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13 Commits
Author | SHA1 | Date | |
---|---|---|---|
5e58a61c93 | |||
8f44e09f32 | |||
0408f771b7 | |||
4029dcd50c | |||
338fbf70d0 | |||
e39b23ac72 | |||
c48ae81238 | |||
7a461111e1 | |||
9ff0b17a5e | |||
60aca24ec6 | |||
4304701e5e | |||
601e1ca99d | |||
f5eb0e0dfa |
21
.github/workflows/cmake.yml
vendored
21
.github/workflows/cmake.yml
vendored
@ -41,6 +41,27 @@ jobs:
|
||||
## See https://cmake.org/cmake/help/latest/manual/ctest.1.html for more detail
|
||||
#run: ctest -C ${{env.BUILD_TYPE}} --output-on-failure
|
||||
|
||||
linux_gles:
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||||
timeout-minutes: 10
|
||||
|
||||
runs-on: ubuntu-latest
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||||
|
||||
steps:
|
||||
- uses: actions/checkout@v2
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||||
with:
|
||||
submodules: recursive
|
||||
|
||||
# TODO: cache
|
||||
|
||||
- name: Install Dependencies
|
||||
run: sudo apt update && sudo apt -y install libsdl2-dev
|
||||
|
||||
- name: Configure CMake
|
||||
run: cmake -B ${{github.workspace}}/build -DCMAKE_BUILD_TYPE=${{env.BUILD_TYPE}} -DMM_OPENGL_3_GLES=ON
|
||||
|
||||
- name: Build
|
||||
run: cmake --build ${{github.workspace}}/build --config ${{env.BUILD_TYPE}} -j 4
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||||
|
||||
macos:
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||||
timeout-minutes: 10
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||||
|
||||
|
@ -18,10 +18,30 @@ FBOBuilder FBOBuilder::start(void) {
|
||||
}
|
||||
|
||||
std::shared_ptr<FrameBufferObject> FBOBuilder::finish(void) {
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
|
||||
const auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (status == GL_FRAMEBUFFER_COMPLETE) {
|
||||
return _fbo;
|
||||
}
|
||||
|
||||
const char* error_str = "UNK";
|
||||
switch (status) {
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
||||
error_str = "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
|
||||
break;
|
||||
#ifdef MM_OPENGL_3_GLES
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
|
||||
error_str = "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS";
|
||||
break;
|
||||
#endif
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
||||
error_str = "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
|
||||
break;
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED:
|
||||
error_str = "GL_FRAMEBUFFER_UNSUPPORTED";
|
||||
break;
|
||||
}
|
||||
SPDLOG_ERROR("framebuffer status: {}", error_str);
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@ -46,8 +66,15 @@ FBOBuilder& FBOBuilder::attachTexture(std::shared_ptr<Texture> tex, GLuint attac
|
||||
break;
|
||||
}
|
||||
|
||||
//glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex->getHandle(), 0);
|
||||
if (tex->samples == 0u) {
|
||||
glFramebufferTexture2D(target, attachment_type, GL_TEXTURE_2D, tex->getHandle(), 0);
|
||||
} else {
|
||||
#ifndef MM_OPENGL_3_GLES
|
||||
glFramebufferTexture2D(target, attachment_type, GL_TEXTURE_2D_MULTISAMPLE, tex->getHandle(), 0);
|
||||
#else
|
||||
assert(false && "GLES has no multisampling support");
|
||||
#endif
|
||||
}
|
||||
_fbo->_texAttachments.push_back(tex); // keep a ref at the fbo
|
||||
|
||||
return *this;
|
||||
|
@ -16,28 +16,49 @@ uint32_t Texture::getHandle(void) const {
|
||||
Texture::Texture(
|
||||
uint32_t handle,
|
||||
int32_t width_, int32_t height_,
|
||||
int32_t internalFormat, int32_t format, int32_t type
|
||||
int32_t internalFormat, int32_t format, int32_t type,
|
||||
uint32_t samples_
|
||||
) : _handle(handle), width(width_), height(height_),
|
||||
_internalFormat(internalFormat), _format(format), _type(type) {}
|
||||
samples(samples_),
|
||||
_internalFormat(internalFormat), _format(format), _type(type) {
|
||||
}
|
||||
|
||||
Texture::~Texture(void) {
|
||||
glDeleteTextures(1, &_handle);
|
||||
}
|
||||
|
||||
void Texture::unbind(void) const {
|
||||
// TODO: do i need ms variant?
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void Texture::bind(uint32_t slot) const {
|
||||
glActiveTexture(GL_TEXTURE0 + slot);
|
||||
if (samples == 0) {
|
||||
glBindTexture(GL_TEXTURE_2D, _handle);
|
||||
} else {
|
||||
#ifndef MM_OPENGL_3_GLES
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _handle);
|
||||
#else
|
||||
assert(false && "GLES has no multisampling support");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void Texture::resize(int32_t new_width, int32_t new_height) {
|
||||
// if (glTexImage2D == true)
|
||||
glBindTexture(GL_TEXTURE_2D, _handle);
|
||||
|
||||
if (samples == 0) {
|
||||
glBindTexture(GL_TEXTURE_2D, _handle);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat, new_width, new_height, 0, _format, _type, NULL);
|
||||
} else {
|
||||
#ifndef MM_OPENGL_3_GLES
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _handle);
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, _internalFormat, new_width, new_height, 0);
|
||||
#else
|
||||
assert(false && "GLES has no multisampling support");
|
||||
#endif
|
||||
}
|
||||
|
||||
// HACK: super dirty
|
||||
*(const_cast<int32_t*>(&width)) = new_width;
|
||||
@ -57,5 +78,27 @@ Texture::handle_t Texture::createEmpty(int32_t internalFormat, int32_t width, in
|
||||
return handle_t(new Texture(id, width, height, internalFormat, format, type));
|
||||
}
|
||||
|
||||
Texture::handle_t Texture::createEmptyMultiSampled(int32_t internalFormat, int32_t width, int32_t height, uint32_t samples) {
|
||||
#ifndef MM_OPENGL_3_GLES
|
||||
uint32_t id;
|
||||
glGenTextures(1, &id);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
|
||||
|
||||
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internalFormat, width, height, GL_TRUE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
|
||||
// HACK: format + type?
|
||||
return handle_t(new Texture(id, width, height, internalFormat, 0, 0, samples));
|
||||
#else
|
||||
(void)internalFormat;
|
||||
(void)width;
|
||||
(void)height;
|
||||
(void)samples;
|
||||
assert(false && "GLES has no multisampling support");
|
||||
#endif
|
||||
}
|
||||
|
||||
} // MM::OpenGL
|
||||
|
||||
|
@ -20,7 +20,8 @@ namespace MM::OpenGL {
|
||||
Texture(
|
||||
uint32_t handle,
|
||||
int32_t width_, int32_t height_,
|
||||
int32_t internalFormat, int32_t format, int32_t type
|
||||
int32_t internalFormat, int32_t format, int32_t type,
|
||||
uint32_t samples = 0u
|
||||
);
|
||||
|
||||
public:
|
||||
@ -29,6 +30,8 @@ namespace MM::OpenGL {
|
||||
int32_t const width;
|
||||
int32_t const height;
|
||||
//int32_t const bpp; // bits per pixel
|
||||
uint32_t const samples{0u}; // sample count, 0 == off
|
||||
|
||||
private:
|
||||
int32_t const _internalFormat;
|
||||
int32_t const _format;
|
||||
@ -45,6 +48,7 @@ namespace MM::OpenGL {
|
||||
void resize(int32_t new_width, int32_t new_height);
|
||||
|
||||
static handle_t createEmpty(int32_t internalFormat, int32_t width, int32_t height, int32_t format, int32_t type);
|
||||
static handle_t createEmptyMultiSampled(int32_t internalFormat, int32_t width, int32_t height, uint32_t samples);
|
||||
};
|
||||
|
||||
} // MM::OpenGL
|
||||
|
@ -31,5 +31,12 @@ namespace MM::OpenGL {
|
||||
}
|
||||
};
|
||||
|
||||
struct TextureLoaderEmptyMultiSampled final {
|
||||
template<typename... Args>
|
||||
std::shared_ptr<Texture> load(Args&& ... args) const {
|
||||
return Texture::createEmptyMultiSampled(std::forward<Args>(args)...);
|
||||
}
|
||||
};
|
||||
|
||||
} // MM::OpenGL
|
||||
|
||||
|
@ -9,6 +9,9 @@ add_library(opengl_renderer_s
|
||||
|
||||
src/mm/opengl/camera_3d.hpp
|
||||
src/mm/opengl/camera_3d.cpp
|
||||
|
||||
src/mm/opengl/res/shaders_builtin.hpp
|
||||
src/mm/opengl/res/shaders_builtin.cpp
|
||||
)
|
||||
|
||||
target_include_directories(opengl_renderer_s PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/src")
|
||||
@ -176,6 +179,49 @@ target_link_libraries(blur_render_task
|
||||
engine
|
||||
)
|
||||
|
||||
############# bloom_extraction render task ###########
|
||||
|
||||
add_library(bloom_extraction_render_task
|
||||
src/mm/opengl/render_tasks/bloom_extraction.hpp
|
||||
src/mm/opengl/render_tasks/bloom_extraction.cpp
|
||||
)
|
||||
|
||||
target_include_directories(bloom_extraction_render_task PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/src")
|
||||
|
||||
target_link_libraries(bloom_extraction_render_task
|
||||
opengl_renderer_s
|
||||
engine
|
||||
)
|
||||
|
||||
############# bloom_combine render task ###########
|
||||
|
||||
add_library(bloom_combine_render_task
|
||||
src/mm/opengl/render_tasks/bloom_combine.hpp
|
||||
src/mm/opengl/render_tasks/bloom_combine.cpp
|
||||
)
|
||||
|
||||
target_include_directories(bloom_combine_render_task PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/src")
|
||||
|
||||
target_link_libraries(bloom_combine_render_task
|
||||
opengl_renderer_s
|
||||
engine
|
||||
)
|
||||
|
||||
############# composition render task ###########
|
||||
# intendet for bloom compositing and tonemapping
|
||||
|
||||
add_library(composition_render_task
|
||||
src/mm/opengl/render_tasks/composition.hpp
|
||||
src/mm/opengl/render_tasks/composition.cpp
|
||||
)
|
||||
|
||||
target_include_directories(composition_render_task PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/src")
|
||||
|
||||
target_link_libraries(composition_render_task
|
||||
opengl_renderer_s
|
||||
engine
|
||||
)
|
||||
|
||||
############# tilemap renderer ###########
|
||||
|
||||
add_library(tilemap_render_task
|
||||
@ -207,6 +253,21 @@ target_link_libraries(fast_sky_render_task
|
||||
engine
|
||||
)
|
||||
|
||||
############# bloom ###########
|
||||
|
||||
add_library(bloom
|
||||
src/mm/opengl/bloom.hpp
|
||||
src/mm/opengl/bloom.cpp
|
||||
)
|
||||
|
||||
target_include_directories(bloom PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/src")
|
||||
|
||||
target_link_libraries(bloom
|
||||
bloom_extraction_render_task
|
||||
blur_render_task
|
||||
bloom_combine_render_task
|
||||
)
|
||||
|
||||
########################
|
||||
|
||||
if (BUILD_TESTING)
|
||||
|
158
framework/opengl_renderer/src/mm/opengl/bloom.cpp
Normal file
158
framework/opengl_renderer/src/mm/opengl/bloom.cpp
Normal file
@ -0,0 +1,158 @@
|
||||
#include "./bloom.hpp"
|
||||
|
||||
#include <mm/opengl/render_tasks/bloom_extraction.hpp>
|
||||
#include <mm/opengl/render_tasks/blur.hpp>
|
||||
#include <mm/opengl/render_tasks/bloom_combine.hpp>
|
||||
|
||||
#include <mm/opengl/fbo_builder.hpp>
|
||||
#include <mm/opengl/texture_loader.hpp>
|
||||
|
||||
namespace MM::OpenGL {
|
||||
|
||||
using namespace entt::literals;
|
||||
|
||||
void setup_bloom(
|
||||
MM::Engine& engine,
|
||||
const std::string color_src_tex,
|
||||
const size_t bloom_phases,
|
||||
const float bloom_in_scale,
|
||||
const float bloom_phase_scale
|
||||
) {
|
||||
assert(bloom_phases > 1);
|
||||
auto& rs = engine.getService<MM::Services::OpenGLRenderer>();
|
||||
auto& rm_t = MM::ResourceManager<MM::OpenGL::Texture>::ref();
|
||||
auto [w, h] = engine.getService<MM::Services::SDLService>().getWindowSize();
|
||||
|
||||
#ifdef MM_OPENGL_3_GLES
|
||||
#if 0 // NOPE!!
