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No commits in common. "9fc6c6f5995832eacac512377932457ad1972be8" and "472937d08db20bf0a304b88e97557e66775736eb" have entirely different histories.
9fc6c6f599
...
472937d08d
40
imgui.ini
40
imgui.ini
@ -27,7 +27,7 @@ DockId=0x00000009,0
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[Window][Viewport]
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DockId=0x00000007,0
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@ -36,16 +36,16 @@ Size=1280,19
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[Window][Performance Info]
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DockId=0x00000003,0
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[Window][Console]
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DockId=0x0000000C,0
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DockId=0x00000005,1
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[Window][Tilemap Editor]
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Pos=265,19
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@ -54,32 +54,32 @@ Collapsed=0
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DockId=0x00000007,1
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[Window][Profiler]
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Pos=387,618
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Pos=387,474
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Collapsed=0
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DockId=0x0000000B,0
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DockId=0x00000005,0
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[Window][Profiler Timeline]
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Collapsed=0
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DockId=0x0000000B,1
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DockId=0x00000005,1
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[Window][Profiler (Unity Style)]
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Pos=265,430
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Size=623,290
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Collapsed=0
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DockId=0x0000000B,1
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DockId=0x00000005,1
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[Window][Profiler Timeline View]
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Size=1263,651
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Collapsed=0
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DockId=0x0000000B,1
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DockId=0x00000005,1
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[Window][Color Correction]
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Pos=1672,935
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Collapsed=0
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DockId=0x00000004,0
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@ -89,12 +89,10 @@ DockSpace ID=0x11111111 Window=0x1BBC0F80 Pos=0,19 Size=1920,1158 Split=
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DockNode ID=0x00000009 Parent=0x00000001 SizeRef=385,623 HiddenTabBar=1 Selected=0x12EF0F59
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DockNode ID=0x0000000A Parent=0x00000001 SizeRef=385,533 HiddenTabBar=1 Selected=0x36DC96AB
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DockNode ID=0x00000005 Parent=0x00000008 SizeRef=1283,481 Split=Y Selected=0x9B5D3198
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DockNode ID=0x0000000B Parent=0x00000005 SizeRef=1283,306 HiddenTabBar=1 Selected=0x9B5D3198
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DockNode ID=0x0000000C Parent=0x00000005 SizeRef=1283,251 HiddenTabBar=1 Selected=0xEA83D666
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DockNode ID=0x00000007 Parent=0x00000002 SizeRef=606,453 CentralNode=1 HiddenTabBar=1 Selected=0xC450F867
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@ -1,3 +0,0 @@
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[COMPILE] g++ -std=c++20 -Wall -g -Isrc/include -Isrc/include/lua -Isrc/vendor -Isrc/vendor/imgui -Isrc/vendor/box2d -IC:/msys64/mingw64/include -IC:\msys64\mingw64\lib\libyaml-cpp.a -Isrc\vendor\imgui -MMD -MP -c src\src\Renderer.cpp -o src\build\Renderer.o
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[LINK] g++ src\build\Engine.o src\build\main.o src\build\Renderer.o src\build\Components\CameraComponent.o src\build\Components\LightComponent.o src\build\Components\PhysicsComponent.o src\build\Components\ScriptComponent.o src\build\Components\SpriteComponent.o src\build\Components\TextComonent.o src\build\Components\TilemapComponent.o src\build\Entitys\Object.o src\build\utils\EngineConfig.o src\build\utils\ExceptionHandler.o src\build\utils\FileDialog.o src\build\utils\GameObjectsList.o src\build\utils\Logging.o src\build\utils\Profiler.o src\build\utils\Shader.o src\build\utils\UID.o src\build\utils\utils.o src\build\lapi.o src\build\lauxlib.o src\build\lbaselib.o src\build\lcode.o src\build\lcorolib.o src\build\lctype.o src\build\ldblib.o src\build\ldebug.o src\build\ldo.o src\build\ldump.o src\build\lfunc.o src\build\lgc.o src\build\linit.o src\build\liolib.o src\build\llex.o src\build\lmathlib.o src\build\lmem.o src\build\loadlib.o src\build\lobject.o src\build\lopcodes.o src\build\loslib.o src\build\lparser.o