Added bloom post process

This commit is contained in:
antopilo
2021-09-15 21:18:44 -04:00
parent a047032f86
commit c02c3946b7
17 changed files with 653 additions and 133 deletions

View File

@@ -0,0 +1,164 @@
#shader vertex
#version 460 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 UV;
void main()
{
UV = UVPosition;
gl_Position = vec4(VertexPosition, 1.0f);
}
#shader fragment
#version 460 core
uniform int u_Stage;
uniform sampler2D u_Source;
uniform vec2 u_SourceSize;
uniform sampler2D u_Source2;
uniform vec2 u_Source2Size;
uniform float u_Threshold;
uniform float u_BlurAmount;
uniform vec2 u_BlurDirection;
in vec2 UV;
out vec4 FragColor;
vec4 Threshold(vec4 color, vec2 uv)
{
float brightness = max(color.r, max(color.g, color.b));
float contribution = max(0, brightness - u_Threshold);
contribution /= max(brightness, 0.00001);
return color * contribution;
}
vec4 DownsampleBox13Tap(vec2 uv)
{
vec2 texelSize = 1.0 / u_SourceSize;
vec4 A = texture(u_Source, uv + texelSize * vec2(-1.0, -1.0));
vec4 B = texture(u_Source, uv + texelSize * vec2(0.0, -1.0));
vec4 C = texture(u_Source, uv + texelSize * vec2(1.0, -1.0));
vec4 D = texture(u_Source, uv + texelSize * vec2(-0.5, -0.5));
vec4 E = texture(u_Source, uv + texelSize * vec2(0.5, -0.5));
vec4 F = texture(u_Source, uv + texelSize * vec2(-1.0, 0.0));
vec4 G = texture(u_Source, uv);
vec4 H = texture(u_Source, uv + texelSize * vec2(1.0, 0.0));
vec4 I = texture(u_Source, uv + texelSize * vec2(-0.5, 0.5));
vec4 J = texture(u_Source, uv + texelSize * vec2(0.5, 0.5));
vec4 K = texture(u_Source, uv + texelSize * vec2(-1.0, 1.0));
vec4 L = texture(u_Source, uv + texelSize * vec2(0.0, 1.0));
vec4 M = texture(u_Source, uv + texelSize * vec2(1.0, 1.0));
vec2 div = (1.0 / 4.0) * vec2(0.5, 0.125);
vec4 o = (D + E + I + J) * div.x;
o += (A + B + G + F) * div.y;
o += (B + C + H + G) * div.y;
o += (F + G + L + K) * div.y;
o += (G + H + M + L) * div.y;
return o;
}
vec4 Upsample(vec2 uv)
{
vec4 d = (1.0 / u_Source2Size.xyxy) * vec4(1.0, 1.0, -1.0, 0.0) ;
vec4 s;
s = texture(u_Source2, uv - d.xy);
s += texture(u_Source2, uv - d.wy) * 2.0;
s += texture(u_Source2, uv - d.zy);
s += texture(u_Source2, uv + d.zw) * 2.0;
s += texture(u_Source2, uv) * 4.0;
s += texture(u_Source2, uv + d.xw) * 2.0;
s += texture(u_Source2, uv + d.zy);
s += texture(u_Source2, uv + d.wy) * 2.0;
s += texture(u_Source2, uv + d.xy);
return s * (1.0 / 16.0);
}
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
}
vec3 acesOperator(vec3 rgbColour)
{
const mat3 inputMatrix = mat3
(
vec3(0.59719, 0.07600, 0.02840),
vec3(0.35458, 0.90834, 0.13383),
vec3(0.04823, 0.01566, 0.83777)
);
const mat3 outputMatrix = mat3
(
vec3(1.60475, -0.10208, -0.00327),
vec3(-0.53108, 1.10813, -0.07276),
vec3(-0.07367, -0.00605, 1.07602)
);
vec3 inputColour = inputMatrix * rgbColour;
vec3 a = inputColour * (inputColour + vec3(0.0245786)) - vec3(0.000090537);
vec3 b = inputColour * (0.983729 * inputColour + 0.4329510) + 0.238081;
vec3 c = a / b;
return outputMatrix * c;
}
void main()
{
vec4 outputColor = texture(u_Source, UV).rgba;
if (u_Stage == 0) // Threshold
{
outputColor = Threshold(outputColor, UV);
}
else if (u_Stage == 1) // Downsampling
{
outputColor = DownsampleBox13Tap(UV);
}
else if (u_Stage == 2) // Blur
{
outputColor = blur9(u_Source, UV, u_SourceSize, u_BlurDirection);
}
else if (u_Stage == 3) // Copy
{
outputColor = texture(u_Source, UV);
}
else if (u_Stage == 4) // Upsampling + combine
{
outputColor += Upsample(UV) / 2.0;
}
else if (u_Stage == 5) // Final combine
{
outputColor += texture(u_Source2, UV);
vec3 color = outputColor.rgb;
color = acesOperator(color);
color = color / (color + vec3(1.0));
color = vec3(1.0) - exp(-color * 1.0);
color = pow(color, vec3(1.0 / 2.2));
outputColor = vec4(color, 1.0);//vec4(acesOperator(outputColor.rgb), 1.0f);
}
FragColor = outputColor;
}