|
||||
// TODO: caps at 1, invest in half float?
|
||||
const auto bloom_internal_format = GL_RGB565; // prolly fine
|
||||
const auto bloom_format_type = GL_UNSIGNED_BYTE;
|
||||
#else
|
||||
const auto bloom_internal_format = GL_RGB16F;
|
||||
const auto bloom_format_type = GL_FLOAT;
|
||||
#endif
|
||||
#else
|
||||
const auto bloom_internal_format = GL_RGB16F;
|
||||
const auto bloom_format_type = GL_FLOAT;
|
||||
#endif
|
||||
|
||||
{ // bloom in (bloom extraction)
|
||||
rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
|
||||
"bloom_in",
|
||||
bloom_internal_format,
|
||||
w * bloom_in_scale, h * bloom_in_scale,
|
||||
GL_RGB, bloom_format_type
|
||||
);
|
||||
{ // filter
|
||||
rm_t.get("bloom_in"_hs)->bind(0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
rs.targets["bloom_extraction"] = MM::OpenGL::FBOBuilder::start()
|
||||
.attachTexture(rm_t.get("bloom_in"_hs), GL_COLOR_ATTACHMENT0)
|
||||
.setResizeFactors(bloom_in_scale, bloom_in_scale)
|
||||
.setResize(true)
|
||||
.finish();
|
||||
assert(rs.targets["bloom_extraction"]);
|
||||
}
|
||||
|
||||
// blur textures and fbos
|
||||
for (size_t i = 1; i <= bloom_phases; i++) {
|
||||
// TODO: further dedup
|
||||
std::string tex_out_name {"blur_out" + std::to_string(i)};
|
||||
auto tex_out_id = entt::hashed_string::value(tex_out_name.c_str());
|
||||
rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
|
||||
tex_out_id,
|
||||
bloom_internal_format,
|
||||
w * bloom_in_scale * glm::pow(bloom_phase_scale, i), h * bloom_in_scale * glm::pow(bloom_phase_scale, i),
|
||||
GL_RGB, bloom_format_type
|
||||
);
|
||||
{ // filter
|
||||
rm_t.get(tex_out_id)->bind(0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
std::string tex_tmp_name {"blur_tmp" + std::to_string(i)};
|
||||
auto tex_tmp_id = entt::hashed_string::value(tex_tmp_name.c_str());
|
||||
rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
|
||||
tex_tmp_id,
|
||||
bloom_internal_format,
|
||||
w * bloom_in_scale * glm::pow(bloom_phase_scale, i), h * bloom_in_scale * glm::pow(bloom_phase_scale, i),
|
||||
GL_RGB, bloom_format_type
|
||||
);
|
||||
{ // filter
|
||||
rm_t.get(tex_tmp_id)->bind(0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
rs.targets[tex_out_name] = MM::OpenGL::FBOBuilder::start()
|
||||
.attachTexture(rm_t.get(tex_out_id), GL_COLOR_ATTACHMENT0)
|
||||
.setResizeFactors(bloom_in_scale * glm::pow(bloom_phase_scale, i), bloom_in_scale * glm::pow(bloom_phase_scale, i))
|
||||
.setResize(true)
|
||||
.finish();
|
||||
assert(rs.targets[tex_out_name]);
|
||||
|
||||
rs.targets[tex_tmp_name] = MM::OpenGL::FBOBuilder::start()
|
||||
.attachTexture(rm_t.get(tex_tmp_id), GL_COLOR_ATTACHMENT0)
|
||||
.setResizeFactors(bloom_in_scale * glm::pow(bloom_phase_scale, i), bloom_in_scale * glm::pow(bloom_phase_scale, i))
|
||||
.setResize(true)
|
||||
.finish();
|
||||
assert(rs.targets[tex_tmp_name]);
|
||||
}
|
||||
|
||||
{ // render tasks
|
||||
auto& extraction = rs.addRenderTask<MM::OpenGL::RenderTasks::BloomExtraction>(engine);
|
||||
extraction.src_tex = color_src_tex;
|
||||
extraction.target_fbo = "bloom_extraction";
|
||||
|
||||
const glm::vec2 blur_factor {1.f, 1.f};
|
||||
|
||||
{ // blur rt
|
||||
std::string prev_out_tex = "bloom_in";
|
||||
for (size_t i = 1; i <= bloom_phases; i++) {
|
||||
auto& blur = rs.addRenderTask<MM::OpenGL::RenderTasks::Blur>(engine);
|
||||
// h
|
||||
blur.in_tex = prev_out_tex;
|
||||
blur.temp_fbo = "blur_tmp" + std::to_string(i);
|
||||
// v
|
||||
blur.temp_tex = "blur_tmp" + std::to_string(i);
|
||||
blur.out_fbo = "blur_out" + std::to_string(i);
|
||||
blur.out_tex = "blur_out" + std::to_string(i);
|
||||
blur.tex_offset_factor = blur_factor * glm::vec2{2.f, 1.f}; // the input texture is double the size
|
||||
|
||||
// old blur:
|
||||
//blur.tex_offset = {1.f/(w * bloom_in_scale * bloom_in_scale), 1.f/(h * bloom_in_scale * bloom_in_scale)};
|
||||
|
||||
prev_out_tex = blur.out_tex;
|
||||
}
|
||||
}
|
||||
|
||||
// combine passes
|
||||
for (size_t i = bloom_phases; i > 1; i--) {
|
||||
auto& combine = rs.addRenderTask<MM::OpenGL::RenderTasks::BloomCombine>(engine);
|
||||
if (i == bloom_phases) {
|
||||
combine.tex0 = "blur_out" + std::to_string(i);
|
||||
} else {
|
||||
combine.tex0 = "blur_tmp" + std::to_string(i);
|
||||
}
|
||||
combine.tex1 = "blur_out" + std::to_string(i-1);
|
||||
combine.target_fbo = "blur_tmp" + std::to_string(i-1); // -> blur_tmpi-1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // MM::OpenGL
|
||||
|
27
framework/opengl_renderer/src/mm/opengl/bloom.hpp
Normal file
27
framework/opengl_renderer/src/mm/opengl/bloom.hpp
Normal file
@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
|
||||
#include "./render_task.hpp"
|
||||
|
||||
namespace MM::OpenGL {
|
||||
|
||||
// helper function to setup a bloom blur and recombine chain
|
||||
// creates (texture) rendertarget, fbos and rendertasks
|
||||
// outputs blur to "blur_tmp1" texture
|
||||
//
|
||||
// you still need to add the Composition rendertask (or eqv) your self, eg:
|
||||
// auto& comp = rs.addRenderTask<MM::OpenGL::RenderTasks::Composition>(engine);
|
||||
// comp.color_tex = "hdr_color";
|
||||
// comp.bloom_tex = "blur_tmp1";
|
||||
// comp.target_fbo = "display";
|
||||
void setup_bloom(
|
||||
MM::Engine& engine,
|
||||
const std::string color_src_tex = "hdr_color", // texture to extract color from
|
||||
const size_t bloom_phases = 5, // number of downsampled blurs (4 prob fine for 720, 5 for 1080)
|
||||
const float bloom_in_scale = 0.5f, // scale of bloom extraction layer (1 - 0.5 best, lower for more perf)
|
||||
const float bloom_phase_scale = 0.5f // ammount of scaling per downsampling
|
||||
);
|
||||
|
||||
} // MM::OpenGL
|
||||
|
@ -51,20 +51,7 @@ void Camera3D::updateView(void) {
|
||||
pitch = glm::clamp(pitch, -(glm::pi<float>()/2 - 0.00001f), glm::pi<float>()/2 - 0.00001f);
|
||||
yaw = glm::mod(yaw, 2*glm::pi<float>());
|
||||
|
||||
glm::vec3 front {0,0,0};
|
||||
{ // TODO: optimize
|
||||
// if y up/down
|
||||
front.x += up.y * glm::cos(pitch) * glm::cos(-yaw); // TODO: y is yaw inverted??