src\build\lstate.o src\build\lstring.o src\build\lstrlib.o src\build\ltable.o src\build\ltablib.o src\build\ltm.o src\build\lua.o src\build\luac.o src\build\lundump.o src\build\lutf8lib.o src\build\lvm.o src\build\lzio.o src\build\imgui.o src\build\imgui_demo.o src\build\imgui_draw.o src\build\imgui_impl_glfw.o src\build\imgui_impl_opengl3.o src\build\imgui_tables.o src\build\imgui_widgets.o src\build\aabb.o src\build\arena_allocator.o src\build\array.o src\build\bitset.o src\build\body.o src\build\broad_phase.o src\build\constraint_graph.o src\build\contact.o src\build\contact_solver.o src\build\core.o src\build\distance.o src\build\distance_joint.o src\build\dynamic_tree.o src\build\geometry.o src\build\hull.o src\build\id_pool.o src\build\island.o src\build\joint.o src\build\manifold.o src\build\math_functions.o src\build\motor_joint.o src\build\mouse_joint.o src\build\mover.o src\build\prismatic_joint.o src\build\revolute_joint.o src\build\sensor.o src\build\shape.o src\build\solver.o src\build\solver_set.o src\build\table.o src\build\timer.o src\build\types.o src\build\weld_joint.o src\build\wheel_joint.o src\build\world.o -o src\build\app.exe -LC:\msys64\mingw64\lib -lglfw3 -lglew32 -lopengl32 -lgdi32 -lyaml-cpp -lcomdlg32 -lssl -lcrypto
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[RUN] Executed app.exe successfully.
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@ -1,6 +1,6 @@
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engine_version: 0.1.0
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scene_name: lighting_test_2
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scene_hash: c084720adfdfb7fefd6c0c6c1654d18bc2245da4d222165c332b57dcc8d78c12
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scene_hash: 59f49b4319d714200de64e90f576e787dcc9aa5d0dfc217d78e87f8332be626f
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format_version: 1
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objects:
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- name: Tiles
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@ -67,7 +67,7 @@ objects:
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- name: Logo
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uid: c4ce6f16dfb347b0ae0ac67f5881b243
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id: 8
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position: [3181, 56]
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position: [2104, 56]
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rotation: 0
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layer: 0
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visable: true
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@ -80,7 +80,7 @@ objects:
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- name: Carbooon Fobar
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uid: 5ea269572751401da6d86519d3513b7d
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id: 9
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position: [4087.8999, 3070]
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position: [2048, 3070]
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rotation: 0
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layer: 1
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visable: true
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@ -93,7 +93,7 @@ objects:
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- name: Carbooon Fobar 2
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uid: a36b71937ba349bd8e6414f75be9ee16
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id: 10
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position: [-7.69999981, 3070]
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position: [0, 3070]
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rotation: 0
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layer: 0
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visable: true
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@ -106,7 +106,7 @@ objects:
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- name: Lights
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uid: 051b338a725a4076ad53ad8fa00c5f4e
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id: 12
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position: [-560, 1118]
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position: [-556, 951]
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rotation: 0
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layer: 0
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visable: true
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@ -115,7 +115,7 @@ objects:
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- name: Red
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uid: 6afde2dd47aa4557b6afb1a607c99dc8
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id: 13
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||||
position: [1079.61902, 527.103088]
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position: [1113.06287, 1516.00391]
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rotation: 0
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layer: 2
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visable: true
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@ -133,7 +133,7 @@ objects:
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- name: Green