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@@ -226,7 +226,8 @@ void main()
{
vec3 worldPos = WorldPosFromDepth(texture(m_Depth, UV).r);
if (texture(m_Depth, UV).r == 1) {
if (texture(m_Depth, UV).r == 1)
{
FragColor = vec4(0, 0, 0, 0);
return;
}
@@ -313,12 +314,13 @@ void main()
vec3 ambient = (kD * diffuse + specular) * ao;
vec3 color = ambient + Lo;
color += fog;
color = color / (color + vec3(1.0));
const float gamma = 2.2;
// HDR tonemapping
color = vec3(1.0) - exp(-color * u_Exposure);
// gamma correct
color = pow(color, vec3(1.0 / gamma));
//color = color / (color + vec3(1.0));
//const float gamma = 2.2;
//// HDR tonemapping
//color = vec3(1.0) - exp(-color * 1.0);
//// gamma correct
//color = pow(color, vec3(1.0 / gamma));
FragColor = mix(vec4(color, 1.0), vec4(albedo, 1.0), 0);
}

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@@ -0,0 +1,34 @@
#shader vertex
#version 460 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 UV;
void main()
{
UV = UVPosition;
gl_Position = vec4(VertexPosition, 1.0f);
}
#shader fragment
#version 460 core
uniform sampler2D u_Source;
in vec2 UV;
out vec4 FragColor;
void main()
{
vec4 color = texture(u_Source, UV);
color = color / (color + vec3(1.0));
const float gamma = 2.2;
// HDR tonemapping
color = vec3(1.0) - exp(-color * u_Exposure);
// gamma correct
color = pow(color, vec3(1.0 / gamma));
FragColor = color;
}

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@@ -342,7 +342,7 @@ namespace Nuake {
if (ImGui::Begin("Environnement"))
{
Ref<Environment> env = Engine::GetCurrentScene()->GetEnvironment();
if (ImGui::CollapsingHeader("Procedural Sky"))
if (ImGui::CollapsingHeader("Procedural Sky", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::DragFloat("Sun Intensity", &env->ProceduralSkybox->SunIntensity, 0.1f, 0.0f);
@@ -354,7 +354,13 @@ namespace Nuake {
ImGuiHelper::DrawVec3("Mie Scattering", &mieScattering);
env->ProceduralSkybox->MieScattering = mieScattering / 10000.0f;
}
if (ImGui::CollapsingHeader("Fog"))
if (ImGui::CollapsingHeader("Bloom", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::DragFloat("Threshold", &env->BloomThreshold, 0.01f, 0.0f, 300.0f);
ImGui::DragFloat("Blur", &env->BloomBlurAmount, 0.01f, 0.0f, 300.0f);
}
if (ImGui::CollapsingHeader("Fog", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::DragFloat("Volumetric Scattering", &env->VolumetricFog, .01f, 0.0f, 1.0f);
ImGui::DragFloat("Volumetric Step Count", &env->VolumetricStepCount, 1.f, 0.0f);

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@@ -35,6 +35,7 @@ namespace Nuake
void Unbind();
void QueueResize(Vector2 size);
Vector2 GetSize() const { return m_Size; }
void SetSize(const Vector2& size) { m_Size = size; }
void UpdateSize(Vector2 size);
void SetDrawBuffer(GLenum draw);