|
||||
front.y += up.y * glm::sin(pitch);
|
||||
front.z += up.y * glm::cos(pitch) * glm::sin(-yaw);
|
||||
|
||||
// if z up/down
|
||||
front.x += up.z * glm::cos(pitch) * glm::cos(yaw);
|
||||
front.y += up.z * glm::cos(pitch) * glm::sin(yaw);
|
||||
front.z += up.z * glm::sin(pitch);
|
||||
}
|
||||
|
||||
front = glm::normalize(front);
|
||||
glm::vec3 front = getViewDir();
|
||||
|
||||
_view = glm::lookAt(translation, translation + front, up);
|
||||
}
|
||||
@ -82,6 +69,28 @@ glm::mat4 Camera3D::getProjection() const {
|
||||
return _projection;
|
||||
}
|
||||
|
||||
glm::vec3 Camera3D::getViewDir(void) const {
|
||||
glm::vec3 front {0,0,0};
|
||||
{ // TODO: optimize
|
||||
if (up.y != 0.f) {
|
||||
// if y up/down
|
||||
front.x += up.y * glm::cos(pitch) * glm::cos(-yaw); // TODO: y is yaw inverted??
|
||||
front.y += up.y * glm::sin(pitch);
|
||||
front.z += up.y * glm::cos(pitch) * glm::sin(-yaw);
|
||||
}
|
||||
if (up.z != 0.f) {
|
||||
// if z up/down
|
||||
front.x += up.z * glm::cos(pitch) * glm::cos(yaw);
|
||||
front.y += up.z * glm::cos(pitch) * glm::sin(yaw);
|
||||
front.z += up.z * glm::sin(pitch);
|
||||
}
|
||||
}
|
||||
|
||||
front = glm::normalize(front);
|
||||
|
||||
return front;
|
||||
}
|
||||
|
||||
std::array<glm::vec4, 6> Camera3D::getFrustumPlanes(void) const {
|
||||
ZoneScopedN("Camera3D::getFrustumPlanes")
|
||||
|
||||
|
@ -47,6 +47,8 @@ namespace MM::OpenGL {
|
||||
glm::mat4 getView(void) const;
|
||||
glm::mat4 getProjection(void) const;
|
||||
|
||||
glm::vec3 getViewDir(void) const;
|
||||
|
||||
// call updateView beforehand, does not cache
|
||||
std::array<glm::vec4, 6> getFrustumPlanes(void) const;
|
||||
|
||||
|
@ -30,5 +30,5 @@ namespace MM::OpenGL {
|
||||
//virtual void reload(void) {} // TODO: remove
|
||||
//virtual std::vector<const char*> getShaderPaths(void) {return {};} // TODO: remove
|
||||
};
|
||||
}
|
||||
} // MM:OpenGL
|
||||
|
||||
|
@ -0,0 +1,161 @@
|
||||
#include "./bloom_combine.hpp"
|
||||
|
||||
#include <mm/fs_const_archiver.hpp>
|
||||
#include <mm/services/opengl_renderer.hpp>
|
||||
#include <mm/opengl/texture.hpp>
|
||||
|
||||
#include <tracy/Tracy.hpp>
|
||||
|
||||
namespace MM::OpenGL::RenderTasks {
|
||||
|
||||
BloomCombine::BloomCombine(Engine& engine) {
|
||||
float vertices[] = {
|
||||
-1.f, 1.f,
|
||||
-1.f, -1.f,
|
||||
1.f, -1.f,
|
||||
1.f, -1.f,
|
||||
1.f, 1.f,
|
||||
-1.f, 1.f,
|
||||
};
|
||||
|
||||
_vertexBuffer = std::make_unique<Buffer>(vertices, 2 * 6 * sizeof(float), GL_STATIC_DRAW);
|
||||
_vao = std::make_unique<VertexArrayObject>();
|
||||
_vao->bind();
|
||||
_vertexBuffer->bind(GL_ARRAY_BUFFER);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
|
||||
|
||||
_vertexBuffer->unbind(GL_ARRAY_BUFFER);
|
||||
_vao->unbind();
|
||||
|
||||
setupShaderFiles();
|
||||
_shader = Shader::createF(engine, vertexPath, fragmentPath);
|
||||
assert(_shader != nullptr);
|
||||
}
|
||||
|
||||
BloomCombine::~BloomCombine(void) {
|
||||
}
|
||||
|
||||
void BloomCombine::render(Services::OpenGLRenderer& rs, Engine& engine) {
|
||||
ZoneScopedN("RenderTasks::BloomCombine::render");
|
||||
|
||||
rs.targets[target_fbo]->bind(FrameBufferObject::W);
|
||||
{ // TODO: move to fbo
|
||||
GLsizei width {0};
|
||||
GLsizei height {0};
|
||||
{ // get size of fb <.<
|
||||
auto& fbo_tex_arr = rs.targets[target_fbo]->_texAttachments;
|
||||
if (fbo_tex_arr.empty()) {
|
||||
//GLint o_type {0};
|
||||
//glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &o_type);
|
||||
//if (o_type == GL_NONE) {
|
||||
//// default framebuffer or error
|
||||
//SPDLOG_INFO("gl none");
|
||||
//}
|
||||
|
||||
// nah, just assume screen res
|
||||
std::tie(width, height) = engine.getService<Services::SDLService>().getWindowSize();
|
||||
} else {
|
||||
auto& target_fbo_tex = rs.targets[target_fbo]->_texAttachments.front();
|
||||
width = target_fbo_tex->width;
|
||||
height = target_fbo_tex->height;
|
||||
}
|
||||
}
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
_shader->bind();
|
||||
_vertexBuffer->bind(GL_ARRAY_BUFFER);
|
||||
_vao->bind();
|
||||
|
||||
auto& rm = MM::ResourceManager<Texture>::ref();
|
||||
|
||||
auto tex_0 = rm.get(entt::hashed_string::value(tex0.c_str()));
|
||||
tex_0->bind(0);
|
||||
|
||||
auto tex_1 = rm.get(entt::hashed_string::value(tex1.c_str()));
|
||||
tex_1->bind(1);
|
||||
|
||||
// assign image units
|
||||
_shader->setUniform1i("_tex0", 0);
|
||||
_shader->setUniform1i("_tex1", 1);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
_vao->unbind();
|
||||
_vertexBuffer->unbind(GL_ARRAY_BUFFER);
|
||||
_shader->unbind();
|
||||
}
|
||||
|
||||
void BloomCombine::reloadShaders(Engine& engine) {
|
||||
auto tmp_shader = Shader::createF(engine, vertexPath, fragmentPath);
|
||||
if (tmp_shader) {
|
||||
_shader = tmp_shader;
|
||||
}
|
||||
}
|
||||
|
||||
void BloomCombine::setupShaderFiles(void) {
|
||||
FS_CONST_MOUNT_FILE(vertexPath,
|
||||
GLSL_VERSION_STRING
|
||||
R"(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
in vec2 _vertexPosition;
|
||||
out vec2 _uv;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(_vertexPosition, 0, 1);
|
||||
_uv = vec2(_vertexPosition.x * 0.5 + 0.5, _vertexPosition.y * 0.5 + 0.5);
|
||||
})")
|
||||
|
||||
FS_CONST_MOUNT_FILE(fragmentPath,
|
||||
GLSL_VERSION_STRING
|
||||
R"(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
// tent sampling
|
||||
#include "/shaders/builtin/sampling.glsl"
|
||||
|
||||
uniform sampler2D _tex0;
|
||||
uniform sampler2D _tex1;
|
||||
|
||||
in vec2 _uv;
|
||||
|
||||
out vec3 _out_color;
|
||||
|
||||
vec3 tentSampling() {
|
||||
// i hope the pipeline caches this
|
||||
ivec2 tex0_size = textureSize(_tex0, 0); // TODO: lod
|
||||
vec2 tex0_texel_step = vec2(1.0) / vec2(tex0_size);
|
||||
|
||||
return sampling2D_tent3x3_vec3(
|
||||
_tex0,
|
||||
_uv,
|
||||
tex0_texel_step
|
||||
);
|
||||
}
|
||||
|
||||
vec3 simpleSampling() {
|
||||
return texture(_tex0, _uv).rgb;
|
||||
}
|
||||
|
||||
void main() {
|
||||
#ifdef SIMPLE_SAMPLING
|
||||
_out_color = texture(_tex1, _uv).rgb + simpleSampling();
|
||||
#else
|
||||
_out_color = texture(_tex1, _uv).rgb + tentSampling();
|
||||
#endif
|
||||
})")
|
||||
}
|
||||
|
||||
} // MM::OpenGL::RenderTasks
|
||||
|
@ -0,0 +1,40 @@
|
||||
#pragma once
|
||||
|
||||
#include <mm/opengl/render_task.hpp>
|
||||
#include <mm/opengl/shader.hpp>
|
||||
#include <mm/opengl/buffer.hpp>
|
||||
#include <mm/opengl/vertex_array_object.hpp>
|
||||
|
||||
namespace MM::OpenGL::RenderTasks {
|
||||
|
||||
class BloomCombine : public RenderTask {
|
||||
private:
|
||||
std::shared_ptr<Shader> _shader;
|
||||
std::unique_ptr<Buffer> _vertexBuffer;
|
||||
std::unique_ptr<VertexArrayObject> _vao;
|
||||
|
||||
public:
|
||||
BloomCombine(Engine& engine);
|
||||
~BloomCombine(void);
|
||||
|
||||
const char* name(void) override { return "BloomCombine"; }
|
||||
|
||||
void render(Services::OpenGLRenderer& rs, Engine& engine) override;
|
||||
|
||||
public:
|
||||
const char* vertexPath {"shader/combine_render_task/vert.glsl"};
