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PostProcessing

This commit is contained in:
2022-10-20 15:40:28 +02:00
parent 54d668a694
commit 95d845bce5
5 changed files with 273 additions and 10 deletions

45
postprocessing.fs Normal file
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@@ -0,0 +1,45 @@
#version 330 core
in vec2 TexCoords;
out vec4 color;
uniform sampler2D scene;
uniform vec2 offsets[9];
uniform int edge_kernel[9];
uniform float blur_kernel[9];
uniform bool chaos;
uniform bool confuse;
uniform bool shake;
void main ()
{
color = vec4(0.0, 0.0,0.0,1.0);
vec3 sample[9];
if(chaos || shake)
for (int i = 0; i < 9; i++)
sample[i] = vec3(texture(scene,TexCoords.st + offsets[i]));
// process effects
if (chaos)
{
for(int i = 0; i < 9; i ++)
color += vec4(sample[i] * edge_kernel[i], 0.0);
color.a = 1.0;
}
else if (confuse)
{
color = vec4(1.0 - texture(scene, TexCoords).rgb, 1.0);
}
else if (shake)
{
for (int i = 0; i < 9; i++)
color += vec4(sample[i] * blur_kernel[i], 0.0);
color.a = 1.0;
}
else
{
color = texture(scene, TexCoords);
}
}

36
postprocessing.vs Normal file
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@@ -0,0 +1,36 @@
#version 330 core
layout (location = 0) in vec4 vertex;
out vec2 TexCoords;
uniform bool chaos;
uniform bool confuse;
uniform bool shake;
uniform float time;
void main()
{
gl_Position = vec4(vertex.xy, 0.0, 1.0);
vec2 texture = vertex.zw;
if( chaos)
{
float strength = 0.3;
vec2 pos = vec2(texture.x + sin(time) * strength, texture.y + cos(time) * strength);
TexCoords = pos;
}
else if (confuse)
{
TexCoords = vec2(1.0 - texture.x, 1.0 - texture.y);
}
else
{
TexCoords = texture;
}
if(shake)
{
float strength = 0.01;
gl_Position.x += cos(time * 10) * strength;
gl_Position.y += cos(time * 15) * strength;
}
}

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@@ -1,5 +1,6 @@
#include "game.h"
#include "particleGenerator.h"
#include "postprocessor.h"
#include <iostream>
#include <tuple>
@@ -7,6 +8,7 @@ typedef std::tuple<bool, Direction,glm::vec2> Collision;
ParticleGenerator* Particles;
SpriteRenderer* Renderer;
PostProcessor* effects;
// Initial size of the player paddle
const glm::vec2 PLAYER_SIZE (100.0f, 20.0f);
@@ -89,6 +91,7 @@ Game::~Game()
delete player;
delete ball;
delete Particles;
delete effects;
}
Game::Game(unsigned int width, unsigned int height)
@@ -102,13 +105,17 @@ void Game::Init()
// Load shaders
ResourceManager::LoadShader("shader.vs", "shader.fs", nullptr, "sprite");
ResourceManager::LoadShader("particle.vs", "particle.fs", nullptr, "particle");
ResourceManager::LoadShader("postprocessing.vs", "postprocessing.fs", nullptr, "postprocessing");
// configure shaders
glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width), static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
ResourceManager::GetShader("particle").Use().SetMatrix4("projection", projection);
ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
// set render-specific controls
Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
effects = new PostProcessor(ResourceManager::GetShader("postprocessing"), this->Width, this->Height);
// load textures
ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
ResourceManager::LoadTexture("textures/background.jpg", false, "background");
@@ -135,10 +142,10 @@ void Game::Init()
ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("face"));
Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
}
float ShakeTime = 0.0f;
void Game::DoCollisions()
{
@@ -153,6 +160,11 @@ void Game::DoCollisions()
{
box.Destroyed = true;
}
else
{
ShakeTime = 0.05f;
effects->Shake = true;
}
// Collision resolution
Direction dir = std::get<1>(collision);
glm::vec2 diff_vector = std::get<2>(collision);
@@ -237,27 +249,42 @@ void Game::Update(float dt)
Particles->Update(dt, *ball, 2, glm::vec2(ball->Radius /2.0f));
if(ShakeTime > 0.0f)
{
ShakeTime -= dt;
if (ShakeTime <= 0.0f)
effects->Shake = false;
}
if(ball->Position.y >= this->Height)
{
this->ResetLevel();
this->ResetPlayer();
}
}
void Game::Render()
{
if(this->State == GAME_ACTIVE)
{
// draw background
Renderer->DrawSprite(ResourceManager::GetTexture("background"),
glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
effects->BeginRender();
// draw background
Renderer->DrawSprite(ResourceManager::GetTexture("background"),
glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
// draw level
this->Levels[this->Level].Draw(*Renderer);
// draw level
this->Levels[this->Level].Draw(*Renderer);
// draw player
player->Draw(*Renderer);
// draw particles
Particles->Draw();
// draw ball
ball->Draw(*Renderer);
player->Draw(*Renderer);
Particles->Draw();
ball->Draw(*Renderer);
effects->EndRender();
effects->Render(glfwGetTime());
}
}