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uid: 0f950d76d24b4dc18f54cab2c3aaaf9a
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id: 14
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||||
position: [1426.51587, 1320.61597]
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||||
position: [553.380676, 855.128784]
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rotation: 0
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layer: 2
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visable: true
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@ -151,7 +151,7 @@ objects:
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||||
- name: Blue
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||||
uid: 09f722f51c7c4b0f98de3a0a16d127c4
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id: 15
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||||
position: [565.865173, 1224.28101]
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||||
position: [1405.5564, 700.86731]
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rotation: 0
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layer: 2
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visable: true
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@ -212,7 +212,4 @@ objects:
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color_correction:
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brightness: 2
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saturation: 2
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gamma: 1.05999994
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bloom: true
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intensity: 1.21000004
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threshold: 0.25
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gamma: 0.610000014
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@ -1,39 +0,0 @@
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#version 330 core
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in vec2 vUV;
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out vec4 FragColor;
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uniform sampler2D uTex;
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uniform vec2 uTexelSize;
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uniform float uThreshold;
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uniform float uIntensity;
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const float weights[5] = float[](0.204164, 0.304005, 0.093913, 0.010381, 0.000336);
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vec3 blur(vec2 uv, vec2 dir) {
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vec3 sum = vec3(0.0);
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for (int i = -4; i <= 4; ++i) {
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int index = abs(i);
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vec2 offset = dir * float(i);
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vec3 col = texture(uTex, uv + offset).rgb;
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float brightness = dot(col, vec3(0.2126, 0.7152, 0.0722)); // luminance
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float mask = smoothstep(uThreshold, uThreshold + 0.05, brightness);
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sum += col * mask * weights[index];
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}
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return sum;
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}
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void main() {
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vec3 color = texture(uTex, vUV).rgb;
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// Blur only bright pixels (thresholded inside blur)
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vec3 blurH = blur(vUV, vec2(uTexelSize.x, 0.0));
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vec3 blurV = blur(vUV, vec2(0.0, uTexelSize.y));
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vec3 bloom = (blurH + blurV) * 0.5 * uIntensity;
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// Final composition
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vec3 finalColor = color + bloom;
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FragColor = vec4(finalColor, 1.0);
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}
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@ -1,10 +0,0 @@
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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out vec2 vUV;
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void main() {
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vUV = aUV;
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gl_Position = vec4(aPos.xy, 0.0, 1.0);
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}
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@ -1,20 +0,0 @@
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#version 330 core
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in vec2 vUV;
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out vec4 FragColor;
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uniform sampler2D uTex;
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uniform vec2 uDirection;
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const float weights[5] = float[](0.204164, 0.304005, 0.093913, 0.010381, 0.000336);