|
||||
const char* fragmentPath {"shader/combine_render_task/frag.glsl"};
|
||||
|
||||
std::string target_fbo {"display"};
|
||||
|
||||
std::string tex0 {"tex0"}; // lower res
|
||||
std::string tex1 {"tex1"};
|
||||
|
||||
void reloadShaders(Engine& engine);
|
||||
|
||||
private:
|
||||
void setupShaderFiles(void);
|
||||
};
|
||||
|
||||
} // MM::OpenGL::RenderTasks
|
||||
|
@ -0,0 +1,114 @@
|
||||
#include "./bloom_extraction.hpp"
|
||||
|
||||
#include <mm/services/opengl_renderer.hpp>
|
||||
#include <mm/fs_const_archiver.hpp>
|
||||
#include <mm/opengl/texture.hpp>
|
||||
|
||||
#include <tracy/Tracy.hpp>
|
||||
|
||||
namespace MM::OpenGL::RenderTasks {
|
||||
|
||||
BloomExtraction::BloomExtraction(Engine& engine) {
|
||||
float vertices[] = {
|
||||
-1.f, 1.f,
|
||||
-1.f, -1.f,
|
||||
1.f, -1.f,
|
||||
1.f, -1.f,
|
||||
1.f, 1.f,
|
||||
-1.f, 1.f,
|
||||
};
|
||||
|
||||
_vertexBuffer = std::make_unique<Buffer>(vertices, 2 * 6 * sizeof(float), GL_STATIC_DRAW);
|
||||
_vao = std::make_unique<VertexArrayObject>();
|
||||
_vao->bind();
|
||||
_vertexBuffer->bind(GL_ARRAY_BUFFER);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
|
||||
|
||||
_vertexBuffer->unbind(GL_ARRAY_BUFFER);
|
||||
_vao->unbind();
|
||||
|
||||
setupShaderFiles();
|
||||
_shader = Shader::createF(engine, vertexPath, fragmentPath);
|
||||
assert(_shader != nullptr);
|
||||
}
|
||||
|
||||
BloomExtraction::~BloomExtraction(void) {
|
||||
}
|
||||
|
||||
void BloomExtraction::render(Services::OpenGLRenderer& rs, Engine&) {
|
||||
ZoneScopedN("RenderTasks::BloomExtraction::render");
|
||||
|
||||
auto& target_fbo_ = rs.targets[target_fbo];
|
||||
target_fbo_->bind(FrameBufferObject::W);
|
||||
auto& target_fbo_tex = target_fbo_->_texAttachments.front();
|
||||
glViewport(0, 0, target_fbo_tex->width, target_fbo_tex->height);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
_shader->bind();
|
||||
_vertexBuffer->bind(GL_ARRAY_BUFFER);
|
||||
_vao->bind();
|
||||
|
||||
auto& rm = MM::ResourceManager<Texture>::ref();
|
||||
|
||||
auto tex = rm.get(entt::hashed_string::value(src_tex.c_str()));
|
||||
tex->bind(0);
|
||||
|
||||
_shader->setUniform1i("color_tex", 0);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
_vao->unbind();
|
||||
_vertexBuffer->unbind(GL_ARRAY_BUFFER);
|
||||
_shader->unbind();
|
||||
}
|
||||
|
||||
void BloomExtraction::reloadShaders(Engine& engine) {
|
||||
auto tmp_shader = Shader::createF(engine, vertexPath, fragmentPath);
|
||||
if (tmp_shader) {
|
||||
_shader = tmp_shader;
|
||||
}
|
||||
}
|
||||
|
||||
void BloomExtraction::setupShaderFiles(void) {
|
||||
FS_CONST_MOUNT_FILE(vertexPath,
|
||||
GLSL_VERSION_STRING
|
||||
R"(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
in vec2 _vertexPosition;
|
||||
out vec2 _uv;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(_vertexPosition, 0, 1);
|
||||
_uv = vec2(_vertexPosition.x * 0.5 + 0.5, _vertexPosition.y * 0.5 + 0.5);
|
||||
})")
|
||||
|
||||
FS_CONST_MOUNT_FILE(fragmentPath,
|
||||
GLSL_VERSION_STRING
|
||||
R"(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D color_tex;
|
||||
|
||||
in vec2 _uv;
|
||||
|
||||
out vec3 _out_color;
|
||||
|
||||
void main() {
|
||||
vec3 color = texture(color_tex, _uv).rgb;
|
||||
|
||||
// TODO: expose threshold
|
||||
_out_color = max(vec3(0.0), color - vec3(1.0));
|
||||
})")
|
||||
}
|
||||
|
||||
} // MM::OpenGL::RenderTasks
|
||||
|
@ -0,0 +1,39 @@
|
||||
#pragma once
|
||||
|
||||
#include <mm/opengl/render_task.hpp>
|
||||
#include <mm/opengl/shader.hpp>
|
||||
#include <mm/opengl/buffer.hpp>
|
||||
#include <mm/opengl/vertex_array_object.hpp>
|
||||
|
||||
namespace MM::OpenGL::RenderTasks {
|
||||
|
||||
class BloomExtraction : public RenderTask {
|
||||
private:
|
||||
std::shared_ptr<Shader> _shader;
|
||||
std::unique_ptr<Buffer> _vertexBuffer;
|
||||
std::unique_ptr<VertexArrayObject> _vao;
|
||||
|
||||
public:
|
||||
BloomExtraction(Engine& engine);
|
||||
~BloomExtraction(void);
|
||||
|
||||
const char* name(void) override { return "BloomExtraction"; }
|
||||
|
||||
void render(Services::OpenGLRenderer& rs, Engine& engine) override;
|
||||
|
||||
public:
|
||||
const char* vertexPath {"shader/bloom_extraction_render_task/vert.glsl"};
|
||||
const char* fragmentPath {"shader/bloom_extraction_render_task/frag.glsl"};
|
||||
|
||||
std::string target_fbo {"display"};
|
||||
|
||||
std::string src_tex {"hdr_color"};
|
||||
|
||||
void reloadShaders(Engine& engine);
|
||||
|
||||
private:
|
||||
void setupShaderFiles(void);
|
||||
};
|
||||
|
||||
} // MM::OpenGL::RenderTasks
|
||||
|
@ -36,10 +36,8 @@ Blur::Blur(Engine& engine) {
|
||||
_vao->unbind();
|
||||
|
||||
setupShaderFiles();
|
||||
_hShader = Shader::createF(engine, vertexPath, fragmentHPath);
|
||||
assert(_hShader != nullptr);
|
||||
_vShader = Shader::createF(engine, vertexPath, fragmentVPath);
|
||||
assert(_vShader != nullptr);
|
||||
_shader = Shader::createF(engine, vertexPath, fragmentPath);
|
||||
assert(_shader != nullptr);
|
||||
}
|
||||
|
||||
Blur::~Blur(void) {
|
||||
@ -48,47 +46,44 @@ Blur::~Blur(void) {
|
||||
void Blur::render(Services::OpenGLRenderer& rs, Engine&) {
|
||||
ZoneScopedN("MM::OpenGL::RenderTasks::Blur::render");
|
||||
|
||||
rs.targets[io_fbo]->bind(FrameBufferObject::W);
|
||||
//rs.targets[io_fbo]->bind(FrameBufferObject::W);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND); // TODO: test
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
auto& rm_t = MM::ResourceManager<MM::OpenGL::Texture>::ref();
|
||||
auto tex_io = rm_t.get(entt::hashed_string::value(io_tex.c_str())); // TODO: perf problems
|
||||
auto tex_in = rm_t.get(entt::hashed_string::value(in_tex.c_str())); // TODO: perf problems
|
||||
auto tex_out = rm_t.get(entt::hashed_string::value(out_tex.c_str())); // TODO: perf problems
|
||||
auto tex_temp = rm_t.get(entt::hashed_string::value(temp_tex.c_str())); // TODO: perf problems
|
||||
|
||||
_shader->bind();
|
||||
_vertexBuffer->bind(GL_ARRAY_BUFFER);
|
||||
_vao->bind();
|
||||
|
||||
_shader->setUniform2f("tex_offset_factor", tex_offset_factor);
|
||||
|
||||
{ // horizontal
|
||||
rs.targets[temp_fbo]->bind(FrameBufferObject::W);
|
||||
|
||||
_hShader->bind();
|
||||
_vertexBuffer->bind(GL_ARRAY_BUFFER);
|
||||
_vao->bind();
|
||||
|
||||
glViewport(0, 0, tex_temp->width, tex_temp->height);
|
||||
tex_io->bind(0); // read
|
||||
tex_in->bind(0); // read
|
||||
|
||||
_hShader->setUniform2f("tex_offset", tex_offset);
|
||||
_shader->setUniform1i("horizontal", 1);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
{ // vertical
|
||||
rs.targets[io_fbo]->bind(FrameBufferObject::W);
|
||||
rs.targets[out_fbo]->bind(FrameBufferObject::W);
|
||||
|
||||
_vShader->bind();
|
||||
_vertexBuffer->bind(GL_ARRAY_BUFFER);
|
||||
_vao->bind();
|
||||
|
||||
glViewport(0, 0, tex_io->width, tex_io->height);
|
||||
glViewport(0, 0, tex_out->width, tex_out->height);
|
||||
tex_temp->bind(0); // read
|
||||
|
||||
_vShader->setUniform2f("tex_offset", tex_offset);
|
||||
