feat: post-processing effects

This commit is contained in:
MihailRis 2025-04-05 00:41:25 +03:00
parent 22e97b1766
commit ba170035ef
19 changed files with 216 additions and 84 deletions

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@ -5,10 +5,12 @@
"main",
"lines",
"entity",
"screen",
"background",
"skybox_gen"
],
"post-effects": [
"default"
],
"textures": [
"gui/menubg",
"gui/delete_icon",

13
res/shaders/effect.glslf Normal file
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@ -0,0 +1,13 @@
in vec2 v_uv;
out vec4 f_color;
uniform sampler2D u_screen;
uniform ivec2 u_screenSize;
uniform float u_intensity;
#include <__effect__>
void main() {
f_color = effect();
}

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@ -1,13 +1,10 @@
layout (location = 0) in vec2 v_position;
out vec2 v_coord;
out vec2 v_uv;
uniform ivec2 u_screenSize;
uniform float u_timer;
uniform float u_dayTime;
void main(){
v_coord = v_position * 0.5 + 0.5;
v_uv = v_position * 0.5 + 0.5;
gl_Position = vec4(v_position, 0.0, 1.0);
}

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@ -0,0 +1,3 @@
vec4 effect() {
return texture(u_screen, v_uv);
}

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@ -1,25 +0,0 @@
in vec2 v_coord;
out vec4 f_color;
uniform sampler2D u_texture0;
uniform ivec2 u_screenSize;
// Vignette
vec4 apply_vignette(vec4 color) {
vec2 position = (gl_FragCoord.xy / u_screenSize) - vec2(0.5);
float dist = length(position);
float radius = 1.3;
float softness = 1.0;
float vignette = smoothstep(radius, radius - softness, dist);
color.rgb = color.rgb * vignette;
return color;
}
void main() {
f_color = texture(u_texture0, v_coord);
f_color = apply_vignette(f_color);
}

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@ -16,7 +16,16 @@
class Assets;
enum class AssetType { TEXTURE, SHADER, FONT, ATLAS, LAYOUT, SOUND, MODEL };
enum class AssetType {
TEXTURE,
SHADER,
FONT,
ATLAS,
LAYOUT,
SOUND,
MODEL,
POST_EFFECT
};
namespace assetload {
/// @brief final work to do in the main thread
@ -91,6 +100,20 @@ public:
return static_cast<T*>(found->second.get());
}
template <class T>
std::shared_ptr<T> getShared(const std::string& name) const {
const auto& mapIter = assets.find(typeid(T));
if (mapIter == assets.end()) {
return nullptr;
}
const auto& map = mapIter->second;
const auto& found = map.find(name);
if (found == map.end()) {
return nullptr;
}
return std::static_pointer_cast<T>(found->second);
}
template <class T>
T& require(const std::string& name) const {
T* asset = get<T>(name);

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@ -34,6 +34,7 @@ AssetsLoader::AssetsLoader(Engine& engine, Assets& assets, const ResPaths& paths
addLoader(AssetType::LAYOUT, assetload::layout);
addLoader(AssetType::SOUND, assetload::sound);
addLoader(AssetType::MODEL, assetload::model);
addLoader(AssetType::POST_EFFECT, assetload::posteffect);
}
void AssetsLoader::addLoader(AssetType tag, aloader_func func) {
@ -131,6 +132,8 @@ static std::string assets_def_folder(AssetType tag) {
return SOUNDS_FOLDER;
case AssetType::MODEL:
return MODELS_FOLDER;
case AssetType::POST_EFFECT:
return POST_EFFECTS_FOLDER;
}
return "<error>";
}
@ -196,6 +199,7 @@ void AssetsLoader::processPreloadConfig(const io::path& file) {
processPreloadList(AssetType::TEXTURE, root["textures"]);
processPreloadList(AssetType::SOUND, root["sounds"]);
processPreloadList(AssetType::MODEL, root["models"]);
processPreloadList(AssetType::POST_EFFECT, root["post-effects"]);
// layouts are loaded automatically
}

