Merge pull request #101 from Bottinator22/main
Post-processing layer support for mods
This commit is contained in:
commit
4496cc17af
@ -9,5 +9,6 @@
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"deployCinematicBase" : {
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"scissor" : false,
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"letterbox" : false
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}
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}
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},
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"postProcessLayers": []
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}
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7
assets/opensb/rendering/effects/basic.vert
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7
assets/opensb/rendering/effects/basic.vert
Normal file
@ -0,0 +1,7 @@
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#version 140
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in vec2 vertexPosition;
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void main() {
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gl_Position = vec4(vertexPosition, 0.0, 1.0);
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}
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@ -153,12 +153,32 @@ OpenGlRenderer::GlFrameBuffer::GlFrameBuffer(Json const& fbConfig) : config(fbCo
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GLenum target = multisample ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
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glBindTexture(target, texture->glTextureId());
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Vec2U size = jsonToVec2U(config.getArray("size", { 256, 256 }));
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sizeDiv = config.getUInt("sizeDiv",1);
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Vec2U size = jsonToVec2U(config.getArray("size", { 256, 256 }))/sizeDiv;
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if (multisample)
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, multisample, GL_RGBA8, size[0], size[1], GL_TRUE);
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else
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else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size[0], size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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auto addressing = TextureAddressingNames.getLeft(config.getString("textureAddressing", "clamp"));
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auto filtering = TextureFilteringNames.getLeft(config.getString("textureFiltering", "nearest"));
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if (addressing == TextureAddressing::Clamp) {
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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} else {
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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if (!multisample) {
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if (filtering == TextureFiltering::Nearest) {
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glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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} else {
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glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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glGenFramebuffers(1, &id);
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if (!id)
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@ -184,6 +204,7 @@ void OpenGlRenderer::loadConfig(Json const& config) {
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for (auto& pair : config.getObject("frameBuffers", {})) {
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Json config = pair.second;
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config = config.set("multisample", m_multiSampling);
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Logger::info("Creating framebuffer {}", pair.first);
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m_frameBuffers[pair.first] = make_ref<GlFrameBuffer>(config);
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}
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@ -257,8 +278,9 @@ void OpenGlRenderer::loadEffectConfig(String const& name, Json const& effectConf
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auto& effect = m_effects.emplace(name, Effect()).first->second;
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effect.program = m_program;
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effect.config = effectConfig;
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effect.includeVBTextures = effectConfig.getBool("includeVBTextures",true);
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m_currentEffect = &effect;
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setupGlUniforms(effect);
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setupGlUniforms(effect,m_screenSize);
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for (auto const& p : effectConfig.getObject("effectParameters", {})) {
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EffectParameter effectParameter;
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@ -307,7 +329,7 @@ void OpenGlRenderer::loadEffectConfig(String const& name, Json const& effectConf
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// Assign each texture parameter a texture unit starting with MultiTextureCount, the first
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// few texture units are used by the primary textures being drawn. Currently,
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// maximum texture units are not checked.
