Added Post Processing, Improved UI a lot, Made File Explorer look nicer, Fixed up Raycast Selection, Added Placeholder Playmode Button, Added cameras, Organized Create menu in Inspector, Added outlines to selected objects, added view output for viewing cameras while in Playmode area.

This commit is contained in:
Anemunt
2025-12-10 15:13:05 -05:00
parent acebe7d7c0
commit 7831bea4e2
25 changed files with 2131 additions and 223 deletions

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import controlP5.*;
ControlP5 cp5;
PGraphics canvas;
PGraphics brightPass;
PGraphics horizontalBlurPass;
PGraphics verticalBlurPass;
PShader bloomFilter;
PShader blurFilter;
int angle = 0;
final int surfaceWidth = 250;
final int surfaceHeight = 250;
float luminanceFilter = 0.8;
float blurSize = 20;
float sigma = 12;
void setup()
{
size(1000, 250, P3D);
addUI();
canvas = createGraphics(surfaceWidth, surfaceHeight, P3D);
brightPass = createGraphics(surfaceWidth, surfaceHeight, P2D);
brightPass.noSmooth();
horizontalBlurPass = createGraphics(surfaceWidth, surfaceHeight, P2D);
horizontalBlurPass.noSmooth();
verticalBlurPass = createGraphics(surfaceWidth, surfaceHeight, P2D);
verticalBlurPass.noSmooth();
bloomFilter = loadShader("bloomFrag.glsl");
blurFilter = loadShader("blurFrag.glsl");
}
void draw()
{
background(0);
bloomFilter.set("brightPassThreshold", luminanceFilter);
blurFilter.set("blurSize", (int)blurSize);
blurFilter.set("sigma", sigma);
canvas.beginDraw();
render(canvas);
canvas.endDraw();
// bright pass
brightPass.beginDraw();
brightPass.shader(bloomFilter);
brightPass.image(canvas, 0, 0);
brightPass.endDraw();
// blur horizontal pass
horizontalBlurPass.beginDraw();
blurFilter.set("horizontalPass", 1);
horizontalBlurPass.shader(blurFilter);
horizontalBlurPass.image(brightPass, 0, 0);
horizontalBlurPass.endDraw();
// blur vertical pass
verticalBlurPass.beginDraw();
blurFilter.set("horizontalPass", 0);
verticalBlurPass.shader(blurFilter);
verticalBlurPass.image(horizontalBlurPass, 0, 0);
verticalBlurPass.endDraw();
// draw original
image(canvas.copy(), 0, 0);
text("Original", 20, height - 20);
// draw bright pass
image(brightPass, surfaceWidth, 0);
text("Bright Pass", surfaceWidth + 20, height - 20);
image(verticalBlurPass, (surfaceWidth * 2), 0);
text("Blur", (surfaceWidth * 2) + 20, height - 20);
// draw
image(canvas, (surfaceWidth * 3), 0);
blendMode(SCREEN);
image(verticalBlurPass, (surfaceWidth * 3), 0);
blendMode(BLEND);
text("Combined", (surfaceWidth * 3) + 20, height - 20);
// fps
fill(0, 255, 0);
text("FPS: " + frameRate, 20, 20);
}
void render(PGraphics pg)
{
pg.background(0, 0);
pg.stroke(255, 0, 0);
for (int i = -1; i < 2; i++)
{
if (i == -1)
pg.fill(0, 255, 0);
else if (i == 0)
pg.fill(255);
else
pg.fill(0, 200, 200);
pg.pushMatrix();
// left-right, up-down, near-far
pg.translate(surfaceWidth / 2 + (i * 50), surfaceHeight / 2, 0);
pg.rotateX(radians(angle));
pg.rotateZ(radians(angle));
pg.box(30);
pg.popMatrix();
}
angle = ++angle % 360;
}
void addUI()
{
cp5 = new ControlP5(this);
cp5.addSlider("luminanceFilter")
.setPosition(200, 5)
.setRange(0, 1)
;
cp5.addSlider("blurSize")
.setPosition(400, 5)
.setRange(0, 100)
;
cp5.addSlider("sigma")
.setPosition(600, 5)
.setRange(1, 100)
;
}

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#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D texture;
varying vec4 vertColor;
varying vec4 vertTexCoord;
uniform float brightPassThreshold;
void main() {
vec3 luminanceVector = vec3(0.2125, 0.7154, 0.0721);
vec4 c = texture2D(texture, vertTexCoord.st) * vertColor;
float luminance = dot(luminanceVector, c.xyz);
luminance = max(0.0, luminance - brightPassThreshold);
c.xyz *= sign(luminance);
c.a = 1.0;
gl_FragColor = c;
}