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@@ -0,0 +1,186 @@
#include "Bloom.h"
#include <dependencies/GLEW/include/GL/glew.h>
#include "src/Rendering/Renderer.h"
#include <src/Vendors/imgui/imgui.h>
namespace Nuake
{
const float DownsamplingScale = 0.4f;
Bloom::Bloom(Ref<Texture> source, unsigned int iteration)
{
m_Iteration = iteration;
m_Source = source;
m_FinalFB = CreateRef<FrameBuffer>(false, Vector2(1920, 1080));
m_FinalFB->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGBA, GL_RGBA16F, GL_FLOAT));
m_ThresholdFB = CreateRef<FrameBuffer>(false, Vector2(1920, 1080));
m_ThresholdFB->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGBA, GL_RGBA16F, GL_FLOAT));
m_DownSampleFB = std::vector<Ref<FrameBuffer>>();
m_UpSampleFB = std::vector<Ref<FrameBuffer>>();
m_HBlurFB = std::vector<Ref<FrameBuffer>>();
m_VBlurFB = std::vector<Ref<FrameBuffer>>();
Vector2 originalTargetSize = Vector2(source->GetWidth(), source->GetHeight());
Vector2 currentSize = originalTargetSize;
for (int i = 0; i < m_Iteration; i++)
{
Ref<FrameBuffer> fb = CreateRef<FrameBuffer>(false, currentSize);
fb->SetTexture(CreateRef<Texture>(currentSize, GL_RGBA, GL_RGBA16F, GL_FLOAT));
m_DownSampleFB.push_back(fb);
currentSize *= DownsamplingScale;
}
for (int i = 0; i < m_Iteration; i++)
{
Ref<FrameBuffer> fb = CreateRef<FrameBuffer>(false, currentSize);
fb->SetTexture(CreateRef<Texture>(currentSize, GL_RGBA, GL_RGBA16F, GL_FLOAT));
m_UpSampleFB.push_back(fb);
fb = CreateRef<FrameBuffer>(false, currentSize);
fb->SetTexture(CreateRef<Texture>(currentSize, GL_RGBA, GL_RGBA16F, GL_FLOAT));
m_HBlurFB.push_back(fb);
fb = CreateRef<FrameBuffer>(false, currentSize);
fb->SetTexture(CreateRef<Texture>(currentSize, GL_RGBA, GL_RGBA16F, GL_FLOAT));
m_VBlurFB.push_back(fb);
currentSize /= DownsamplingScale;
}
}
int downsampleMip = 0;
int upSampleMip = 0;
void Bloom::Draw()
{
Ref<Shader> shader = ShaderManager::GetShader("resources/Shaders/bloom.shader");
// Threshold
m_ThresholdFB->Bind();
{
m_ThresholdFB->Clear();
shader->Bind();
shader->SetUniform1i("u_Stage", 0);
shader->SetUniform1f("u_Threshold", Threshold);
m_Source->Bind(1);
shader->SetUniform1i("u_Source", 1);
Renderer::DrawQuad(Matrix4());
}
for (int i = 0; i < m_Iteration; i++)
{
m_DownSampleFB[i]->Bind();
m_DownSampleFB[i]->Clear();
shader->SetUniform1i("u_Stage", 1);
Ref<Texture> downsampleTexture = i == 0 ? m_ThresholdFB->GetTexture() : m_DownSampleFB[i - 1]->GetTexture();
downsampleTexture->Bind(1);
shader->SetUniform1i("u_Source", 1);
if(i == 0)
shader->SetUniform2f("u_SourceSize", downsampleTexture->GetWidth(), downsampleTexture->GetHeight());
else
shader->SetUniform2f("u_SourceSize", m_DownSampleFB[i]->GetTexture()->GetWidth(), m_DownSampleFB[i]->GetTexture()->GetHeight());
Renderer::DrawQuad(Matrix4());
m_DownSampleFB[i]->Unbind();
}
if (ImGui::Begin("Downsample"))
{
ImGui::DragInt("MIP", &downsampleMip, 1.0f, 0, m_Iteration - 1);
ImGui::Image((void*)m_DownSampleFB[downsampleMip]->GetTexture()->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
}
ImGui::End();
for (int i = 0; i < m_Iteration; i++)
{
// Horizontal blur
m_HBlurFB[i]->Bind();
m_HBlurFB[i]->Clear();
shader->SetUniform1i("u_Stage", 2);
shader->SetUniform2f("u_BlurDirection", 0.0f, 1.0f);
Ref<Texture> blurTexture = m_DownSampleFB[m_Iteration - i - 1]->GetTexture();
blurTexture->Bind(1);
shader->SetUniform1i("u_Source", 1);
shader->SetUniform2f("u_SourceSize", blurTexture->GetWidth(), blurTexture->GetHeight());
Renderer::DrawQuad(Matrix4());
m_HBlurFB[i]->Unbind();
// Vertical blur
m_VBlurFB[i]->Bind();
m_VBlurFB[i]->Clear();
shader->SetUniform1i("u_Stage", 2);
shader->SetUniform2f("u_BlurDirection", 1.0f, 0.0f);
m_HBlurFB[i]->GetTexture()->Bind(1);
shader->SetUniform1i("u_Source", 1);
shader->SetUniform2f("u_SourceSize", m_HBlurFB[i]->GetTexture()->GetWidth(), m_HBlurFB[i]->GetTexture()->GetHeight());
Renderer::DrawQuad(Matrix4());
m_VBlurFB[i]->Unbind();
// Upsampling
m_UpSampleFB[i]->Bind();
m_UpSampleFB[i]->Clear();
if (i == 0)
{
shader->SetUniform1i("u_Stage", 3);
shader->SetUniform1i("u_Source", 1);
m_VBlurFB[i]->GetTexture()->Bind(1);
}
if (i > 0)
{
shader->SetUniform1i("u_Stage", 4);
m_VBlurFB[i]->GetTexture()->Bind(1);
shader->SetUniform1i("u_Source", 1);
m_UpSampleFB[i - 1]->GetTexture()->Bind(2);
shader->SetUniform1i("u_Source2", 2);
shader->SetUniform2f("u_Source2Size", m_UpSampleFB[i]->GetTexture()->GetWidth(), m_UpSampleFB[i]->GetTexture()->GetHeight());
}
Renderer::DrawQuad(Matrix4());
m_UpSampleFB[i]->Unbind();
}
if (ImGui::Begin("UpSample"))
{
ImGui::DragInt("MIP", &upSampleMip, 1.0f, 0, m_Iteration - 1);
ImGui::Image((void*)m_UpSampleFB[upSampleMip]->GetTexture()->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
}
ImGui::End();
m_FinalFB->Bind();
m_FinalFB->Clear();
{
shader->SetUniform1i("u_Stage", 5);
shader->SetUniform1i("u_Source", 1);
shader->SetUniform1i("u_Source2", 2);
m_UpSampleFB[m_Iteration - 1]->GetTexture()->Bind(1);
m_Source->Bind(2);
Renderer::DrawQuad(Matrix4());
}
m_FinalFB->Unbind();
if (ImGui::Begin("Final"))
{
ImGui::Image((void*)m_FinalFB->GetTexture()->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
}
ImGui::End();
}
}

