurrentScene = scene;
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scene.Activate();
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RenderPipeline.SceneChanged(scene);
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}
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/// <summary>
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@ -305,6 +318,12 @@ namespace SM.Base
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/// <param name="pipeline"></param>
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public void SetRenderPipeline(RenderPipeline<TScene> pipeline)
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{
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if (_loading)
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{
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_actionsAfterLoading.Add(() => SetRenderPipeline(pipeline));
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return;
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}
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RenderPipeline = pipeline;
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pipeline.Activate(this);
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}
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@ -16,6 +16,10 @@ namespace SM.Base
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/// </summary>
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public abstract class RenderPipeline
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{
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public bool IsInitialized { get; private set; } = false;
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protected GenericWindow _window { get; private set; }
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/// <summary>
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/// The framebuffers, that are used in this Pipeline.
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/// </summary>
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@ -51,19 +55,46 @@ namespace SM.Base
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}
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}
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internal void Activate(GenericWindow window)
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{
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_window = window;
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if (!IsInitialized)
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{
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Initialization(window);
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IsInitialized = true;
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}
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Activation(window);
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}
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/// <summary>
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/// Occurs, when the pipeline was connected to a window.
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/// </summary>
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protected internal virtual void Activate(GenericWindow window)
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protected internal virtual void Activation(GenericWindow window)
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{
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}
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protected internal virtual void Initialization(GenericWindow window)
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{
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}
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/// <summary>
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/// Occurs, when the window is unloading.
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/// </summary>
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protected internal virtual void Unload()
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{
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}
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protected Framebuffer CreateWindowFramebuffer()
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{
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Framebuffer framebuffer = new Framebuffer(window: _window);
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framebuffer.Append("color", 0);
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framebuffer.Compile();
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return framebuffer;
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}
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}
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/// <summary>
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@ -80,5 +111,10 @@ namespace SM.Base
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{
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context.ActivePipeline = this;
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}
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protected internal virtual void SceneChanged(TScene scene)
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{
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}
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}
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}
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20
SMCode/SM2D/Light/LightPostEffect.cs
Normal file
20
SMCode/SM2D/Light/LightPostEffect.cs
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@ -0,0 +1,20 @@
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using System.Reflection;
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using SM.Base.PostProcess;
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using SM.Base.Scene;
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using SM.OGL.Framebuffer;
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using SM.Utility;
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namespace SM2D.Light
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{
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public class LightPostEffect : PostProcessEffect
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{
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PostProcessShader _shader = new PostProcessShader(AssemblyUtility.ReadAssemblyFile("SM2D.Light.light.frag"));
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public override void Draw(Framebuffer main)
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{
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base.Draw(main);
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_shader.Draw(main.ColorAttachments["color"]);
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}
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}
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}
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9
SMCode/SM2D/Light/LightSceneExtension.cs
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9
SMCode/SM2D/Light/LightSceneExtension.cs
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@ -0,0 +1,9 @@
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using OpenTK.Graphics;
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namespace SM2D.Light
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{
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public class LightSceneExtension
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{
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public Color4 Ambient;
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}
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}
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13
SMCode/SM2D/Light/light.frag
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13
SMCode/SM2D/Light/light.frag
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@ -0,0 +1,13 @@
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#version 330
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in vec2 vTexture;
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vec4 GetRenderColor();
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uniform vec4 Ambient = vec4(1);
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layout(location = 0) out vec4 color;
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void main() {
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color = GetRenderColor() * Ambient;
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}
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@ -5,6 +5,7 @@ using SM.Base;
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM.OGL.Framebuffer;
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using SM2D.Light;
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using SM2D.Shader;
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#endregion
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@ -13,14 +14,32 @@ namespace SM2D.Pipelines
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{
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public class Basic2DPipeline : RenderPipeline<Scene.Scene>
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{
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private Framebuffer _tempWindow;
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private Light.LightPostEffect _lightEffect;
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protected override void Initialization(GenericWindow window)
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{
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_tempWindow = CreateWindowFramebuffer();
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_lightEffect = new LightPostEffect();
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}
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protected override void Render(ref DrawContext context, Scene.Scene scene)
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{
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base.Render(ref context, scene);
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Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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_tempWindow.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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scene?.Draw(context);
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if (scene != null)
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{
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scene.DrawBackground(context);
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scene.DrawMainObjects(context);
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Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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_lightEffect.Draw(_tempWindow);
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scene.DrawHUD(context);
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}
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}
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}
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}
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@ -45,6 +45,8 @@
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<Compile Include="Drawing\DrawParticles.cs" />
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<Compile Include="Drawing\DrawText.cs" />
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<Compile Include="GLWindow2D.cs" />
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<Compile Include="Light\LightPostEffect.cs" />
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<Compile Include="Light\LightSceneExtension.cs" />
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<Compile Include="Object\Polygon.cs" />
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<Compile Include="Object\PolygonVertex.cs" />
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<Compile Include="Pipelines\Adv2DPipeline.cs" />
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@ -75,5 +77,8 @@
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<Version>3.2.1</Version>
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</PackageReference>
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Light\light.frag" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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