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#define PROCESSING_TEXTURE_SHADER
uniform mat4 transform;
uniform mat4 texMatrix;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 texCoord;
varying vec4 vertColor;
varying vec4 vertTexCoord;
void main() {
gl_Position = transform * vertex;
vertColor = color;
vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
}

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// Adapted from:
// <a href="http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html" target="_blank" rel="nofollow">http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html</a>
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_TEXTURE_SHADER
uniform sampler2D texture;
// The inverse of the texture dimensions along X and Y
uniform vec2 texOffset;
varying vec4 vertColor;
varying vec4 vertTexCoord;
uniform int blurSize;
uniform int horizontalPass; // 0 or 1 to indicate vertical or horizontal pass
uniform float sigma; // The sigma value for the gaussian function: higher value means more blur
// A good value for 9x9 is around 3 to 5
// A good value for 7x7 is around 2.5 to 4
// A good value for 5x5 is around 2 to 3.5
// ... play around with this based on what you need <span class="Emoticon Emoticon1"><span>:)</span></span>
const float pi = 3.14159265;
void main() {
float numBlurPixelsPerSide = float(blurSize / 2);
vec2 blurMultiplyVec = 0 < horizontalPass ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
vec3 incrementalGaussian;
incrementalGaussian.x = 1.0 / (sqrt(2.0 * pi) * sigma);
incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
vec4 avgValue = vec4(0.0, 0.0, 0.0, 0.0);
float coefficientSum = 0.0;
// Take the central sample first...
avgValue += texture2D(texture, vertTexCoord.st) * incrementalGaussian.x;
coefficientSum += incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
// Go through the remaining 8 vertical samples (4 on each side of the center)
for (float i = 1.0; i <= numBlurPixelsPerSide; i++) {
avgValue += texture2D(texture, vertTexCoord.st - i * texOffset *
blurMultiplyVec) * incrementalGaussian.x;
avgValue += texture2D(texture, vertTexCoord.st + i * texOffset *
blurMultiplyVec) * incrementalGaussian.x;
coefficientSum += 2.0 * incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
}
gl_FragColor = avgValue / coefficientSum;
}

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#define PROCESSING_TEXTURE_SHADER
uniform mat4 transform;
uniform mat4 texMatrix;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 texCoord;
varying vec4 vertColor;
varying vec4 vertTexCoord;
void main() {
gl_Position = transform * vertex;
vertColor = color;
vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
}

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#version 330 core
//Per-Object Motion Blur
uniform sampler2D uTexInput; // texture we're blurring
uniform sampler2D uTexVelocity; // velocity buffer
in vec2 texture_coordinate;
uniform float uVelocityScale; //currentFps / targetFps
/*
What's uVelocityScale? It's used to address the following problem:
if the framerate is very high, velocity will be very small as the
amount of motion in between frames will be low. Correspondingly, if
the framerate is very low the motion between frames will be high
and velocity will be much larger. This ties the blur size to the
framerate, which is technically correct if you equate framrate with
shutter speed, however is undesirable for realtime rendering where
the framerate can vary. To fix it we need to cancel out the framerate
*/
int MAX_SAMPLES = 16; //32
layout (location=0) out vec4 result;
void main(void) {
vec2 velocity = texture(uTexVelocity, texture_coordinate).rg * 2.0 - 1.0;
velocity *= uVelocityScale;
//get the size of on pixel (texel)
vec2 texelSize = 1.0 / vec2(textureSize(uTexInput, 0));
//mprove performance by adapting the number of samples according to the velocity
float speed = length(velocity / texelSize);
int nSamples = clamp(int(speed), 1, MAX_SAMPLES);
result = vec4(0.0);
velocity = normalize(velocity) * texelSize;
float hlim = float(-nSamples) * 0.5 + 0.5;
//the actual blurring of the current pixel
vec2 offset;
for (int i = 0; i < nSamples; ++i)
{
offset = velocity * (hlim + float(i));
result += texture(uTexInput, texture_coordinate + offset);
}
//average the result
result /= float(nSamples);
}

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#version 330 compatibility
out vec2 texture_coordinate;
void main()
{
//set the position of the current vertex
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
texture_coordinate = vec2(gl_MultiTexCoord0);
}