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@@ -0,0 +1,39 @@
#pragma once
#include "src/Core/Core.h"
#include "src/Core/Maths.h"
#include "src/Rendering/Textures/Texture.h"
#include "src/Rendering/Shaders/ShaderManager.h"
#include "src/Rendering/Buffers/Framebuffer.h"
#include <vector>
namespace Nuake {
class Bloom
{
public:
float Threshold = 0.3f;
float BlurAmount = 12.0f;
Bloom() {}
Bloom(Ref<Texture> source, unsigned int iteration = 4);
void Draw();
Ref<Texture> GetThreshold() const { return m_ThresholdFB->GetTexture(); }
unsigned int m_Iteration;
Ref<Texture> m_Source;
std::vector<Ref<Texture>> m_DownsampleMIP;
std::vector<Ref<Texture>> m_UpSampleMIP;
Ref<FrameBuffer> m_FinalFB;
Ref<Texture> m_Final;
Ref<FrameBuffer> m_ThresholdFB;
std::vector<Ref<FrameBuffer>> m_DownSampleFB;
std::vector<Ref<FrameBuffer>> m_HBlurFB;
std::vector<Ref<FrameBuffer>> m_VBlurFB;
std::vector<Ref<FrameBuffer>> m_UpSampleFB;
};
}

