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fix bloom #393

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Sep 18, 2023
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5 changes: 5 additions & 0 deletions Engine/Source/Editor/EditorApp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -439,6 +439,11 @@ void EditorApp::InitEngineRenderers()
auto pBlitRTRenderPass = std::make_unique<engine::BlitRenderTargetPass>(m_pRenderContext->CreateView(), pSceneRenderTarget);
AddEngineRenderer(cd::MoveTemp(pBlitRTRenderPass));

auto pBloomRenderer = std::make_unique<engine::BloomRenderer>(m_pRenderContext->CreateView(), pSceneRenderTarget);
pBloomRenderer->SetSceneWorld(m_pSceneWorld.get());
pBloomRenderer->SetEnable(false);
AddEngineRenderer(cd::MoveTemp(pBloomRenderer));

// We can debug vertex/material/texture information by just output that to screen as fragmentColor.
// But postprocess will bring unnecessary confusion.
auto pPostProcessRenderer = std::make_unique<engine::PostProcessRenderer>(m_pRenderContext->CreateView(), pSceneRenderTarget);
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40 changes: 21 additions & 19 deletions Engine/Source/Editor/UILayers/Inspector.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -182,24 +182,26 @@ void UpdateComponentWidget<engine::MaterialComponent>(engine::SceneWorld* pScene

if (isOpen)
{
ImGui::PushID(textureTypeValue);

if (cd::MaterialTextureType::BaseColor == textureType)
{
ImGuiUtils::ColorPickerProperty("AlbedoColor", pMaterialComponent->GetAlbedoColor());
}
else if (cd::MaterialTextureType::Metallic == textureType)
{
ImGuiUtils::ImGuiFloatProperty("MetallicFactor", pMaterialComponent->GetMetallicFactor(), cd::Unit::None, 0.0f, 1.0f, false, 0.01f);
ImGuiUtils::ImGuiFloatProperty("Metalness", pMaterialComponent->GetMetallicFactor(), cd::Unit::None, 0.0f, 1.0f, false, 0.01f);
}
else if (cd::MaterialTextureType::Roughness == textureType)
{
ImGuiUtils::ImGuiFloatProperty("RoughnessFactor", pMaterialComponent->GetRoughnessFactor(), cd::Unit::None, 0.0f, 1.0f, false, 0.01f);
ImGuiUtils::ImGuiFloatProperty("Roughness", pMaterialComponent->GetRoughnessFactor(), cd::Unit::None, 0.0f, 1.0f, false, 0.01f);
}
else if (cd::MaterialTextureType::Emissive == textureType)
{
float emissiveLength = pMaterialComponent->GetEmissiveColor().x();
if (ImGuiUtils::ImGuiFloatProperty("EmissiveLength", emissiveLength, cd::Unit::None, 0.0f, 1.0f, false, 0.01f))
float emissiveStrength = pMaterialComponent->GetEmissiveColor().x();
if (ImGuiUtils::ImGuiFloatProperty("Emissive Strength", emissiveStrength, cd::Unit::None, 0.0f, 1000.0f, false, 0.1f))
{
pMaterialComponent->SetEmissiveColor(cd::Vec3f(emissiveLength));
pMaterialComponent->SetEmissiveColor(cd::Vec3f(emissiveStrength));
}
}

Expand All @@ -208,9 +210,9 @@ void UpdateComponentWidget<engine::MaterialComponent>(engine::SceneWorld* pScene
ImGui::Image(reinterpret_cast<ImTextureID>(pTextureInfo->textureHandle), ImVec2(64, 64));
}

ImGui::PushID(textureTypeValue);
ImGuiUtils::ImGuiVectorProperty("UV Offset", pTextureInfo->GetUVOffset(), cd::Unit::None, cd::Vec2f(0.0f), cd::Vec2f(1.0f), false, 0.01f);
ImGuiUtils::ImGuiVectorProperty("UV Scale", pTextureInfo->GetUVScale());

ImGui::PopID();
}

Expand Down Expand Up @@ -297,23 +299,23 @@ void UpdateComponentWidget<engine::CameraComponent>(engine::SceneWorld* pSceneWo
ImGuiUtils::ImGuiBoolProperty("Open Bloom", pCameraComponent->GetIsBloomEnable());
if (pCameraComponent->GetIsBloomEnable())
{
ImGuiUtils::ImGuiIntProperty("DownSampleTimes", pCameraComponent->GetBloomDownSampleTimes(), cd::Unit::None, 4, 8, false, 1.0f);
ImGuiUtils::ImGuiIntProperty("DownSample Times", pCameraComponent->GetBloomDownSampleTimes(), cd::Unit::None, 4, 8, false, 1.0f);
ImGuiUtils::ImGuiFloatProperty("Bloom Intensity", pCameraComponent->GetBloomIntensity(), cd::Unit::None, 0.0f, 3.0f, false, 0.01f);
ImGuiUtils::ImGuiFloatProperty("Luminance Threshold", pCameraComponent->GetLuminanceThreshold(), cd::Unit::None, 0.0f, 3.0f, false, 0.01f);
}

ImGui::TreePop();
}

if (ImGui::TreeNode("Gaussian Blur"))
{
ImGuiUtils::ImGuiBoolProperty("Open Blur", pCameraComponent->GetIsBlurEnable());
if (pCameraComponent->GetIsBlurEnable())
{
ImGuiUtils::ImGuiIntProperty("Blur Iteration", pCameraComponent->GetBlurTimes(), cd::Unit::None, 0, 20, false, 1.0f);
ImGuiUtils::ImGuiFloatProperty("Blur Size", pCameraComponent->GetBlurSize(), cd::Unit::None, 0.0f, 3.0f);
ImGuiUtils::ImGuiIntProperty("Blur Scaling", pCameraComponent->GetBlurScaling(), cd::Unit::None, 1, 4, false, 1.0f);
if (ImGui::TreeNode("Gaussian Blur"))
{
ImGuiUtils::ImGuiBoolProperty("Open Blur", pCameraComponent->GetIsBlurEnable());
if (pCameraComponent->GetIsBlurEnable())
{
ImGuiUtils::ImGuiIntProperty("Blur Iteration", pCameraComponent->GetBlurTimes(), cd::Unit::None, 0, 20, false, 1.0f);
ImGuiUtils::ImGuiFloatProperty("Blur Size", pCameraComponent->GetBlurSize(), cd::Unit::None, 0.0f, 3.0f);
ImGuiUtils::ImGuiIntProperty("Blur Scaling", pCameraComponent->GetBlurScaling(), cd::Unit::None, 1, 4, false, 1.0f);
}
ImGui::TreePop();
}
}

ImGui::TreePop();
}

Expand Down