#region usings
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.Texture;
#endregion
namespace SM.Base.PostEffects
{
///
/// A bloom post process effect.
///
public class BloomEffect : 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 PostProcessShader _shader =
new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_blur.glsl"));
private const float _defaultTextureScale = .75f;
private Framebuffer _source;
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;
///
/// A texture where you can define the amount of the bloom effect at each pixel.
///
public TextureBase AmountMap;
///
/// The transformation for the amount map.
///
public TextureTransformation AmountTransform = new TextureTransformation();
///
/// The maximal amount the amount map is clamped to.
/// Default: 1
///
public float MaxAmount = 1;
///
/// The minimal amount the amount map is clamped to.
/// Default: 0
///
public float MinAmount = 0;
///
/// The defines how often the x-y-flipflop happens.
/// Default: 8
///
public int Iterations = 8;
///
/// The Threshold for the bloom effect.
/// Default: .8f
///
public float Threshold = .8f;
///
/// Increases the brightness of the resulting effect.
/// Default: 1
///
public float Power = 1;
///
/// Radius of the effect
/// Default: 2
///
public float Radius = 1;
///
/// This can disable the bloom calculation.
/// Default: true
///
public bool Enable = true;
///
/// This defines the weight curve.
///
public BezierCurve WeightCurve
{
get => _weightCurve;
set
{
_weightCurve = value;
UpdateWeights();
}
}
///
/// This defines how many picks the effect should pick from the weight curve.
///
public int WeightCurvePickAmount = 4;
///
/// This creates a bloom effect.
///
/// This can specify a own source framebuffer. If not set, it will take the Pipeline MainFramebuffer.
/// This allows to enable hdr returns.
/// This allows for a increase in performance, by lowering the calculating texture scale.
public BloomEffect(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;
}
///
protected override void InitProcess()
{
_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);
}
///
public override void Draw(DrawContext context)
{
if (Enable)
{
GL.Viewport(0, 0, (int) (Pipeline.ConnectedWindow.Width * _textureScale),
(int) (Pipeline.ConnectedWindow.Height * _textureScale));
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);
_shader.Draw(collection =>
{
collection["renderedTexture"].SetTexture(first ? _source.ColorAttachments["color"] : (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();
}
_mergeShader.Draw(collection =>
{
collection["Scene"].SetTexture(_source.ColorAttachments["color"]);
collection["Bloom"].SetTexture(_yBuffer);
collection["MinAmount"].SetUniform1(MinAmount);
collection["MaxAmount"].SetUniform1(MaxAmount);
collection["AmountMap"].SetTexture(AmountMap, collection["HasAmountMap"]);
collection["TextureTransform"].SetMatrix3(AmountTransform.GetMatrix());
collection["Exposure"].SetUniform1(context.UseCamera.Exposure);
collection["HDR"].SetUniform1(_hdr);
});
}
}
}