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@@ -47,11 +47,11 @@ namespace Nuake
0, // Padding byte
Vector3(0.f, 0.f, 0.f), // Albedo color
0, // Has metalness
0.5f, // Metalness value
0.f, // Metalness value
0, // u_HasRoughness
0.5f, // u_RoughnessValue
1.f, // u_RoughnessValue
0, // u_HasAO
0.5f, // u_AOValue
1.f, // u_AOValue
0, // u_HasNormal
0, // u_HasDisplacement
0

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@@ -36,17 +36,25 @@ namespace Nuake
std::cout << "Error: failed to load texture: " << path << std::endl;
}
Texture::Texture(glm::vec2 size, GLenum format)
Texture::Texture(glm::vec2 size, GLenum format, GLenum format2, GLenum format3)
{
m_RendererId = 0;
m_Format = format;
m_Format2 = format;
if (format2 != 0)
m_Format2 = format2;
m_Format3 = GL_UNSIGNED_BYTE;
if (format3 != 0)
m_Format3 = format3;
m_Width = size.x;
m_Height = size.y;
glGenTextures(1, &m_RendererId);
glBindTexture(GL_TEXTURE_2D, m_RendererId);
glTexImage2D(GL_TEXTURE_2D, 0, format, size.x, size.y, 0, format, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, format2, size.x, size.y, 0, format, format3, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glGenerateMipmap(GL_TEXTURE_2D);
@@ -103,7 +111,7 @@ namespace Nuake
m_Height = size.y;
glGenTextures(1, &m_RendererId);
glBindTexture(GL_TEXTURE_2D, m_RendererId);
glTexImage2D(GL_TEXTURE_2D, 0, m_Format, size.x, size.y, 0, m_Format, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, m_Format2, size.x, size.y, 0, m_Format, m_Format3, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}

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@@ -16,6 +16,8 @@ namespace Nuake
std::string m_FilePath;
unsigned char* m_LocalBuffer;
GLenum m_Format;
GLenum m_Format2;
GLenum m_Format3;
int m_Width;
int m_Height;
@@ -24,7 +26,7 @@ namespace Nuake
public:
Texture(const std::string& path);
Texture(glm::vec2 size, msdfgen::BitmapConstRef<unsigned char, 4>& bitmap, bool t);
Texture(glm::vec2 size, GLenum format);
Texture(glm::vec2 size, GLenum format, GLenum format2 = 0, GLenum format3 = 0);
Texture(Vector2 size, unsigned char* data, int len);
~Texture();

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@@ -36,7 +36,7 @@ namespace Nuake {
for (int i = 0; i < CSM_AMOUNT; i++)
{
m_Framebuffers[i] = CreateRef<FrameBuffer>(false, glm::vec2(4096, 4096));
m_Framebuffers[i]->SetTexture(CreateRef<Texture>(glm::vec2(4096, 4096), GL_DEPTH_COMPONENT), GL_DEPTH_ATTACHMENT);
m_Framebuffers[i]->SetTexture(CreateRef<Texture>(glm::vec2(4096, 4096), GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_FLOAT), GL_DEPTH_ATTACHMENT);
}
}
else {

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@@ -34,6 +34,8 @@ namespace Nuake {
BEGIN_SERIALIZE();
SERIALIZE_VAL(VolumetricFog);
SERIALIZE_VAL(VolumetricStepCount);
SERIALIZE_VAL(BloomBlurAmount);
SERIALIZE_VAL(BloomThreshold);
SERIALIZE_VEC4(AmbientColor);
SERIALIZE_OBJECT(ProceduralSkybox);
END_SERIALIZE();
@@ -41,6 +43,16 @@ namespace Nuake {
bool Environment::Deserialize(const std::string& str)
{
BEGIN_DESERIALIZE();
if (j.contains("VolumetricFog"))
VolumetricFog = j["VolumetricFog"];
if (j.contains("VolumetricStepCount"))
VolumetricFog = j["VolumetricStepCount"];
if (j.contains("BloomBlurAmount"))
VolumetricFog = j["BloomBlurAmount"];
if (j.contains("BloomThreshold"))
VolumetricFog = j["BloomThreshold"];
return false;
}
}