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@ -60,13 +60,7 @@ assetload::postfunc assetload::texture(
}
}
assetload::postfunc assetload::shader(
AssetsLoader*,
const ResPaths& paths,
const std::string& filename,
const std::string& name,
const std::shared_ptr<AssetCfg>&
) {
static auto process_program(const ResPaths& paths, const std::string& filename) {
io::path vertexFile = paths.find(filename + ".glslv");
io::path fragmentFile = paths.find(filename + ".glslf");
@ -75,8 +69,25 @@ assetload::postfunc assetload::shader(
auto& preprocessor = *Shader::preprocessor;
vertexSource = preprocessor.process(vertexFile, vertexSource).code;
fragmentSource = preprocessor.process(fragmentFile, fragmentSource).code;
auto vertex = preprocessor.process(vertexFile, vertexSource);
auto fragment = preprocessor.process(fragmentFile, fragmentSource);
return std::make_pair(vertex, fragment);
}
assetload::postfunc assetload::shader(
AssetsLoader*,
const ResPaths& paths,
const std::string& filename,
const std::string& name,
const std::shared_ptr<AssetCfg>&
) {
auto [vertex, fragment] = process_program(paths, filename);
io::path vertexFile = paths.find(filename + ".glslv");
io::path fragmentFile = paths.find(filename + ".glslf");
std::string vertexSource = std::move(vertex.code);
std::string fragmentSource = std::move(fragment.code);
return [=](auto assets) {
assets->store(
@ -91,6 +102,40 @@ assetload::postfunc assetload::shader(
};
}
assetload::postfunc assetload::posteffect(
AssetsLoader*,
const ResPaths& paths,
const std::string& file,
const std::string& name,
const std::shared_ptr<AssetCfg>& settings
) {
io::path effectFile = paths.find(file + ".glsl");
std::string effectSource = io::read_string(effectFile);
auto& preprocessor = *Shader::preprocessor;
preprocessor.addHeader(
"__effect__", preprocessor.process(effectFile, effectSource, true)
);
auto [vertex, fragment] = process_program(paths, SHADERS_FOLDER + "/effect");
auto params = std::move(fragment.params);
std::string vertexSource = std::move(vertex.code);
std::string fragmentSource = std::move(fragment.code);
return [=](auto assets) {
auto program = Shader::create(
effectFile.string(),
effectFile.string(),
vertexSource,
fragmentSource
);
assets->store(
std::make_shared<PostEffect>(std::move(program), params), name
);
};
}
static bool append_atlas(AtlasBuilder& atlas, const io::path& file) {
std::string name = file.stem();
// skip duplicates

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@ -62,4 +62,11 @@ namespace assetload {
const std::string& name,
const std::shared_ptr<AssetCfg>& settings
);
postfunc posteffect(
AssetsLoader*,
const ResPaths& paths,
const std::string& file,
const std::string& name,
const std::shared_ptr<AssetCfg>& settings
);
}

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@ -27,21 +27,21 @@ void GLSLExtension::loadHeader(const std::string& name) {
}
io::path file = paths->find("shaders/lib/" + name + ".glsl");
std::string source = io::read_string(file);
addHeader(name, "");
auto [code, _] = process(file, source, true);
addHeader(name, std::move(code));
addHeader(name, {});
addHeader(name, process(file, source, true));
}
void GLSLExtension::addHeader(const std::string& name, std::string source) {
headers[name] = std::move(source);
void GLSLExtension::addHeader(const std::string& name, ProcessingResult header) {
headers[name] = std::move(header);
}
void GLSLExtension::define(const std::string& name, std::string value) {
defines[name] = std::move(value);
}
const std::string& GLSLExtension::getHeader(const std::string& name) const {
const GLSLExtension::ProcessingResult& GLSLExtension::getHeader(
const std::string& name
) const {
auto found = headers.find(name);
if (found == headers.end()) {
throw std::runtime_error("no header '" + name + "' loaded");
@ -161,7 +161,11 @@ public:
if (!glsl.hasHeader(headerName)) {
glsl.loadHeader(headerName);
}
ss << glsl.getHeader(headerName) << '\n';
const auto& header = glsl.getHeader(headerName);
for (const auto& [name, param] : header.params) {
params[name] = param;
}
ss << header.code << '\n';
source_line(ss, line);
return false;
}