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void main() {
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vec3 result = texture(uTex, vUV).rgb * weights[0];
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for (int i = 1; i < 5; ++i) {
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vec2 offset = uDirection * float(i);
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result += texture(uTex, vUV + offset).rgb * weights[i];
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result += texture(uTex, vUV - offset).rgb * weights[i];
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}
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FragColor = vec4(result, 1.0);
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}
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@ -1,14 +0,0 @@
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#version 330 core
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in vec2 vUV;
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out vec4 FragColor;
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uniform sampler2D uScene;
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uniform sampler2D uBloom;
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uniform float uIntensity;
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void main() {
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vec3 sceneColor = texture(uScene, vUV).rgb;
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vec3 bloomColor = texture(uBloom, vUV).rgb * uIntensity;
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FragColor = vec4(sceneColor + bloomColor, 1.0);
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}
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@ -1,13 +0,0 @@
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#version 330 core
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in vec2 vUV;
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out vec4 FragColor;
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uniform sampler2D uScene;
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uniform float uThreshold;
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void main() {
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vec3 color = texture(uScene, vUV).rgb;
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float brightness = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float mask = smoothstep(uThreshold, uThreshold + 0.05, brightness);
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FragColor = vec4(color * mask, 1.0);
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}
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@ -1,10 +0,0 @@
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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out vec2 vUV;
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void main() {
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vUV = aUV;
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gl_Position = vec4(aPos.xy, 0.0, 1.0);
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}
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@ -307,12 +307,7 @@ void ShowColorCorrectionWindow()
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changed |= ImGui::SliderFloat("Saturation", &cc->saturation, 0.0f, 2.0f, "%.2f");
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changed |= ImGui::SliderFloat("Gamma", &cc->gamma, 0.1f, 4.0f, "%.2f");
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ImGui::SeparatorText("Bloom");
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changed |= ImGui::Checkbox("Enable Bloom", &cc->bloom);
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changed |= ImGui::SliderFloat("Threshold", &cc->threshold, 0.0f, 2.0f, "%.2f");
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changed |= ImGui::SliderFloat("Intensity", &cc->intensity, 0.0f, 4.0f, "%.2f");
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ImGui::Spacing();
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if (ImGui::Button("Reset to Default"))
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{
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@ -323,7 +318,6 @@ void ShowColorCorrectionWindow()
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ImGui::End();
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}
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||||
|
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void Engine::Init()
|
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{
|
||||
|
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@ -360,7 +354,7 @@ void Engine::Init()
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Renderer::Init();
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|
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auto obj = std::make_shared<Object>("Hello, Create");
|
||||
|
||||
|
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objects.push_back(obj);
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|
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selected = obj;
|
||||
@ -409,6 +403,7 @@ void Engine::Init()
|
||||
// objects.push_back(obj);
|
||||
// }
|
||||
//}
|
||||
|
||||
|
||||
Logger::LogVerbose("Resverving Objects");
|
||||
|
||||
@ -1064,7 +1059,7 @@ void Engine::Run()
|
||||
profiler.EndEngineSection();
|
||||
|
||||
// Display render target texture