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@@ -13,6 +13,9 @@ namespace Nuake
float VolumetricFog = 0.95f;
float VolumetricStepCount = 100.f;
float BloomThreshold = 0.6f;
float BloomBlurAmount = 12.0f;
glm::vec4 AmbientColor;
Ref<ProceduralSky> ProceduralSkybox;

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@@ -387,7 +387,7 @@ namespace Nuake {
deferredShader->Bind();
deferredShader->SetUniformMat4f("u_Projection", cam->GetPerspective());
deferredShader->SetUniformMat4f("u_View", cam->GetTransform());
deferredShader->SetUniform1f("u_Exposure", 1.0);
//deferredShader->SetUniform1f("u_Exposure", 1.0);
Vector3 camPosition = cam->GetTranslation();
deferredShader->SetUniform3f("u_EyePosition", camPosition.x, camPosition.y, camPosition.z);
@@ -442,7 +442,7 @@ namespace Nuake {
pbrShader->SetUniform1i("u_ShowNormal", 0);
if (m_EditorCamera)
{
Renderer::m_Shader->SetUniform1f("u_Exposure", m_EditorCamera->Exposure);
//Renderer::m_Shader->SetUniform1f("u_Exposure", m_EditorCamera->Exposure);
Renderer::m_Shader->SetUniform3f("u_EyePosition", m_EditorCamera->GetTranslation().x, m_EditorCamera->GetTranslation().y, m_EditorCamera->GetTranslation().z);
Renderer::m_Shader->SetUniformMat4f("u_View", m_EditorCamera->GetTransform());
Renderer::m_Shader->SetUniformMat4f("u_Projection", m_EditorCamera->GetPerspective());
@@ -563,7 +563,7 @@ namespace Nuake {
deferredShader->Bind();
deferredShader->SetUniformMat4f("u_Projection", m_EditorCamera->GetPerspective());
deferredShader->SetUniformMat4f("u_View", m_EditorCamera->GetTransform());
deferredShader->SetUniform1f("u_Exposure", 1.0);
//deferredShader->SetUniform1f("u_Exposure", 1.0);
Vector3 camPosition = m_EditorCamera->GetTranslation();
deferredShader->SetUniform3f("u_EyePosition", camPosition.x, camPosition.y, camPosition.z);

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@@ -107,7 +107,8 @@ namespace Nuake {
wrenGetSlotDouble(vm, 2),
wrenGetSlotDouble(vm, 3));
wrenSetSlotDouble(vm, 0, v1.length());
float length = glm::length(v1);
wrenSetSlotDouble(vm, 0, glm::length(v1));
}
};
}