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@ -11,13 +11,20 @@ class ResPaths;
class GLSLExtension {
public:
using ParamsMap = std::unordered_map<std::string, PostEffect::Param>;
struct ProcessingResult {
std::string code;
ParamsMap params;
};
void setPaths(const ResPaths* paths);
void define(const std::string& name, std::string value);
void undefine(const std::string& name);
void addHeader(const std::string& name, std::string source);
void addHeader(const std::string& name, ProcessingResult header);
const std::string& getHeader(const std::string& name) const;
const ProcessingResult& getHeader(const std::string& name) const;
const std::string& getDefine(const std::string& name) const;
const std::unordered_map<std::string, std::string>& getDefines() const;
@ -25,12 +32,7 @@ public:
bool hasHeader(const std::string& name) const;
bool hasDefine(const std::string& name) const;
void loadHeader(const std::string& name);
struct ProcessingResult {
std::string code;
std::unordered_map<std::string, PostEffect::Param> params;
};
ProcessingResult process(
const io::path& file,
const std::string& source,
@ -39,7 +41,7 @@ public:
static inline std::string VERSION = "330 core";
private:
std::unordered_map<std::string, std::string> headers;
std::unordered_map<std::string, ProcessingResult> headers;
std::unordered_map<std::string, std::string> defines;
const ResPaths* paths = nullptr;

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@ -68,5 +68,6 @@ inline const std::string LAYOUTS_FOLDER = "layouts";
inline const std::string SOUNDS_FOLDER = "sounds";
inline const std::string MODELS_FOLDER = "models";
inline const std::string SKELETONS_FOLDER = "skeletons";
inline const std::string POST_EFFECTS_FOLDER = "shaders/effects";
inline const std::string FONT_DEFAULT = "normal";

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@ -8,10 +8,19 @@ PostEffect::Param::Param(Type type, Value defValue)
: type(type), defValue(std::move(defValue)) {
}
PostEffect::PostEffect(std::unique_ptr<Shader> shader)
: shader(std::move(shader)) {
PostEffect::PostEffect(
std::unique_ptr<Shader> shader,
std::unordered_map<std::string, Param> params
)
: shader(std::move(shader)), params(std::move(params)) {
}
void PostEffect::use() {
Shader& PostEffect::use() {
shader->use();
shader->uniform1f("u_intensity", intensity);
return *shader;
}
void PostEffect::setIntensity(float value) {
intensity = value;
}

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@ -21,10 +21,20 @@ public:
Param(Type type, Value defValue);
};
PostEffect(std::unique_ptr<Shader> shader);
PostEffect(
std::unique_ptr<Shader> shader,
std::unordered_map<std::string, Param> params
);
void use();
Shader& use();
void setIntensity(float value);
bool isActive() {
return intensity > 1e-4f;
}
private:
std::unique_ptr<Shader> shader;
std::unordered_map<std::string, Param> params;
float intensity = 0.0f;
};

