MushMachine/framework/opengl_renderer/test/hdr_bloom_pipeline_example.cpp
2022-04-15 16:37:53 +02:00

255 lines
8.0 KiB
C++

#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;
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
auto& cam = scene.ctx().emplace<MM::OpenGL::Camera3D>();
cam.setOrthographic();
cam.updateView();
// setup v system
auto& org = scene.ctx().emplace<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();
}