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@@ -19,8 +19,11 @@
#include "Resource/FontAwesome5.h"
#include "Engine.h"
#include <src/Scene/Components/InterfaceComponent.h>
#include "src/Rendering/PostFX/Bloom.h"
namespace Nuake {
Bloom bloom;
// TODO: Use abstraction for vertex buffers
unsigned int vbo;
unsigned int vao;
@@ -96,7 +99,6 @@ namespace Nuake {
return Vector2(w, h);
}
int Window::Init()
{
if (!glfwInit())
@@ -105,44 +107,44 @@ namespace Nuake {
return -1;
}
// Create window
m_Window = glfwCreateWindow(m_Width, m_Height, "Nuake - Dev build", NULL, NULL);
{ // Create window
m_Window = glfwCreateWindow(m_Width, m_Height, "Nuake - Dev build", NULL, NULL);
if (!m_Window)
{
Logger::Log("Window creation failed.", CRITICAL);
return -1;
}
if (!m_Window)
{
Logger::Log("Window creation failed.", CRITICAL);
return -1;
glfwMakeContextCurrent(m_Window);
Logger::Log((char*)glGetString(GL_VERSION));
if (glewInit() != GLEW_OK)
{
Logger::Log("GLEW initialization failed!", CRITICAL);
return -1;
}
// TODO: Move this to renderer init. The window shouldnt have to do gl calls.
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// TODO: have clear color in environnement.
glClearColor(0.f, 0.f, 0.f, 1.0f);
glfwSwapInterval(1);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glEnable(GL_CULL_FACE);
}
glfwMakeContextCurrent(m_Window);
Logger::Log((char*)glGetString(GL_VERSION));
if (glewInit() != GLEW_OK)
{
Logger::Log("GLEW initialization failed!", CRITICAL);
return -1;
}
// TODO: Move this to renderer init. The window shouldnt have to do gl calls.
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// TODO: have clear color in environnement.
glClearColor(0.019f, 0.501f, 1.0f, 1.0f);
glfwSwapInterval(1);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glEnable(GL_CULL_FACE);
// Create viewports
m_Framebuffer = CreateRef<FrameBuffer>(true, glm::vec2(1920, 1080));
m_Framebuffer->SetTexture(CreateRef<Texture>(glm::vec2(1920, 1080), GL_RGB));
@@ -154,86 +156,78 @@ namespace Nuake {
m_GBuffer->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGB), GL_COLOR_ATTACHMENT2);
m_DeferredBuffer = CreateRef<FrameBuffer>(true, Vector2(1920, 1080));
m_DeferredBuffer->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGB));
m_DeferredBuffer->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGB, GL_RGB16F, GL_FLOAT));
// Temporary quad vbo for deferred.
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
m_BloomFrameBuffer = CreateRef<FrameBuffer>(false, Vector2(1920, 1080));
m_BloomFrameBuffer->SetTexture(CreateRef<Texture>(Vector2(1920, 1080), GL_RGBA, GL_RGBA16F, GL_FLOAT));
bloom = Bloom(m_DeferredBuffer->GetTexture(), 5);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
{
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.Fonts->AddFontDefault();
io.Fonts->AddFontFromFileTTF("resources/Fonts/OpenSans-Regular.ttf", 16.0);
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
ImGui::StyleColorsDark();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
ImGui::GetStyle().FrameRounding = 2.0f;
ImGui::GetStyle().GrabRounding = 2.0f;
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)0);
glEnableVertexAttribArray(0);
ImVec4* colors = ImGui::GetStyle().Colors;
colors[ImGuiCol_Text] = ImVec4(0.95f, 0.96f, 0.98f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.36f, 0.42f, 0.47f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.15f, 0.18f, 0.22f, 1.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.08f, 0.10f, 0.12f, 1.00f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.20f, 0.25f, 0.29f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.12f, 0.20f, 0.28f, 1.00f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.09f, 0.12f, 0.14f, 1.00f);
colors[ImGuiCol_TitleBg] = ImVec4(0.09f, 0.12f, 0.14f, 0.65f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.08f, 0.10f, 0.12f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.15f, 0.18f, 0.22f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.39f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.20f, 0.25f, 0.29f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.18f, 0.22f, 0.25f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.09f, 0.21f, 0.31f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.28f, 0.56f, 1.00f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.28f, 0.56f, 1.00f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.37f, 0.61f, 1.00f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.20f, 0.25f, 0.29f, 1.00f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.28f, 0.56f, 1.00f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.20f, 0.25f, 0.29f, 0.55f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.20f, 0.25f, 0.29f, 1.00f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
colors[ImGuiCol_TabHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_TabActive] = ImVec4(0.20f, 0.25f, 0.29f, 1.00f);