_shader->setUniform1i("horizontal", 0);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
_vao->unbind();
|
||||
_vertexBuffer->unbind(GL_ARRAY_BUFFER);
|
||||
_vShader->unbind();
|
||||
}
|
||||
|
||||
void Blur::setupShaderFiles(void) {
|
||||
@ -107,9 +102,7 @@ void main() {
|
||||
_tex_uv = _vertexPosition * 0.5 + 0.5;
|
||||
})")
|
||||
|
||||
// TODO: deduplicate
|
||||
|
||||
FS_CONST_MOUNT_FILE(fragmentHPath,
|
||||
FS_CONST_MOUNT_FILE(fragmentPath,
|
||||
GLSL_VERSION_STRING
|
||||
R"(
|
||||
#ifdef GL_ES
|
||||
@ -119,54 +112,19 @@ R"(
|
||||
uniform sampler2D tex0;
|
||||
in vec2 _tex_uv;
|
||||
|
||||
//uniform bool horizontal;
|
||||
const bool horizontal = true;
|
||||
uniform vec2 tex_offset;
|
||||
uniform bool horizontal;
|
||||
//const bool horizontal = true;
|
||||
uniform vec2 tex_offset_factor;
|
||||
|
||||
const float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||
|
||||
out vec4 _out_color;
|
||||
|
||||
void main() {
|
||||
//vec2 tex_offset = vec2(1.0) / vec2(textureSize(tex0, 0)); // gets size of single texel
|
||||
vec3 result = texture(tex0, _tex_uv).rgb * weight[0]; // current fragment's contribution
|
||||
|
||||
if (horizontal) {
|
||||
for (int i = 1; i < 5; i++) {
|
||||
result += texture(tex0, _tex_uv + vec2(tex_offset.x * float(i), 0.0)).rgb * weight[i];
|
||||
result += texture(tex0, _tex_uv - vec2(tex_offset.x * float(i), 0.0)).rgb * weight[i];
|
||||
}
|
||||
} else {
|
||||
for (int i = 1; i < 5; i++) {
|
||||
result += texture(tex0, _tex_uv + vec2(0.0, tex_offset.y * float(i))).rgb * weight[i];
|
||||
result += texture(tex0, _tex_uv - vec2(0.0, tex_offset.y * float(i))).rgb * weight[i];
|
||||
}
|
||||
}
|
||||
|
||||
_out_color = vec4(result, 1.0);
|
||||
})")
|
||||
|
||||
FS_CONST_MOUNT_FILE(fragmentVPath,
|
||||
GLSL_VERSION_STRING
|
||||
R"(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D tex0;
|
||||
in vec2 _tex_uv;
|
||||
|
||||
//uniform bool horizontal;
|
||||
const bool horizontal = false;
|
||||
uniform vec2 tex_offset;
|
||||
|
||||
const float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||
|
||||
out vec4 _out_color;
|
||||
|
||||
void main() {
|
||||
//vec2 tex_offset = vec2(1.0) / vec2(textureSize(tex0, 0)); // gets size of single texel
|
||||
vec3 result = texture(tex0, _tex_uv).rgb * weight[0]; // current fragment's contribution
|
||||
vec2 tex_offset = vec2(1.0) / vec2(textureSize(tex0, 0).xy); // gets size of single texel
|
||||
tex_offset *= tex_offset_factor;
|
||||
|
||||
if (horizontal) {
|
||||
for (int i = 1; i < 5; i++) {
|
||||
|
@ -17,8 +17,7 @@ namespace MM::OpenGL::RenderTasks {
|
||||
// this task expects to read and write to textures
|
||||
class Blur : public RenderTask {
|
||||
private:
|
||||
std::shared_ptr<Shader> _hShader;
|
||||
std::shared_ptr<Shader> _vShader;
|
||||
std::shared_ptr<Shader> _shader;
|
||||
std::unique_ptr<Buffer> _vertexBuffer;
|
||||
std::unique_ptr<VertexArrayObject> _vao;
|
||||
|
||||
@ -31,19 +30,19 @@ namespace MM::OpenGL::RenderTasks {
|
||||
void render(Services::OpenGLRenderer& rs, Engine& engine) override;
|
||||
|
||||
public:
|
||||
const char* vertexPath = "shader/blur_render_task/vert.glsl";
|
||||
const char* fragmentHPath = "shader/blur_render_task/frag_h.glsl";
|
||||
const char* fragmentVPath = "shader/blur_render_task/frag_v.glsl";
|
||||
const char* vertexPath {"shader/blur_render_task/vert.glsl"};
|
||||
const char* fragmentPath {"shader/blur_render_task/frag_h.glsl"};
|
||||
|
||||
std::string io_fbo = "blur_io";
|
||||
std::string temp_fbo = "blur_temp";
|
||||
std::string out_fbo {"blur_io"};
|
||||
std::string temp_fbo {"blur_temp"};
|
||||
|
||||
// bc of it beeing a 2 pass, we need to flipflop
|
||||
std::string io_tex = "blur_io";
|
||||
std::string temp_tex = "blur_temp";
|
||||
std::string in_tex {"blur_io"};
|
||||
std::string out_tex {"blur_io"};
|
||||
std::string temp_tex {"blur_temp"};
|
||||
|
||||
// determines the kernel lookup offset. "ideal" is 1/tex_size
|
||||
glm::vec2 tex_offset {0.001f, 0.001f};
|
||||
// kernel lookup offset factor
|
||||
glm::vec2 tex_offset_factor {1.f, 1.f};
|
||||
|
||||
private:
|
||||
void setupShaderFiles(void);
|
||||
|
@ -0,0 +1,164 @@
|
||||
#include "./composition.hpp"
|
||||
|
||||
#include <mm/fs_const_archiver.hpp>
|
||||
#include <mm/services/opengl_renderer.hpp>
|
||||
#include <mm/opengl/texture.hpp>
|
||||
|
||||
#include <tracy/Tracy.hpp>
|
||||
|
||||
namespace MM::OpenGL::RenderTasks {
|
||||
|
||||
Composition::Composition(MM::Engine& engine) {
|
||||
float vertices[] = {
|
||||
-1.f, 1.f,
|
||||
-1.f, -1.f,
|
||||
1.f, -1.f,
|
||||
1.f, -1.f,
|
||||
1.f, 1.f,
|
||||
-1.f, 1.f,
|
||||
};
|
||||
|
||||
_vertexBuffer = std::make_unique<MM::OpenGL::Buffer>(vertices, 2 * 6 * sizeof(float), GL_STATIC_DRAW);
|
||||
_vao = std::make_unique<MM::OpenGL::VertexArrayObject>();
|
||||
_vao->bind();
|
||||
_vertexBuffer->bind(GL_ARRAY_BUFFER);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
|
||||
|
||||
_vertexBuffer->unbind(GL_ARRAY_BUFFER);
|
||||
_vao->unbind();
|
||||
|
||||
setupShaderFiles();
|
||||
_shader = MM::OpenGL::Shader::createF(engine, vertexPath, fragmentPath);
|
||||
assert(_shader != nullptr);
|
||||
}
|
||||
|
||||
Composition::~Composition(void) {
|
||||
}
|
||||
|
||||
void Composition::render(MM::Services::OpenGLRenderer& rs, MM::Engine& engine) {
|
||||
ZoneScopedN("RenderTasks::Composition::render");
|
||||
|
||||
rs.targets[target_fbo]->bind(MM::OpenGL::FrameBufferObject::W);
|
||||
{ // TODO: move to fbo
|
||||
GLsizei width {0};
|
||||
GLsizei height {0};
|
||||
{ // get size of fb <.<
|
||||
auto& fbo_tex_arr = rs.targets[target_fbo]->_texAttachments;
|
||||
if (fbo_tex_arr.empty()) {
|
||||
//GLint o_type {0};
|
||||
//glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &o_type);
|
||||
//if (o_type == GL_NONE) {
|
||||
//// default framebuffer or error
|
||||
//SPDLOG_INFO("gl none");
|
||||
//}
|
||||
|
||||
// nah, just assume screen res
|
||||
std::tie(width, height) = engine.getService<MM::Services::SDLService>().getWindowSize();
|
||||
} else {
|
||||
auto& target_fbo_tex = rs.targets[target_fbo]->_texAttachments.front();
|
||||
width = target_fbo_tex->width;
|
||||
height = target_fbo_tex->height;
|
||||
}
|
||||
}
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
_shader->bind();
|
||||
_vertexBuffer->bind(GL_ARRAY_BUFFER);
|
||||
_vao->bind();
|
||||
|
||||
auto& rm = MM::ResourceManager<MM::OpenGL::Texture>::ref();
|
||||
|
||||
auto tex_a = rm.get(entt::hashed_string::value(color_tex.c_str()));
|
||||
tex_a->bind(0);
|
||||
|
||||
auto tex_n = rm.get(entt::hashed_string::value(bloom_tex.c_str()));
|
||||
tex_n->bind(1);
|
||||
|
||||
// assign image units
|
||||
_shader->setUniform1i("color_tex", 0);
|
||||
_shader->setUniform1i("bloom_tex", 1);
|
||||
|
||||
_shader->setUniform1f("bloom_factor", bloom_factor);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
_vao->unbind();
|
||||
_vertexBuffer->unbind(GL_ARRAY_BUFFER);
|
||||
_shader->unbind();
|
||||
}
|
||||
|
||||
void Composition::reloadShaders(MM::Engine& engine) {