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unsigned parameterTextureUnit = MultiTextureCount;
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unsigned parameterTextureUnit = effect.includeVBTextures ? MultiTextureCount : 0;
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for (auto const& p : effectConfig.getObject("effectTextures", {})) {
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EffectTexture effectTexture;
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@ -394,19 +416,39 @@ bool OpenGlRenderer::switchEffectConfig(String const& name) {
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if (auto blitFrameBufferId = effect.config.optString("blitFrameBuffer"))
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blitGlFrameBuffer(getGlFrameBuffer(*blitFrameBufferId));
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if (auto frameBufferId = effect.config.optString("frameBuffer"))
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switchGlFrameBuffer(getGlFrameBuffer(*frameBufferId));
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else {
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auto effectScreenSize = m_screenSize;
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if (auto frameBufferId = effect.config.optString("frameBuffer")) {
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auto buf = getGlFrameBuffer(*frameBufferId);
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switchGlFrameBuffer(buf);
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effectScreenSize = m_screenSize/(buf->sizeDiv);
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} else {
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m_currentFrameBuffer.reset();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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glUseProgram(m_program = effect.program);
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setupGlUniforms(effect);
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setupGlUniforms(effect,effectScreenSize);
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m_currentEffect = &effect;
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setEffectParameter("vertexRounding", m_multiSampling > 0);
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if (auto fbts = effect.config.optArray("frameBufferTextures")) {
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for (auto const& fbt : *fbts) {
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if (auto frameBufferId = fbt.optString("framebuffer")) {
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auto textureUniform=fbt.getString("texture");
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auto ptr = m_currentEffect->textures.ptr(textureUniform);
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if (ptr) {
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if (!ptr->textureValue || ptr->textureValue->textureId == 0) {
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auto texture = getGlFrameBuffer(*frameBufferId)->texture;
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ptr->textureValue = texture;
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if (ptr->textureSizeUniform != -1) {
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auto textureSize = ptr->textureValue->glTextureSize();
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glUniform2f(ptr->textureSizeUniform, textureSize[0], textureSize[1]);
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}
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}
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}
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}
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}
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}
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return true;
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}
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@ -507,10 +549,10 @@ void OpenGlRenderer::setScreenSize(Vec2U screenSize) {
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for (auto& frameBuffer : m_frameBuffers) {
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if (unsigned multisample = frameBuffer.second->multisample) {
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, frameBuffer.second->texture->glTextureId());
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, multisample, GL_RGBA8, m_screenSize[0], m_screenSize[1], GL_TRUE);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, multisample, GL_RGBA8, m_screenSize[0]/frameBuffer.second->sizeDiv, m_screenSize[1]/frameBuffer.second->sizeDiv, GL_TRUE);
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} else {
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glBindTexture(GL_TEXTURE_2D, frameBuffer.second->texture->glTextureId());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_screenSize[0], m_screenSize[1], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_screenSize[0]/frameBuffer.second->sizeDiv, m_screenSize[1]/frameBuffer.second->sizeDiv, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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}
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}
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@ -963,10 +1005,12 @@ void OpenGlRenderer::renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F co
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for (auto const& vb : renderBuffer.vertexBuffers) {
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glUniformMatrix3fv(m_vertexTransformUniform, 1, GL_TRUE, transformation.ptr());
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for (size_t i = 0; i < vb.textures.size(); ++i) {
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glUniform2f(m_textureSizeUniforms[i], vb.textures[i].size[0], vb.textures[i].size[1]);
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, vb.textures[i].texture);
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if (m_currentEffect->includeVBTextures) {
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for (size_t i = 0; i < vb.textures.size(); ++i) {
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glUniform2f(m_textureSizeUniforms[i], vb.textures[i].size[0], vb.textures[i].size[1]);
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, vb.textures[i].texture);
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}
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}
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for (auto const& p : m_currentEffect->textures) {
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@ -993,7 +1037,7 @@ void OpenGlRenderer::renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F co
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}
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//Assumes the passed effect program is currently in use.