|
||||
GLuint texID = Renderer::GetFinalTexture();
|
||||
GLuint texID = Renderer::GetRenderTexture();
|
||||
ImGui::Image((ImTextureID)(uintptr_t)texID, size, ImVec2(0, 1), ImVec2(1, 0));
|
||||
|
||||
ImGui::End();
|
||||
@ -1272,11 +1267,6 @@ void Engine::SaveScene(const std::string &path)
|
||||
out << YAML::Key << "brightness" << YAML::Value << Renderer::GetColorCorrection()->brightness;
|
||||
out << YAML::Key << "saturation" << YAML::Value << Renderer::GetColorCorrection()->saturation;
|
||||
out << YAML::Key << "gamma" << YAML::Value << Renderer::GetColorCorrection()->gamma;
|
||||
|
||||
out << YAML::Key << "bloom" << YAML::Value << Renderer::GetColorCorrection()->bloom;
|
||||
out << YAML::Key << "intensity" << YAML::Value << Renderer::GetColorCorrection()->intensity;
|
||||
out << YAML::Key << "threshold" << YAML::Value << Renderer::GetColorCorrection()->threshold;
|
||||
|
||||
out << YAML::EndMap;
|
||||
|
||||
out << YAML::EndMap;
|
||||
@ -1337,13 +1327,6 @@ void Engine::LoadScene(const std::string &path)
|
||||
cc->saturation = data["saturation"].as<float>();
|
||||
if (data["gamma"])
|
||||
cc->gamma = data["gamma"].as<float>();
|
||||
|
||||
if (data["bloom"])
|
||||
cc->bloom = data["bloom"].as<bool>();
|
||||
if (data["intensity"])
|
||||
cc->intensity = data["intensity"].as<float>();
|
||||
if (data["threshold"])
|
||||
cc->threshold = data["threshold"].as<float>();
|
||||
}
|
||||
}
|
||||
|
||||
@ -1365,11 +1348,6 @@ void Engine::SaveState()
|
||||
out << YAML::Key << "brightness" << YAML::Value << Renderer::GetColorCorrection()->brightness;
|
||||
out << YAML::Key << "saturation" << YAML::Value << Renderer::GetColorCorrection()->saturation;
|
||||
out << YAML::Key << "gamma" << YAML::Value << Renderer::GetColorCorrection()->gamma;
|
||||
|
||||
out << YAML::Key << "bloom" << YAML::Value << Renderer::GetColorCorrection()->bloom;
|
||||
out << YAML::Key << "intensity" << YAML::Value << Renderer::GetColorCorrection()->intensity;
|
||||
out << YAML::Key << "threshold" << YAML::Value << Renderer::GetColorCorrection()->threshold;
|
||||
|
||||
out << YAML::EndMap;
|
||||
|
||||
out << YAML::EndMap;
|
||||
@ -1420,13 +1398,6 @@ void Engine::LoadState()
|
||||
cc->saturation = data["saturation"].as<float>();
|
||||
if (data["gamma"])
|
||||
cc->gamma = data["gamma"].as<float>();
|
||||
|
||||
if (data["bloom"])
|
||||
cc->bloom = data["bloom"].as<bool>();
|
||||
if (data["intensity"])
|
||||
cc->intensity = data["intensity"].as<float>();
|
||||
if (data["threshold"])
|
||||
cc->threshold = data["threshold"].as<float>();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -17,16 +17,6 @@
|
||||
|
||||
static Shader spriteShader;
|
||||
static Shader unlitShader;
|
||||
static Shader tilemapShader;
|
||||
|
||||
static Shader extractShader;
|
||||
static Shader blurShader;
|
||||
static Shader compositeShader;
|
||||
|
||||
static GLuint extractFBO, extractTexture;
|
||||
static GLuint blurFBO_H, blurTexture_H;
|
||||
static GLuint blurFBO_V, blurTexture_V;
|
||||
static GLuint bloomFBO, bloomTexture;
|
||||
|
||||
GLuint Renderer::fbo = 0;
|
||||
GLuint Renderer::textureColorBuffer = 0;
|
||||
@ -47,17 +37,16 @@ GLuint Renderer::s_ClusterSSBO = 0;
|
||||
int Renderer::s_ClusterCols = 0;
|
||||
int Renderer::s_ClusterRows = 0;
|
||||
|
||||
GLuint Renderer::bloomFBO = 0;
|
||||
GLuint Renderer::bloomTexture = 0;
|
||||
static Shader tilemapShader;
|
||||
|
||||
void Renderer::InitQuad()
|
||||
{
|
||||
float vertices[] = {
|
||||
// pos // uv
|
||||
-1.f, -1.f, 0.f, 0.f,
|
||||
1.f, -1.f, 1.f, 0.f,
|
||||
// pos // uv
|
||||
0.f, 0.f, 0.f, 0.f,
|
||||
1.f, 0.f, 1.f, 0.f,
|
||||
1.f, 1.f, 1.f, 1.f,
|
||||
-1.f, 1.f, 0.f, 1.f};
|
||||
0.f, 1.f, 0.f, 1.f};
|
||||
|
||||
glGenVertexArrays(1, &quadVAO);
|
||||
glBindVertexArray(quadVAO);
|
||||
@ -100,60 +89,14 @@ void Renderer::Init()
|
||||
|
||||
// Load lit shader
|
||||
|
||||
// Core renderers
|
||||
spriteShader.LoadFromFile("src/assets/shaders/sprite.vert", "src/assets/shaders/sprite.frag");
|
||||
// Load unlit shader
|
||||
unlitShader.LoadFromFile("src/assets/shaders/unlit.vert", "src/assets/shaders/unlit.frag");
|
||||
tilemapShader.LoadFromFile("src/assets/shaders/tilemap.vert", "src/assets/shaders/tilemap.frag");
|
||||
|
||||
// Bloom pipeline
|
||||
extractShader.LoadFromFile("src/assets/shaders/fullscreen.vert", "src/assets/shaders/extract.frag");
|
||||
blurShader.LoadFromFile("src/assets/shaders/fullscreen.vert", "src/assets/shaders/blur.frag");
|
||||
compositeShader.LoadFromFile("src/assets/shaders/fullscreen.vert", "src/assets/shaders/composite.frag");
|
||||
|
||||
SetColorCorrection(std::make_unique<ColorCorrection>());
|
||||
|
||||
glGenBuffers(1, &s_ClusterSSBO);
|
||||
|
||||
// Bloom textures and framebuffers
|
||||
glGenFramebuffers(1, &extractFBO);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, extractFBO);
|
||||
glGenTextures(1, &extractTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, extractTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, extractTexture, 0);
|
||||
|
||||
glGenFramebuffers(1, &blurFBO_H);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, blurFBO_H);
|
||||
glGenTextures(1, &blurTexture_H);
|
||||
glBindTexture(GL_TEXTURE_2D, blurTexture_H);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blurTexture_H, 0);
|
||||
|
||||
glGenFramebuffers(1, &blurFBO_V);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, blurFBO_V);