123
src/postprocessor.cpp Normal file
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@@ -0,0 +1,123 @@
#include "postprocessor.h"
#include <iostream>
PostProcessor::PostProcessor(Shader shader, unsigned int width, unsigned int height)
: postProcessingShader(shader), Texture(), Width(width), Height(height), Confuse(false), Chaos(false), Shake(false)
{
// initialize renderbuffer & framebuffer objects
glGenFramebuffers(1, &this->MSFBO);
glGenFramebuffers(1, &this->FBO);
glGenRenderbuffers(1, &this->RBO);
// initialize renderbuffer storage
glBindFramebuffer(GL_FRAMEBUFFER, this->MSFBO);
glBindRenderbuffer(GL_RENDERBUFFER, this->RBO);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGB, width, height);
// attach the renderbuffer to our framebuffer as a colour attachment
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, this->RBO);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "ERROR::POSTPROCESSOR: Failed to initialize MSFBO" << std::endl;
}
// init fbo & texture to lit multisampled color-buffer to
glBindFramebuffer(GL_FRAMEBUFFER, this->FBO);
this->Texture.Generate(width, height, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this->Texture.ID, 0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "ERROR::POSTPROCESOR: Failed to initialize FBO" << std::endl;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
this->initRenderData();
this->postProcessingShader.SetInteger("scene", 0 , true);
float offset = 1.0f/ 300.0f;
float offsets[9][2] = {
{ -offset, offset }, // top-left
{ 0.0f, offset }, // top-center
{ offset, offset }, // top-right
{ -offset, 0.0f }, // center-left
{ 0.0f, 0.0f }, // center-center
{ offset, 0.0f }, // center - right
{ -offset, -offset }, // bottom-left
{ 0.0f, -offset }, // bottom-center
{ offset, -offset } // bottom-right
};
glUniform2fv(glGetUniformLocation(this->postProcessingShader.ID, "offsets"), 9, (float*)offsets);
int edge_kernel[9] = {
-1, -1, -1,
-1, 8, -1,
-1, -1, -1
};
glUniform1iv(glGetUniformLocation(this->postProcessingShader.ID, "edge_kernel"), 9, edge_kernel);
float blur_kernel[9] = {
1.0f / 16.0f, 2.0f / 16.0f, 1.0f / 16.0f,
2.0f / 16.0f, 4.0f / 16.0f, 2.0f / 16.0f,
1.0f / 16.0f, 2.0f / 16.0f, 1.0f / 16.0f
};
glUniform1fv(glGetUniformLocation(this->postProcessingShader.ID, "blur_kernel"), 9, blur_kernel);
}
void PostProcessor::BeginRender()
{
glBindFramebuffer(GL_FRAMEBUFFER, this->MSFBO);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
void PostProcessor::EndRender()
{
// Resolves multisampled texture into intermediat FBO for the texture
glBindFramebuffer(GL_READ_FRAMEBUFFER, this->MSFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, this->FBO);
glBlitFramebuffer(0,0, this->Width, this->Height, 0, 0, this->Width, this->Height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void PostProcessor::Render(float time)
{
this->postProcessingShader.Use();
this->postProcessingShader.SetFloat("time", time);
this->postProcessingShader.SetInteger("confuse", this->Confuse);
this->postProcessingShader.SetInteger("chaos", this->Chaos);
this->postProcessingShader.SetInteger("shake", this->Shake);
// render textured quad
glActiveTexture(GL_TEXTURE0);
this->Texture.Bind();
glBindVertexArray(this->VAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
void PostProcessor::initRenderData()
{
unsigned int VBO;
float vertices[] = {
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(this->VAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*) 0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArray(0);
}

32
src/postprocessor.h Normal file
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@@ -0,0 +1,32 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include "texture2d.h"
#include "spriterenderer.h"
#include "shader.h"
class PostProcessor
{
public:
Shader postProcessingShader;
Texture2D Texture;
unsigned int Width, Height;
bool Confuse, Chaos, Shake;
PostProcessor(Shader shader, unsigned int width, unsigned int height);
void BeginRender();
void EndRender();
void Render(float time);
private:
unsigned int MSFBO, FBO; // MSFBO = Multisample frame buffer object
unsigned int RBO;
unsigned int VAO;
void initRenderData();
};