|
||||
auto tmp_shader = MM::OpenGL::Shader::createF(engine, vertexPath, fragmentPath);
|
||||
if (tmp_shader) {
|
||||
_shader = tmp_shader;
|
||||
}
|
||||
}
|
||||
|
||||
void Composition::setupShaderFiles(void) {
|
||||
FS_CONST_MOUNT_FILE(vertexPath,
|
||||
GLSL_VERSION_STRING
|
||||
R"(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
in vec2 _vertexPosition;
|
||||
out vec2 _uv;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(_vertexPosition, 0, 1);
|
||||
_uv = vec2(_vertexPosition.x * 0.5 + 0.5, _vertexPosition.y * 0.5 + 0.5);
|
||||
})")
|
||||
|
||||
FS_CONST_MOUNT_FILE(fragmentPath,
|
||||
GLSL_VERSION_STRING
|
||||
R"(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#include "/shaders/builtin/tonemapping.glsl"
|
||||
|
||||
uniform sampler2D color_tex;
|
||||
uniform sampler2D bloom_tex;
|
||||
|
||||
// high bc 32bit on cpu
|
||||
uniform highp float bloom_factor;
|
||||
|
||||
in vec2 _uv;
|
||||
|
||||
out vec3 _out_color;
|
||||
|
||||
void main() {
|
||||
vec3 color = texture(color_tex, _uv).rgb;
|
||||
vec3 bloom = texture(bloom_tex, _uv).rgb;
|
||||
|
||||
vec3 comp = color + bloom * vec3(bloom_factor);
|
||||
|
||||
#if 0
|
||||
const vec3 tint = vec3(1.5, 0.8, 1.1);
|
||||
comp *= tint;
|
||||
#endif
|
||||
|
||||
//// reinhart + gamma
|
||||
//_out_color = pow(comp / (comp + vec3(1.0)), vec3(1.0 / 2.2));
|
||||
|
||||
// makes more sense pre bloom
|
||||
//comp *= vec3(pow(2.0, -1.0)); // pre expose, -1 fstops
|
||||
|
||||
//_out_color = tonemapReinhard(comp);
|
||||
_out_color = tonemapACESFilm(comp); // looks right
|
||||
//_out_color = pow(tonemapACESFilm(pow(comp, vec3(2.2))), vec3(1.0/2.2)); // insane saturation o.O
|
||||
//_out_color = pow(tonemapACESFilm(comp), vec3(1.0/2.2)); // looks just wrong
|
||||
})")
|
||||
}
|
||||
|
||||
} // MM::OpenGL::RenderTasks
|
||||
|
@ -0,0 +1,42 @@
|
||||
#pragma once
|
||||
|
||||
#include <mm/opengl/render_task.hpp>
|
||||
#include <mm/opengl/shader.hpp>
|
||||
#include <mm/opengl/buffer.hpp>
|
||||
#include <mm/opengl/vertex_array_object.hpp>
|
||||
|
||||
namespace MM::OpenGL::RenderTasks {
|
||||
|
||||
class Composition : public MM::OpenGL::RenderTask {
|
||||
private:
|
||||
std::shared_ptr<MM::OpenGL::Shader> _shader;
|
||||
std::unique_ptr<MM::OpenGL::Buffer> _vertexBuffer;
|
||||
std::unique_ptr<MM::OpenGL::VertexArrayObject> _vao;
|
||||
|
||||
public:
|
||||
Composition(MM::Engine& engine);
|
||||
~Composition(void);
|
||||
|
||||
const char* name(void) override { return "Composition"; }
|
||||
|
||||
void render(MM::Services::OpenGLRenderer& rs, MM::Engine& engine) override;
|
||||
|
||||
public:
|
||||
const char* vertexPath {"shader/composition_render_task/vert.glsl"};
|
||||
const char* fragmentPath {"shader/composition_render_task/frag.glsl"};
|
||||
|
||||
std::string target_fbo {"display"};
|
||||
|
||||
std::string color_tex {"hdr_color"};
|
||||
std::string bloom_tex {"bloom"};
|
||||
|
||||
float bloom_factor {1.f};
|
||||
|
||||
void reloadShaders(MM::Engine& engine);
|
||||
|
||||
private:
|
||||
void setupShaderFiles(void);
|
||||
};
|
||||
|
||||
} // MM::OpenGL::RenderTasks
|
||||
|
@ -43,6 +43,12 @@ Tilemap::Tilemap(MM::Engine& engine) {
|
||||
-0.5f, 0.5f,
|
||||
};
|
||||
|
||||
// bias to avoid cracks
|
||||
const float vert_offset_fact = 1.001f;
|
||||
for (size_t i = 0; i < 2 * 6; i++) {
|
||||
vertices[i] *= vert_offset_fact;
|
||||
}
|
||||
|
||||
_vertexBuffer = std::make_unique<MM::OpenGL::Buffer>(vertices, 2 * 6 * sizeof(float), GL_STATIC_DRAW);
|
||||
_vao = std::make_unique<MM::OpenGL::VertexArrayObject>();
|
||||
_vao->bind();
|
||||
|
@ -0,0 +1,90 @@
|
||||
#include "./shaders_builtin.hpp"
|
||||
|
||||
#include <mm/fs_const_archiver.hpp>
|
||||
|
||||
namespace MM::OpenGL {
|
||||
|
||||
void load_builtin_shaders_fs(void) {
|
||||
|
||||
// ==================== sampling.glsl ==================== START
|
||||
FS_CONST_MOUNT_FILE("/shaders/builtin/sampling.glsl",
|
||||
R"(
|
||||
#ifndef INCLUDE_BUILTIN_SAMPLING
|
||||
#define INCLUDE_BUILTIN_SAMPLING
|
||||
|
||||
// kernel defined 9tap sampling
|
||||
// samper, uv, 1.0/textureSize(), kernel, sum of kernel
|
||||
vec3 sampling2D_kernel3x3_vec3(in sampler2D tex, in vec2 pos, in vec2 dir_step, in mat3x3 kernel, in float kernel_weight) {
|
||||
vec3 color =
|
||||
// upper row
|
||||
texture(tex, pos + dir_step * vec2(-1.0, 1.0)).rgb * kernel[0][0]
|
||||
+ texture(tex, pos + dir_step * vec2(0.0, 1.0)).rgb * kernel[0][1]
|
||||
+ texture(tex, pos + dir_step * vec2(1.0, 1.0)).rgb * kernel[0][2]
|
||||
|
||||
// middle row
|
||||
+ texture(tex, pos + dir_step * vec2(-1.0, 0.0)).rgb * kernel[1][0]
|
||||
+ texture(tex, pos).rgb * kernel[1][1]
|
||||
+ texture(tex, pos + dir_step * vec2(1.0, 0.0)).rgb * kernel[1][2]
|
||||
|
||||
// lower row
|
||||
+ texture(tex, pos + dir_step * vec2(-1.0, -1.0)).rgb * kernel[2][0]
|
||||
+ texture(tex, pos + dir_step * vec2(0.0, -1.0)).rgb * kernel[2][1]
|
||||
+ texture(tex, pos + dir_step * vec2(1.0, -1.0)).rgb * kernel[2][2]
|
||||
;
|
||||
|
||||
return color / vec3(kernel_weight);
|
||||
}
|
||||
|
||||
// 3x3 9tap tent filter
|
||||
// 1 2 1
|
||||
// 2 4 2
|
||||
// 1 2 1
|
||||
vec3 sampling2D_tent3x3_vec3(in sampler2D tex, in vec2 pos, in vec2 dir_step) {
|
||||
const mat3x3 tent_kernel = mat3x3(
|
||||
vec3(1.0, 2.0, 1.0),
|
||||
vec3(2.0, 4.0, 2.0),
|
||||
vec3(1.0, 2.0, 1.0)
|
||||
);
|
||||
const float tent_kernel_weight = 16.0;
|
||||
|
||||
return sampling2D_kernel3x3_vec3(
|
||||
tex,
|
||||
pos,
|
||||
dir_step,
|
||||
tent_kernel,
|
||||
tent_kernel_weight
|
||||
);
|
||||
}
|
||||
|
||||
#endif
|
||||
)")
|
||||
// ==================== sampling.glsl ==================== END
|
||||
|
||||
// ==================== tonemapping.glsl ==================== START
|
||||
FS_CONST_MOUNT_FILE("/shaders/builtin/tonemapping.glsl",
|
||||
R"(
|
||||
#ifndef INCLUDE_BUILTIN_TONEMAPPING
|
||||
#define INCLUDE_BUILTIN_TONEMAPPING
|
||||
|
||||
// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
|
||||
vec3 tonemapACESFilm(vec3 x) {
|
||||
const float a = 2.51;
|
||||
const float b = 0.03;
|
||||
const float c = 2.43;
|
||||
const float d = 0.59;
|
||||
const float e = 0.14;
|
||||
|
||||
return clamp((x*(a*x+b))/(x*(c*x+d)+e), vec3(0.0), vec3(1.0));
|
||||
}
|
||||
|
||||
vec3 tonemapReinhard(vec3 x) {
|
||||
return x / (x + vec3(1.0));
|
||||
}
|
||||
|
||||
#endif
|
||||
)")
|
||||
// ==================== tonemapping.glsl ==================== END
|
||||
}
|
||||
|
||||
} // MM::OpenGL
|
||||
|
@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
namespace MM::OpenGL {
|
||||
|
||||
// loads glsl files into const fs at "/shaders/builtin/"
|
||||
// file list:
|
||||
// - sampling.glsl
|
||||
// - tonemapping.glsl
|
||||
void load_builtin_shaders_fs(void);
|
||||
|
||||
} // MM::OpenGL
|
||||
|
@ -10,6 +10,7 @@
|
||||
#include <mm/opengl/texture_loader.hpp>
|
||||
#include "../opengl/res/default_texture.h" // data
|
||||
#include "../opengl/res/errig_texture.h" // data
|
||||
#include "../opengl/res/shaders_builtin.hpp" // data-ish
|