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@ -4,13 +4,15 @@
#include "Texture.hpp"
#include "Framebuffer.hpp"
#include "DrawContext.hpp"
#include "PostEffect.hpp"
#include "assets/Assets.hpp"
#include <stdexcept>
PostProcessing::PostProcessing() {
// Fullscreen quad mesh bulding
float vertices[] {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
};
VertexAttribute attrs[] {{2}, {0}};
@ -23,22 +25,56 @@ void PostProcessing::use(DrawContext& context) {
const auto& vp = context.getViewport();
if (fbo) {
fbo->resize(vp.x, vp.y);
fboSecond->resize(vp.x, vp.y);
} else {
fbo = std::make_unique<Framebuffer>(vp.x, vp.y);
fboSecond = std::make_unique<Framebuffer>(vp.x, vp.y);
}
context.setFramebuffer(fbo.get());
}
void PostProcessing::render(const DrawContext& context, Shader* screenShader) {
void PostProcessing::render(
const DrawContext& context, const Assets& assets, float timer
) {
if (fbo == nullptr) {
throw std::runtime_error("'use(...)' was never called");
}
int totalPasses = 0;
for (const auto& effect : effectSlots) {
totalPasses += (effect != nullptr && effect->isActive());
}
const auto& viewport = context.getViewport();
screenShader->use();
screenShader->uniform2i("u_screenSize", viewport);
fbo->getTexture()->bind();
quadMesh->draw();
if (totalPasses == 0) {
auto& effect = assets.require<PostEffect>("default");
effect.use();
fbo->getTexture()->bind();
quadMesh->draw();
return;
}
int currentPass = 1;
for (const auto& effect : effectSlots) {
if (effect == nullptr || !effect->isActive()) {
continue;
}
auto& shader = effect->use();
const auto& viewport = context.getViewport();
shader.uniform1i("u_screen", 0);
shader.uniform2i("u_screenSize", viewport);
shader.uniform1f("u_timer", timer);
fbo->getTexture()->bind();
if (currentPass < totalPasses) {
fboSecond->bind();
}
quadMesh->draw();
if (currentPass < totalPasses) {
fboSecond->unbind();
std::swap(fbo, fboSecond);
}
currentPass++;
}
}
std::unique_ptr<ImageData> PostProcessing::toImage() {

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@ -1,12 +1,14 @@
#pragma once
#include <vector>
#include <memory>
class Mesh;
class Shader;
class Assets;
class Framebuffer;
class DrawContext;
class ImageData;
class PostEffect;
/// @brief Framebuffer with blitting with shaders.
/// @attention Current implementation does not support multiple render passes
@ -14,8 +16,10 @@ class ImageData;
class PostProcessing {
/// @brief Main framebuffer (lasy field)
std::unique_ptr<Framebuffer> fbo;
std::unique_ptr<Framebuffer> fboSecond;
/// @brief Fullscreen quad mesh as the post-processing canvas
std::unique_ptr<Mesh> quadMesh;
std::vector<std::shared_ptr<PostEffect>> effectSlots;
public:
PostProcessing();
~PostProcessing();
@ -27,9 +31,8 @@ public:
/// @brief Render fullscreen quad using the passed shader
/// with framebuffer texture bound
/// @param context graphics context
/// @param screenShader shader used for fullscreen quad
/// @throws std::runtime_error if use(...) wasn't called before
void render(const DrawContext& context, Shader* screenShader);
void render(const DrawContext& context, const Assets& assets, float timer);
/// @brief Make an image from the last rendered frame
std::unique_ptr<ImageData> toImage();

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@ -388,12 +388,7 @@ void WorldRenderer::draw(
renderBlockOverlay(wctx);
}
// Rendering fullscreen quad
auto screenShader = assets.get<Shader>("screen");
screenShader->use();
screenShader->uniform1f("u_timer", timer);
screenShader->uniform1f("u_dayTime", worldInfo.daytime);
postProcessing.render(pctx, screenShader);
postProcessing.render(pctx, assets, timer);
}
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {

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@ -1,7 +1,7 @@
#pragma once
#include <memory>
#include <stdint.h>
#include <cstdint>
using scriptenv = std::shared_ptr<int>;

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@ -6,10 +6,13 @@
TEST(GLSLExtension, processing) {
GLSLExtension glsl;
glsl.addHeader("sum",
"// sum function for glsl\n"
"float sum(float a, float b) {\n"
" return a + b;\n"
"}\n"
glsl.process("sum.glsl",
"// sum function for glsl\n"
"float sum(float a, float b) {\n"
" return a + b;\n"
"}\n",
true
)
);
try {
auto processed = glsl.process("test.glsl",