|
||||
glGenTextures(1, &blurTexture_V);
|
||||
glBindTexture(GL_TEXTURE_2D, blurTexture_V);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blurTexture_V, 0);
|
||||
|
||||
// Final composite target
|
||||
glGenFramebuffers(1, &bloomFBO);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, bloomFBO);
|
||||
glGenTextures(1, &bloomTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, bloomTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, bloomTexture, 0);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
// Create a 1x1 flat normal map (RGB: 128,128,255)
|
||||
unsigned char flatNormal[3] = {128, 128, 255};
|
||||
glGenTextures(1, &defaultNormalMap);
|
||||
@ -212,26 +155,15 @@ void Renderer::UpdateClusterLights()
|
||||
|
||||
void Renderer::Resize(int w, int h)
|
||||
{
|
||||
|
||||
if (w == width && h == height)
|
||||
return;
|
||||
width = w;
|
||||
height = h;
|
||||
|
||||
// Resize all textures
|
||||
glBindTexture(GL_TEXTURE_2D, textureColorBuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, extractTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, blurTexture_H);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, blurTexture_V);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, bloomTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
||||
@ -257,10 +189,6 @@ void Renderer::Begin()
|
||||
|
||||
void Renderer::End()
|
||||
{
|
||||
|
||||
{
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
@ -563,75 +491,6 @@ void Renderer::DrawGizmoCircle(
|
||||
glEnd();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
GLuint Renderer::GetFinalTexture()
|
||||
{
|
||||
PROFILE_SCOPE("Renderer::GetFinalTexture");
|
||||
|
||||
GLuint sceneTex = GetRenderTexture();
|
||||
|
||||
if (!s_ColorCorrection || !s_ColorCorrection->bloom)
|
||||
return sceneTex;
|
||||
|
||||
// 1. Extract bright regions
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, extractFBO);
|
||||
glViewport(0, 0, width, height);
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
extractShader.Use();
|
||||
extractShader.SetInt("uScene", 0);
|
||||
extractShader.SetFloat("uThreshold", s_ColorCorrection->threshold);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, sceneTex);
|
||||
|
||||
glBindVertexArray(quadVAO);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// 2. Horizontal blur
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, blurFBO_H);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
blurShader.Use();
|
||||
blurShader.SetInt("uTex", 0);
|
||||
blurShader.SetVec2("uDirection", glm::vec2(1.0f / width, 0.0f));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, extractTexture);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// 3. Vertical blur
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, blurFBO_V);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
blurShader.SetVec2("uDirection", glm::vec2(0.0f, 1.0f / height));
|
||||
glBindTexture(GL_TEXTURE_2D, blurTexture_H);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// 4. Final composite
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, bloomFBO);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
compositeShader.Use();
|
||||
compositeShader.SetInt("uScene", 0);
|
||||
compositeShader.SetInt("uBloom", 1);
|
||||
compositeShader.SetFloat("uIntensity", s_ColorCorrection->intensity);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, sceneTex);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, blurTexture_V);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return bloomTexture;
|
||||
}
|
||||
|
||||
|
||||
|
||||
GLuint Renderer::GetRenderTexture()
|
||||
{
|
||||
return textureColorBuffer;
|
||||
|
@ -10,35 +10,26 @@
|
||||
#include "utils/Shader.h"
|
||||
#include "utils/Profiler.h"
|
||||
|
||||
struct ColorCorrection
|
||||
{
|
||||
struct ColorCorrection {
|
||||
float brightness = 1.0f;
|
||||
float saturation = 1.0f;
|
||||
float gamma = 1.0f;
|
||||
|
||||
bool bloom = true;
|
||||
float threshold = 0.2f;
|
||||
float intensity = 1.2f;
|
||||
|
||||
|
||||
void Upload(Shader &shader) const
|
||||
{
|
||||
void Upload(Shader& shader) const {
|
||||
shader.SetFloat("uBrightness", brightness);
|
||||
shader.SetFloat("uSaturation", saturation);
|
||||
shader.SetFloat("uGamma", gamma);
|
||||
}
|
||||
};
|
||||
|
||||
struct Light
|
||||
{
|
||||
struct Light {
|
||||
glm::vec2 screenPos;
|
||||
glm::vec3 color;
|
||||
float intensity;
|
||||
float radius;
|
||||
};
|
||||
|
||||
class Renderer
|
||||
{
|
||||
class Renderer {
|
||||
public:
|
||||
static void Init();
|
||||
static void Resize(int w, int h);
|
||||
@ -64,8 +55,6 @@ public:
|
||||
static void SetColorCorrection(std::unique_ptr<ColorCorrection> correction);
|
||||
static ColorCorrection *GetColorCorrection();
|
||||
|
||||
static GLuint GetFinalTexture();
|
||||
|
||||
// Clustered lighting
|
||||
static void UpdateClusterLights(); // Call once per frame after all lights added
|
||||
|
||||
@ -88,8 +77,7 @@ private:
|
||||
static constexpr int CLUSTER_SIZE = 16;
|
||||
static constexpr int MAX_LIGHTS_PER_CLUSTER = 32;
|
||||
|
||||
struct Cluster
|
||||
{
|
||||
struct Cluster {
|
||||
std::vector<int> lightIndices;
|
||||
};
|
||||
|
||||
@ -98,6 +86,5 @@ private:
|
||||
static int s_ClusterCols;
|
||||
static int s_ClusterRows;
|
||||
|
||||
static GLuint bloomFBO;
|
||||
static GLuint bloomTexture;
|
||||
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user