||||
|
||||
#include <tracy/Tracy.hpp>
|
||||
#ifndef MM_OPENGL_3_GLES
|
||||
@ -111,7 +112,7 @@ bool OpenGLRenderer::enable(Engine& engine, std::vector<UpdateStrategies::TaskIn
|
||||
return false;
|
||||
}
|
||||
|
||||
{ // default texures
|
||||
{ // default textures
|
||||
auto& rm_t = MM::ResourceManager<MM::OpenGL::Texture>::ref();
|
||||
if (!rm_t.contains("default"_hs)) {
|
||||
if (!rm_t.load<MM::OpenGL::TextureLoaderConstBuffer>("default", default_png, default_png_len)) {
|
||||
@ -125,6 +126,10 @@ bool OpenGLRenderer::enable(Engine& engine, std::vector<UpdateStrategies::TaskIn
|
||||
}
|
||||
}
|
||||
|
||||
{ // builtin shaders
|
||||
OpenGL::load_builtin_shaders_fs();
|
||||
}
|
||||
|
||||
{ // add task
|
||||
task_array.push_back(
|
||||
UpdateStrategies::TaskInfo{"OpenGLRenderer::render"}
|
||||
|
@ -9,6 +9,17 @@ add_test(NAME opengl_renderer_s_test COMMAND opengl_renderer_s_test)
|
||||
|
||||
#################
|
||||
|
||||
add_executable(opengl_builtins_test ./builtins.cpp)
|
||||
|
||||
target_link_libraries(opengl_builtins_test
|
||||
opengl_renderer_s
|
||||
gtest_main
|
||||
)
|
||||
|
||||
add_test(NAME opengl_builtins_test COMMAND opengl_builtins_test)
|
||||
|
||||
#################
|
||||
|
||||
add_executable(imgui_render_task_test imgui_render_task_test.cpp)
|
||||
|
||||
target_link_libraries(imgui_render_task_test
|
||||
@ -149,3 +160,30 @@ target_link_libraries(fast_sky_render_task_test
|
||||
|
||||
add_test(NAME fast_sky_render_task_test COMMAND fast_sky_render_task_test)
|
||||
|
||||
################# hdr bloom example
|
||||
|
||||
add_executable(hdr_bloom_pipeline_example ./hdr_bloom_pipeline_example.cpp)
|
||||
|
||||
target_link_libraries(hdr_bloom_pipeline_example
|
||||
opengl_renderer_s
|
||||
organizer_scene
|
||||
clear_render_task
|
||||
blit_fb_render_task
|
||||
simple_rect_render_task
|
||||
|
||||
#bloom_extraction_render_task
|
||||
#blur_render_task
|
||||
#bloom_combine_render_task
|
||||
bloom
|
||||
composition_render_task
|
||||
|
||||
simple_velocity_system
|
||||
transform_system
|
||||
|
||||
random
|
||||
|
||||
gtest_main
|
||||
)
|
||||
|
||||
add_test(NAME hdr_bloom_pipeline_example COMMAND hdr_bloom_pipeline_example)
|
||||
|
||||
|
@ -72,9 +72,10 @@ TEST(blur_render_task, it) {
|
||||
bsrr_rend.target_fbo = "blur_io";
|
||||
|
||||
MM::OpenGL::RenderTasks::Blur& blur_rend = rs.addRenderTask<MM::OpenGL::RenderTasks::Blur>(engine);
|
||||
blur_rend.io_tex = "blur_io";
|
||||
blur_rend.in_tex = "blur_io";
|
||||
blur_rend.out_tex = "blur_io";
|
||||
blur_rend.temp_tex = "blur_temp";
|
||||
blur_rend.io_fbo = "blur_io";
|
||||
blur_rend.out_fbo = "blur_io";
|
||||
blur_rend.temp_fbo = "blur_temp";
|
||||
|
||||
// render to display
|
||||
|
59
framework/opengl_renderer/test/builtins.cpp
Normal file
59
framework/opengl_renderer/test/builtins.cpp
Normal file
@ -0,0 +1,59 @@
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include <mm/engine.hpp>
|
||||
#include <mm/services/filesystem.hpp>
|
||||
#include <mm/services/sdl_service.hpp>
|
||||
#include <mm/services/opengl_renderer.hpp>
|
||||
|
||||
//#include <mm/opengl/res/shaders_builtin.hpp>
|
||||
|
||||
#include <mm/opengl/shader.hpp>
|
||||
#include <mm/opengl/shader_builder.hpp>
|
||||
|
||||
#include <mm/fs_const_archiver.hpp> // include only works on files rn
|
||||
|
||||
static const char* argv0 = "";
|
||||
|
||||
TEST(builtins, all) {
|
||||
MM::Engine engine;
|
||||
|
||||
engine.addService<MM::Services::FilesystemService>(argv0);
|
||||
ASSERT_TRUE(engine.enableService<MM::Services::FilesystemService>());
|
||||
|
||||
engine.addService<MM::Services::SDLService>();
|
||||
ASSERT_TRUE(engine.enableService<MM::Services::SDLService>());
|
||||
|
||||
engine.addService<MM::Services::OpenGLRenderer>();
|
||||
ASSERT_TRUE(engine.enableService<MM::Services::OpenGLRenderer>()); // adds builtins
|
||||
|
||||
engine.update();
|
||||
|
||||
FS_CONST_MOUNT_FILE("/shaders/test_frag.glsl",
|
||||
GLSL_VERSION_STRING
|
||||
R"(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#include "/shaders/builtin/sampling.glsl"
|
||||
#include "/shaders/builtin/tonemapping.glsl"
|
||||
|
||||
void main() {
|
||||
}
|
||||
)");
|
||||
|
||||
auto sb = MM::OpenGL::ShaderBuilder::start();
|
||||
sb.addStageVertex("void main() { gl_Position = vec4(0.0); }");
|
||||
sb.addStageFragmentF(engine, "/shaders/test_frag.glsl");
|
||||
auto shader = sb.finish();
|
||||
ASSERT_TRUE(shader);
|
||||
}
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
argv0 = argv[0];
|
||||
|
||||
::testing::InitGoogleTest(&argc, argv);
|
||||
|
||||
return RUN_ALL_TESTS();
|
||||
}
|
||||
|
291
framework/opengl_renderer/test/hdr_bloom_pipeline_example.cpp
Normal file
291
framework/opengl_renderer/test/hdr_bloom_pipeline_example.cpp
Normal file
@ -0,0 +1,291 @@
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include <mm/engine.hpp>
|
||||
|
||||
#include <mm/services/filesystem.hpp>
|
||||
#include <mm/services/sdl_service.hpp>
|
||||
#include <mm/services/organizer_scene.hpp>
|
||||
#include <mm/services/opengl_renderer.hpp>
|
||||
|
||||
#include <entt/entity/registry.hpp>
|
||||
#include <entt/entity/organizer.hpp>
|
||||
|
||||
#include <mm/opengl/render_tasks/clear.hpp>
|
||||
#include <mm/opengl/render_tasks/blit_fb.hpp>
|
||||
#include <mm/opengl/render_tasks/simple_rect.hpp>
|
||||
//#include <mm/opengl/render_tasks/bloom_extraction.hpp>
|
||||
//#include <mm/opengl/render_tasks/blur.hpp>
|
||||
//#include <mm/opengl/render_tasks/bloom_combine.hpp>
|
||||
#include <mm/opengl/bloom.hpp>
|
||||
#include <mm/opengl/render_tasks/composition.hpp>
|
||||
|
||||
#include <mm/components/position2d.hpp>
|
||||
#include <mm/components/position2d_zoffset.hpp>
|
||||
#include <mm/components/scale2d.hpp>
|
||||
#include <mm/components/rotation2d.hpp>
|
||||
#include <mm/components/velocity2d_rotation.hpp>
|
||||
#include <mm/components/position3d.hpp>
|
||||
#include <mm/components/transform4x4.hpp>
|
||||
#include <mm/components/color.hpp>
|
||||
|
||||
#include <mm/systems/simple_velocity_system2d.hpp>
|
||||
#include <mm/systems/transform.hpp>
|
||||
|
||||
#include <mm/opengl/fbo_builder.hpp>
|
||||
#include <mm/opengl/texture_loader.hpp>
|
||||
|
||||
#include <mm/random/srng.hpp>
|
||||
|
||||
using namespace entt::literals;
|
||||
|
||||
const char* argv0;
|
||||
|
||||
static void setup_textures(MM::Engine& engine) {
|
||||
auto& rm_t = MM::ResourceManager<MM::OpenGL::Texture>::ref();
|
||||
auto [w, h] = engine.getService<MM::Services::SDLService>().getWindowSize();
|
||||
|
||||
// we dont have a gbuffer in this example
|
||||
{ // gbuffer
|
||||
// depth
|
||||
#ifdef MM_OPENGL_3_GLES
|
||||
rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
|
||||
"depth",
|
||||
GL_DEPTH_COMPONENT24, // d16 is the onlyone for gles 2 (TODO: test for 3)
|
||||
w, h,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT
|
||||
);
|
||||
#else
|
||||
rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
|
||||
"depth",
|
||||
GL_DEPTH_COMPONENT32F, // TODO: stencil?