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// Adapted from:
// <a href="http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html" target="_blank" rel="nofollow">http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html</a>
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_TEXTURE_SHADER
uniform sampler2D texture;
// The inverse of the texture dimensions along X and Y
uniform vec2 texOffset;
varying vec4 vertColor;
varying vec4 vertTexCoord;
uniform int blurSize;
uniform int horizontalPass; // 0 or 1 to indicate vertical or horizontal pass
uniform float sigma; // The sigma value for the gaussian function: higher value means more blur
// A good value for 9x9 is around 3 to 5
// A good value for 7x7 is around 2.5 to 4
// A good value for 5x5 is around 2 to 3.5
// ... play around with this based on what you need <span class="Emoticon Emoticon1"><span>:)</span></span>
const float pi = 3.14159265;
void main() {
float numBlurPixelsPerSide = float(blurSize / 2);
vec2 blurMultiplyVec = 0 < horizontalPass ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
vec3 incrementalGaussian;
incrementalGaussian.x = 1.0 / (sqrt(2.0 * pi) * sigma);
incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
vec4 avgValue = vec4(0.0, 0.0, 0.0, 0.0);
float coefficientSum = 0.0;
// Take the central sample first...
avgValue += texture2D(texture, vertTexCoord.st) * incrementalGaussian.x;
coefficientSum += incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
// Go through the remaining 8 vertical samples (4 on each side of the center)
for (float i = 1.0; i <= numBlurPixelsPerSide; i++) {
avgValue += texture2D(texture, vertTexCoord.st - i * texOffset *
blurMultiplyVec) * incrementalGaussian.x;
avgValue += texture2D(texture, vertTexCoord.st + i * texOffset *
blurMultiplyVec) * incrementalGaussian.x;
coefficientSum += 2.0 * incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
}
gl_FragColor = avgValue / coefficientSum;
}

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#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D texture;
varying vec4 vertColor;
varying vec4 vertTexCoord;
uniform float brightPassThreshold;
void main() {
vec3 luminanceVector = vec3(0.2125, 0.7154, 0.0721);
vec4 c = texture2D(texture, vertTexCoord.st) * vertColor;
float luminance = dot(luminanceVector, c.xyz);
luminance = max(0.0, luminance - brightPassThreshold);
c.xyz *= sign(luminance);
c.a = 1.0;
gl_FragColor = c;
}

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// Adapted from:
// <a href="http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html" target="_blank" rel="nofollow">http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html</a>
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define PROCESSING_TEXTURE_SHADER
uniform sampler2D texture;
varying vec4 vertColor;
varying vec4 vertTexCoord;
uniform vec2 resolution;
void main(void) {
float x = 1.0 / resolution.x;
float y = 1.0 / resolution.y;
vec4 horizEdge = vec4( 0.0 );
horizEdge -= texture2D( texture, vec2( vertTexCoord.x - x, vertTexCoord.y - y ) ) * 1.0;
horizEdge -= texture2D( texture, vec2( vertTexCoord.x - x, vertTexCoord.y ) ) * 2.0;
horizEdge -= texture2D( texture, vec2( vertTexCoord.x - x, vertTexCoord.y + y ) ) * 1.0;
horizEdge += texture2D( texture, vec2( vertTexCoord.x + x, vertTexCoord.y - y ) ) * 1.0;
horizEdge += texture2D( texture, vec2( vertTexCoord.x + x, vertTexCoord.y ) ) * 2.0;
horizEdge += texture2D( texture, vec2( vertTexCoord.x + x, vertTexCoord.y + y ) ) * 1.0;
vec4 vertEdge = vec4( 0.0 );
vertEdge -= texture2D( texture, vec2( vertTexCoord.x - x, vertTexCoord.y - y ) ) * 1.0;
vertEdge -= texture2D( texture, vec2( vertTexCoord.x , vertTexCoord.y - y ) ) * 2.0;
vertEdge -= texture2D( texture, vec2( vertTexCoord.x + x, vertTexCoord.y - y ) ) * 1.0;
vertEdge += texture2D( texture, vec2( vertTexCoord.x - x, vertTexCoord.y + y ) ) * 1.0;
vertEdge += texture2D( texture, vec2( vertTexCoord.x , vertTexCoord.y + y ) ) * 2.0;
vertEdge += texture2D( texture, vec2( vertTexCoord.x + x, vertTexCoord.y + y ) ) * 1.0;
vec3 edge = sqrt((horizEdge.rgb * horizEdge.rgb) + (vertEdge.rgb * vertEdge.rgb));
gl_FragColor = vec4(edge, texture2D(texture, vertTexCoord.xy).a);
}