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void OpenGlRenderer::setupGlUniforms(Effect& effect) {
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void OpenGlRenderer::setupGlUniforms(Effect& effect, Vec2U screenSize) {
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m_positionAttribute = effect.getAttribute("vertexPosition");
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m_colorAttribute = effect.getAttribute("vertexColor");
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m_texCoordAttribute = effect.getAttribute("vertexTextureCoordinate");
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@ -1001,17 +1045,21 @@ void OpenGlRenderer::setupGlUniforms(Effect& effect) {
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m_textureUniforms.clear();
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m_textureSizeUniforms.clear();
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for (size_t i = 0; i < MultiTextureCount; ++i) {
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m_textureUniforms.append(effect.getUniform(strf("texture{}", i).c_str()));
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m_textureSizeUniforms.append(effect.getUniform(strf("textureSize{}", i).c_str()));
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if (effect.includeVBTextures) {
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for (size_t i = 0; i < MultiTextureCount; ++i) {
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m_textureUniforms.append(effect.getUniform(strf("texture{}", i).c_str()));
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m_textureSizeUniforms.append(effect.getUniform(strf("textureSize{}", i).c_str()));
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}
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}
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m_screenSizeUniform = effect.getUniform("screenSize");
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m_vertexTransformUniform = effect.getUniform("vertexTransform");
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for (size_t i = 0; i < MultiTextureCount; ++i)
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glUniform1i(m_textureUniforms[i], i);
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if (effect.includeVBTextures) {
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for (size_t i = 0; i < MultiTextureCount; ++i)
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glUniform1i(m_textureUniforms[i], i);
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}
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glUniform2f(m_screenSizeUniform, m_screenSize[0], m_screenSize[1]);
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glUniform2f(m_screenSizeUniform, screenSize[0], screenSize[1]);
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}
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RefPtr<OpenGlRenderer::GlFrameBuffer> OpenGlRenderer::getGlFrameBuffer(String const& id) {
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@ -180,6 +180,7 @@ private:
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Json config;
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bool blitted = false;
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unsigned multisample = 0;
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unsigned sizeDiv = 1;
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GlFrameBuffer(Json const& config);
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~GlFrameBuffer();
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@ -197,6 +198,7 @@ private:
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GLuint getAttribute(String const& name);
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GLuint getUniform(String const& name);
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bool includeVBTextures;
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};
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static bool logGlErrorSummary(String prefix);
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@ -211,7 +213,7 @@ private:
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void renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F const& transformation);
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void setupGlUniforms(Effect& effect);
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void setupGlUniforms(Effect& effect, Vec2U screenSize);
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RefPtr<OpenGlRenderer::GlFrameBuffer> getGlFrameBuffer(String const& id);
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void blitGlFrameBuffer(RefPtr<OpenGlRenderer::GlFrameBuffer> const& frameBuffer);
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@ -400,6 +400,17 @@ void ClientApplication::render() {
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});
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LogMap::set("client_render_world_painter", strf(u8"{:05d}\u00b5s", Time::monotonicMicroseconds() - paintStart));
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LogMap::set("client_render_world_total", strf(u8"{:05d}\u00b5s", Time::monotonicMicroseconds() - totalStart));
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auto size = Vec2F(renderer->screenSize());
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auto quad = renderFlatRect(RectF::withSize(size/-2, size), Vec4B(0.0f,0.0f,0.0f,0.0f), 0.0f);
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for (auto& layer : m_postProcessLayers) {
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for(unsigned i = 0; i < layer.passes; i++) {
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for (auto& effect : layer.effects) {
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renderer->switchEffectConfig(effect);
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renderer->render(quad);
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}
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}
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}
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}
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renderer->switchEffectConfig("interface");
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auto start = Time::monotonicMicroseconds();
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@ -449,8 +460,20 @@ void ClientApplication::renderReload() {
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};
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renderer->loadConfig(assets->json("/rendering/opengl.config"));
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loadEffectConfig("world");
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m_postProcessLayers.clear();
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auto postProcessLayers = assets->json("/client.config:postProcessLayers").toArray();
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for (auto& layer : postProcessLayers) {
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List<String> effects;
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for (auto& effect : layer.getArray("effects")) {
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auto effectStr = effect.toString();
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loadEffectConfig(effectStr);
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effects.append(effectStr);
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}
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m_postProcessLayers.append(PostProcessLayer{effects,layer.getUInt("passes",1)});
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}
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loadEffectConfig("interface");
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}
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@ -52,6 +52,11 @@ private:
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String account;
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String password;
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};
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struct PostProcessLayer {
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List<String> effects;
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unsigned passes;
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};
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void renderReload();
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@ -98,6 +103,8 @@ private:
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WorldPainterPtr m_worldPainter;
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WorldRenderData m_renderData;
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MainInterfacePtr m_mainInterface;
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List<PostProcessLayer> m_postProcessLayers;
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// Valid if main app state == SinglePlayer
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UniverseServerPtr m_universeServer;
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