|
||||
w, h,
|
||||
GL_DEPTH_COMPONENT, GL_FLOAT
|
||||
);
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
// albedo
|
||||
rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
|
||||
"albedo",
|
||||
#ifdef MM_OPENGL_3_GLES
|
||||
GL_RGB565,
|
||||
#else
|
||||
GL_RGBA8, // waste of A
|
||||
#endif
|
||||
w, h,
|
||||
GL_RGB, GL_UNSIGNED_BYTE
|
||||
);
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
// normal
|
||||
rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
|
||||
"normal",
|
||||
// prolly fine, but need to remapp to -1,1
|
||||
#ifdef MM_OPENGL_3_GLES
|
||||
GL_RGB565,
|
||||
#else
|
||||
GL_RGBA8, // waste of A
|
||||
#endif
|
||||
w, h,
|
||||
GL_RGB, GL_UNSIGNED_BYTE
|
||||
);
|
||||
#endif
|
||||
}
|
||||
|
||||
const float render_scale = 1.f;
|
||||
|
||||
// hdr color gles3 / webgl2
|
||||
rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
|
||||
"hdr_color",
|
||||
GL_RGBA16F,
|
||||
w * render_scale, h * render_scale,
|
||||
GL_RGBA,
|
||||
GL_HALF_FLOAT
|
||||
);
|
||||
{ // filter
|
||||
rm_t.get("hdr_color"_hs)->bind(0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
}
|
||||
|
||||
static void setup_fbos(MM::Engine& engine) {
|
||||
auto& rs = engine.getService<MM::Services::OpenGLRenderer>();
|
||||
auto& rm_t = MM::ResourceManager<MM::OpenGL::Texture>::ref();
|
||||
|
||||
const float render_scale = 1.f;
|
||||
|
||||
#if 0
|
||||
rs.targets["clear_opaque"] = MM::OpenGL::FBOBuilder::start()
|
||||
.attachTexture(rm_t.get("albedo"_hs), GL_COLOR_ATTACHMENT0)
|
||||
.attachTexture(rm_t.get("opaque_depth"_hs), GL_DEPTH_ATTACHMENT)
|
||||
.setResize(true)
|
||||
.finish();
|
||||
assert(rs.targets["clear_opaque"]);
|
||||
|
||||
rs.targets["clear_opaque_normal"] = MM::OpenGL::FBOBuilder::start()
|
||||
.attachTexture(rm_t.get("normal"_hs), GL_COLOR_ATTACHMENT0)
|
||||
.setResize(true)
|
||||
.finish();
|
||||
assert(rs.targets["clear_opaque"]);
|
||||
|
||||
rs.targets["opaque"] = MM::OpenGL::FBOBuilder::start()
|
||||
.attachTexture(rm_t.get("albedo"_hs), GL_COLOR_ATTACHMENT0)
|
||||
.attachTexture(rm_t.get("normal"_hs), GL_COLOR_ATTACHMENT1)
|
||||
.attachTexture(rm_t.get("opaque_depth"_hs), GL_DEPTH_ATTACHMENT)
|
||||
.setResize(true)
|
||||
.finish();
|
||||
assert(rs.targets["opaque"]);
|
||||
|
||||
rs.targets["tmp_read"] = MM::OpenGL::FBOBuilder::start()
|
||||
.attachTexture(rm_t.get("normal"_hs), GL_COLOR_ATTACHMENT0)
|
||||
.setResize(false)
|
||||
.finish();
|
||||
assert(rs.targets["tmp_read"]);
|
||||
|
||||
rs.targets["depth_read"] = MM::OpenGL::FBOBuilder::start()
|
||||
.attachTexture(rm_t.get("opaque_depth"_hs), GL_DEPTH_ATTACHMENT)
|
||||
.setResize(false)
|
||||
.finish();
|
||||
assert(rs.targets["depth_read"]);
|
||||
|
||||
rs.targets["deferred_shading"] = MM::OpenGL::FBOBuilder::start()
|
||||
.attachTexture(rm_t.get("hdr_color"_hs), GL_COLOR_ATTACHMENT0)
|
||||
.setResize(true)
|
||||
.finish();
|
||||
assert(rs.targets["deferred_shading"]);
|
||||
#endif
|
||||
rs.targets["game_view"] = MM::OpenGL::FBOBuilder::start()
|
||||
.attachTexture(rm_t.get("hdr_color"_hs), GL_COLOR_ATTACHMENT0)
|
||||
.attachTexture(rm_t.get("depth"_hs), GL_DEPTH_ATTACHMENT)
|
||||
.setResizeFactors(render_scale, render_scale)
|
||||
.setResize(true)
|
||||
.finish();
|
||||
assert(rs.targets["game_view"]);
|
||||
}
|
||||
|
||||
TEST(hdr_bloom_pipeline, it) {
|
||||
MM::Engine engine;
|
||||
|
||||
auto& sdl_ss = engine.addService<MM::Services::SDLService>();
|
||||
ASSERT_TRUE(engine.enableService<MM::Services::SDLService>());
|
||||
|
||||
sdl_ss.createGLWindow("hdr_bloom_pipeline_example", 1280, 720);
|
||||
|
||||
engine.addService<MM::Services::OrganizerSceneService>();
|
||||
ASSERT_TRUE(engine.enableService<MM::Services::OrganizerSceneService>());
|
||||
|
||||
bool provide_ret = engine.provide<MM::Services::SceneServiceInterface, MM::Services::OrganizerSceneService>();
|
||||
ASSERT_TRUE(provide_ret);
|
||||
auto& scene = engine.tryService<MM::Services::SceneServiceInterface>()->getScene();
|
||||
|
||||
engine.addService<MM::Services::FilesystemService>(argv0, "hdr_bloom_pipeline_example");
|
||||
ASSERT_TRUE(engine.enableService<MM::Services::FilesystemService>());
|
||||
|
||||
auto& rs = engine.addService<MM::Services::OpenGLRenderer>();
|
||||
ASSERT_TRUE(engine.enableService<MM::Services::OpenGLRenderer>());
|
||||
|
||||
{ // setup rendering
|
||||
// TODO: split vertically
|
||||
setup_textures(engine);
|
||||
setup_fbos(engine);
|
||||
|
||||
// clear
|
||||
auto& clear_opaque = rs.addRenderTask<MM::OpenGL::RenderTasks::Clear>(engine);
|
||||
clear_opaque.target_fbo = "game_view";
|
||||
// clears all color attachments
|
||||
clear_opaque.r = 0.f;
|
||||
clear_opaque.g = 0.f;
|
||||
clear_opaque.b = 0.f;
|
||||
clear_opaque.a = 1.f;
|
||||
clear_opaque.mask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
|
||||
|
||||
{ // render, whatever
|
||||
MM::OpenGL::RenderTasks::SimpleRect& bsrr_rend = rs.addRenderTask<MM::OpenGL::RenderTasks::SimpleRect>(engine);
|
||||
bsrr_rend.target_fbo = "game_view";
|
||||
}
|
||||
|
||||
// rn does rt too
|
||||
MM::OpenGL::setup_bloom(engine);
|
||||
|
||||
// not part of setup_bloom
|
||||
auto& comp = rs.addRenderTask<MM::OpenGL::RenderTasks::Composition>(engine);
|
||||
comp.color_tex = "hdr_color";
|
||||
comp.bloom_tex = "blur_tmp1";
|
||||
comp.target_fbo = "display";
|
||||
}
|
||||
|
||||
scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::Position2D_ZOffset>>();
|
||||
scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::Position3D>>();
|
||||
scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::Transform4x4>>();
|
||||
scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
|
||||
|
||||
scene.on_update<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
|
||||
scene.on_update<MM::Components::Position2D_ZOffset>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
|
||||
scene.on_update<MM::Components::Position3D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
|
||||
scene.on_update<MM::Components::Scale2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
|
||||
scene.on_update<MM::Components::Rotation2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>(); // in this example only rotation is touched
|
||||
|
||||
|
||||
// setup v system
|
||||
auto& org = scene.set<entt::organizer>();
|
||||
org.emplace<MM::Systems::simple_rotational_velocity_patching>("simple_rotational_velocity_patching");
|
||||
org.emplace<MM::Systems::position3d_from_2d>("position3d_from_2d");
|
||||
org.emplace<MM::Systems::transform3d_translate>("transform3d_translate");
|
||||
org.emplace<MM::Systems::transform3d_rotate2d>("transform3d_rotate2d");
|
||||
org.emplace<MM::Systems::transform3d_scale2d>("transform3d_scale2d");
|
||||
org.emplace<MM::Systems::transform_clear_dirty>("transform_clear_dirty");
|
||||
|
||||
|
||||
// HACK: instead you would switch to this scene
|
||||
engine.getService<MM::Services::OrganizerSceneService>().updateOrganizerVertices(scene);
|
||||
|
||||
MM::Random::SRNG rng{42};
|
||||
|
||||
for (int i = 0; i < 5; i++) {
|
||||
auto e = scene.create();
|
||||
auto& p = scene.emplace<MM::Components::Position2D>(e);
|
||||
p.pos.x = 0.f;
|
||||
p.pos.y = 25.f - i * 10.f;
|
||||
|
||||
auto& s = scene.emplace<MM::Components::Scale2D>(e);
|
||||
s.scale = {50.f, i*0.2f + 0.1f};
|
||||
|
||||
auto& col = scene.emplace<MM::Components::Color>(e);
|
||||
col.color = {3.f, 3.f, 3.f, 1.f};
|
||||
}
|
||||
|
||||
for (int i = 0; i < 10; i++) {
|
||||
auto e = scene.create();
|
||||
auto& p = scene.emplace<MM::Components::Position2D>(e);
|
||||
p.pos.x = i * 9.f - 40;
|
||||
|
||||
// zoffset is created by event
|
||||
|
||||
auto& s = scene.emplace<MM::Components::Scale2D>(e);
|
||||
s.scale = {5,5};
|
||||
|
||||
scene.emplace<MM::Components::Rotation2D>(e);
|
||||
|
||||
auto& v = scene.emplace<MM::Components::Velocity2DRotation>(e);
|
||||
v.rot_vel = i * 0.3f;
|
||||
|
||||
auto& col = scene.emplace<MM::Components::Color>(e);
|
||||
col.color = {rng.zeroToOne()*2.f, rng.zeroToOne()*2.f, rng.zeroToOne()*2.f, 1.f};
|
||||
}
|
||||
|
||||
engine.run();
|
||||
}
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
argv0 = argv[0];
|
||||
|
||||
::testing::InitGoogleTest(&argc, argv);
|
||||
|
||||
return RUN_ALL_TESTS();
|
||||
}
|
||||
|
@ -1,9 +1,30 @@
|
||||
#pragma once
|
||||
|
||||
#include <string_view>
|
||||
#include <cctype>
|
||||
|
||||
namespace MM::std_utils {
|
||||
|
||||
inline std::string_view trim_prefix(std::string_view sv) {
|
||||
while (!sv.empty() && std::isspace(sv.front())) {
|
||||
sv.remove_prefix(1);
|
||||
}
|
||||
|
||||
return sv;
|
||||
}
|
||||
|
||||
inline std::string_view trim_suffix(std::string_view sv) {
|
||||
while (!sv.empty() && std::isspace(sv.back())) {
|
||||
sv.remove_suffix(1);
|
||||
}
|
||||
|
||||
return sv;
|
||||
}
|
||||
|
||||
inline std::string_view trim(std::string_view sv) {
|
||||
return trim_suffix(trim_prefix(sv));
|
||||
}
|
||||
|
||||
// src : https://marcoarena.wordpress.com/2017/01/03/string_view-odi-et-amo/
|
||||
inline std::vector<std::string_view> split(std::string_view str, const char* delims) {
|
||||
std::vector<std::string_view> ret;
|
||||
|
Reference in New Issue
Block a user