colors[ImGuiCol_TabUnfocused] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)(sizeof(float) * 3));
glEnableVertexAttribArray(1);
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.Fonts->AddFontDefault();
io.Fonts->AddFontFromFileTTF("resources/Fonts/OpenSans-Regular.ttf", 16.0);
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
ImGui::StyleColorsDark();
ImGui::GetStyle().FrameRounding = 2.0f;
ImGui::GetStyle().GrabRounding = 2.0f;
ImVec4* colors = ImGui::GetStyle().Colors;
colors[ImGuiCol_Text] = ImVec4(0.95f, 0.96f, 0.98f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.36f, 0.42f, 0.47f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.15f, 0.18f, 0.22f, 1.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.08f, 0.10f, 0.12f, 1.00f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.20f, 0.25f, 0.29f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.12f, 0.20f, 0.28f, 1.00f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.09f, 0.12f, 0.14f, 1.00f);
colors[ImGuiCol_TitleBg] = ImVec4(0.09f, 0.12f, 0.14f, 0.65f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.08f, 0.10f, 0.12f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.15f, 0.18f, 0.22f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.39f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.20f, 0.25f, 0.29f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.18f, 0.22f, 0.25f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.09f, 0.21f, 0.31f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.28f, 0.56f, 1.00f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.28f, 0.56f, 1.00f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.37f, 0.61f, 1.00f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.20f, 0.25f, 0.29f, 1.00f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.28f, 0.56f, 1.00f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.20f, 0.25f, 0.29f, 0.55f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.20f, 0.25f, 0.29f, 1.00f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
colors[ImGuiCol_TabHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_TabActive] = ImVec4(0.20f, 0.25f, 0.29f, 1.00f);
colors[ImGuiCol_TabUnfocused] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
ImGui_ImplGlfw_InitForOpenGL(m_Window, true);
ImGui_ImplOpenGL3_Init("#version 330");
ImGui_ImplGlfw_InitForOpenGL(m_Window, true);
ImGui_ImplOpenGL3_Init("#version 330");
}
return 0;
}
@@ -249,6 +243,8 @@ namespace Nuake {
m_Scene->FixedUpdate(ts);
}
void Window::Draw()
{
// Dont render if no scene is loaded.
@@ -327,6 +323,72 @@ namespace Nuake {
}
}
m_DeferredBuffer->Unbind();
bloom.Threshold = GetScene()->GetEnvironment()->BloomThreshold;
bloom.BlurAmount = GetScene()->GetEnvironment()->BloomBlurAmount;
bloom.Draw();
// m_BloomFrameBuffer->Bind();
// m_BloomFrameBuffer->Clear();
// m_BloomFrameBuffer->SetTexture(m_BloomTextures[0]);
// {
//
// Ref<Shader> bloomShader = ShaderManager::GetShader("resources/Shaders/bloom.shader");
// bloomShader->Bind();
//
// // Threshold
// bloomShader->SetUniform1i("u_Stage", 0);
// bloomShader->SetUniform1f("u_Threshold", 0.5);
// m_DeferredBuffer->GetTexture()->Bind(1);
// bloomShader->SetUniform1i("u_LightingBuffer", 1);
//
// Renderer::DrawQuad(Matrix4());
// Downsample
//m_BloomTextures.clear();
//const int DownsampleAmount = 4;
//m_BloomTextures.reserve(4);
//m_BloomTextures.push_back(m_BloomFrameBuffer->GetTexture());
//
//Vector2 originalSize = m_BloomFrameBuffer->GetSize();
//Vector2 currentSize = originalSize;
//for (unsigned int i = 1; i < DownsampleAmount; i++) // # of iterations for down sample
//{
// m_BloomFrameBuffer->Clear();
// currentSize /= 2;
// m_BloomTextures.push_back(m_BloomFrameBuffer->GetTexture());
//
// m_BloomFrameBuffer->SetSize(currentSize);
// m_BloomFrameBuffer->SetTexture(CreateRef<Texture>(currentSize, GL_RGB));
//
// m_BloomFrameBuffer->Clear();
// bloomShader->SetUniform1i("u_Stage", 1);
// bloomShader->SetUniform1i("u_DownsamplingSource", m_BloomTextures[i - 1]->GetID());
// Renderer::DrawQuad(Matrix4());
//
// if (ImGui::Begin(("Downsample " + std::to_string(i)).c_str()))
// {
// ImGui::Image((void*)m_BloomTextures[i]->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
// }
// ImGui::End();
//}
// Upsample
//}
//m_BloomFrameBuffer->Unbind();
//if (ImGui::Begin("Bloom"))
//{
// ImGui::Image((void*)bloom.GetThreshold()->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
//}
//ImGui::End();
glEnable(GL_DEPTH_TEST);
Renderer::EndDraw();
}

View File

@@ -21,6 +21,7 @@ namespace Nuake
Ref<FrameBuffer> m_Framebuffer;
Ref<FrameBuffer> m_GBuffer;
Ref<FrameBuffer> m_DeferredBuffer;
Ref<FrameBuffer> m_BloomFrameBuffer;
Ref<Scene> m_Scene;
Vector2 m_FramebufferOffset;
@@ -44,7 +45,6 @@ namespace Nuake
Ref<FrameBuffer> GetGBuffer() const;
Ref<FrameBuffer> GetDeferredBuffer() const;
Vector2 GetSize();
Ref<Scene> GetScene();
bool SetScene(Ref<Scene> scene);
};