Terrible postprocessing and start of Editor GUI for lights

This commit is contained in:
Simon Lübeß
2022-05-11 22:49:36 +02:00
parent 56e92a7d67
commit b1a1268319
7 changed files with 166 additions and 56 deletions
+29 -25
View File
@@ -12,6 +12,7 @@ namespace GlitchyEngine.Renderer
public Matrix ViewProjection;
public Vector3 CameraPosition;
public RenderTarget2D CameraTarget;
public RenderTarget2D CompositionTarget;
}
struct ObjectConstants
@@ -26,6 +27,11 @@ namespace GlitchyEngine.Renderer
public DepthStencilTarget DepthStencil;
public uint32 Width => _width;
public uint32 Height => _height;
public Int2 Size => .(_width, _height);
// RGB: Albedo.rgb A: ?
public RenderTarget2D Albedo ~ _?.ReleaseRef();
// RG: TextureNormal.xy BA: GeometryNormal.xy
@@ -114,6 +120,7 @@ namespace GlitchyEngine.Renderer
static GBuffer _gBuffer;
static Effect TestFullscreenEffect;
static Effect s_tonemappingEffect;
static BlendState _gBufferBlend;
static BlendState _lightBlend;
@@ -188,6 +195,7 @@ namespace GlitchyEngine.Renderer
static void InitDeferredRenderer(EffectLibrary effectLibrary)
{
TestFullscreenEffect = effectLibrary.Load("content\\Shaders\\simpleLight.hlsl");
s_tonemappingEffect = effectLibrary.Load("content\\Shaders\\SimpleTonemapping.hlsl");
s_fullscreenQuadGeometry = new GeometryBinding();
s_fullscreenQuadGeometry.SetPrimitiveTopology(.TriangleList);
@@ -256,6 +264,7 @@ namespace GlitchyEngine.Renderer
delete _gBuffer;
s_fullscreenQuadGeometry.ReleaseRef();
s_tonemappingEffect.ReleaseRef();
TestFullscreenEffect.ReleaseRef();
}
@@ -268,7 +277,7 @@ namespace GlitchyEngine.Renderer
//_sceneConstants.Update();
}
public static void BeginScene(Camera camera, Matrix transform, RenderTarget2D renderTarget)
public static void BeginScene(Camera camera, Matrix transform, RenderTarget2D renderTarget, RenderTarget2D finalTarget)
{
Debug.Profiler.ProfileRendererFunction!();
@@ -276,6 +285,7 @@ namespace GlitchyEngine.Renderer
_sceneConstants.ViewProjection = viewProjection;
_sceneConstants.CameraPosition = transform.Translation;
_sceneConstants.CameraTarget = renderTarget;
_sceneConstants.CompositionTarget = finalTarget;
}
public static int SortMeshes(SubmittedMesh left, SubmittedMesh right)
@@ -361,12 +371,19 @@ namespace GlitchyEngine.Renderer
RenderCommand.SetRenderTarget(_sceneConstants.CameraTarget, 0, true);
RenderCommand.BindRenderTargets();
RenderCommand.Clear(_sceneConstants.CameraTarget, .Black);
RenderCommand.SetBlendState(_lightBlend);
RenderCommand.SetDepthStencilState(_fullscreenDepthState);
// Scaling to make sure that only the part of the gbuffer that we actually used gets rendered into the viewport.
Vector2 scaling = Vector2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height) / (Vector2)_gBuffer.Size;
for (SubmittedLight light in _lights)
{
Vector3 lightDir = light.Transform.Forward;
Debug.Profiler.ProfileRendererScope!("Draw Light");
Vector3 lightDir = -light.Transform.Forward;
_gBuffer.Albedo.SamplerState = SamplerStateManager.PointClamp;
@@ -378,11 +395,11 @@ namespace GlitchyEngine.Renderer
TestFullscreenEffect.Variables["LightColor"].SetData(light.Light.Color);
TestFullscreenEffect.Variables["Illuminance"].SetData(light.Light.Illuminance);
TestFullscreenEffect.Variables["LightDir"].SetData(-lightDir);
TestFullscreenEffect.Variables["LightDir"].SetData(lightDir);
TestFullscreenEffect.Variables["CameraPos"].SetData(_sceneConstants.CameraPosition);
TestFullscreenEffect.Variables["Scaling"].SetData(Vector2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height) / Vector2(_gBuffer.Albedo.Width, _gBuffer.Albedo.Height));
TestFullscreenEffect.Variables["Scaling"].SetData(scaling);
TestFullscreenEffect.Bind(_context);
@@ -390,31 +407,18 @@ namespace GlitchyEngine.Renderer
RenderCommand.DrawIndexed(s_fullscreenQuadGeometry);
}
RenderCommand.SetBlendState(_gBufferBlend);
_lights.Clear();
/*
_gBuffer.Albedo.SamplerState = SamplerStateManager.PointClamp;
RenderCommand.SetBlendState(_gBufferBlend);
RenderCommand.SetRenderTarget(_sceneConstants.CompositionTarget, 0, false);
RenderCommand.BindRenderTargets();
TestFullscreenEffect.SetTexture("GBuffer_Albedo", _gBuffer.Albedo);
TestFullscreenEffect.SetTexture("GBuffer_Normal", _gBuffer.Normal);
TestFullscreenEffect.SetTexture("GBuffer_Tangent", _gBuffer.Tangent);
TestFullscreenEffect.SetTexture("GBuffer_Position", _gBuffer.Position);
TestFullscreenEffect.SetTexture("GBuffer_Material", _gBuffer.Material);
// TODO: Postprocessing effects
s_tonemappingEffect.SetTexture("CameraTarget", _sceneConstants.CameraTarget);
s_tonemappingEffect.Bind(_context);
RenderCommand.DrawIndexed(s_fullscreenQuadGeometry);
TestFullscreenEffect.Variables["LightColor"].SetData(Vector3(1, 1, 1));
TestFullscreenEffect.Variables["Illuminance"].SetData(5.0f);
TestFullscreenEffect.Variables["LightDir"].SetData(Vector3(0, 1, 0));
TestFullscreenEffect.Variables["CameraPos"].SetData(_sceneConstants.CameraPosition);
TestFullscreenEffect.Variables["Scaling"].SetData(Vector2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height) / Vector2(_gBuffer.Albedo.Width, _gBuffer.Albedo.Height));
TestFullscreenEffect.Bind(_context);
s_quadGeometry.Bind();
RenderCommand.DrawIndexed(s_quadGeometry);
*/
RenderCommand.UnbindTextures();
}