trueno/src/rendering/post_processing.jai

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Post_Process :: struct {
exposure : float = 1.0; @Slider,0,3,0.1;
contrast : float = 1.0; @Slider,0,6,0.1;
saturation : float = 1.0; @Slider,0.0,2.0,0.1;
gamma : float = 1.0; @Slider,0.3,3.0,0.1;
tonemap : float = 0.0; @Slider,0,1,1;
ssao : float = 0.0; @Slider,0,5,0.1;
ssao_size : s32 = 1; @Slider,0,5,1;
dilate_separation : float = 1.0; @Slider,0,6,0.1;
dilate_size : s32 = 0; @Slider,0,10,1;
dilate_min : float = 0.1; @Slider,0,1,0.1;
dilate_max : float = 0.3; @Slider,0,1,0.1;
dof_blur_size : s32 = 0; @Slider,0,10,1;
dof_min : float = 1.0; @Slider,0,10,1;
dof_max : float = 3.0; @Slider,0,50,1;
dof_point : float = 5.0; @Slider,0,30,1;
bloom_size : s32 = 5; @Slider,0,10,1;
bloom_separation : float = 3.0; @Slider,0,10,1;
bloom_treshold : float = 0.4; @Slider,0,1,0.1;
bloom_amount : float = 0.0; @Slider,0,5,0.1;
vignette_intensity: float = 0.0; @Slider,0,1,0.1;
vignette_radius : float = 0.5; @Slider,0,1,0.1;
scanlines_intensity: float = 0.0; @Slider,0,1,0.1;
scanlines_density : float = 1.0; @Slider,0,10,0.1;
chromatic_aberration_intensity: float = 0.0; @Slider,0,0.05,0.001;
film_grain_intensity: float = 0.0; @Slider,0,0.5,0.001;
barrel_distortion_intensity: float = 0.0; @Slider,-2,2,0.1;
lut_mode: s32 = 0; @Slider,0,2,1; // 0 -> no LUT, 1 -> LUT with interpolation 2 -> LUT no iterpolate
dither_intensity: float = 0.0; @Slider,0,1,0.05;
}
current_post_process : Post_Process;
Lighting_Config :: struct {
rdm_enabled : s32 = 1; @Slider,0,1,1
ambient_intensity : float = 0.35; @Slider,0,2,0.05
emissive_scale : float = 5.0; @Slider,0,20,0.5
rdm_diff_scale : float = 1.0; @Slider,0,3,0.1
rdm_spec_scale : float = 1.0; @Slider,0,3,0.1
ambient_color : Vector3 = .{0.3,0.3,0.4}; @Color
rdm_tint : Vector3 = .{1.05,1.0,0.9}; @Color
}
current_lighting_config : Lighting_Config;
Post_Process_Save :: struct {
#as using pp: Post_Process;
lut_name: string;
}
load_post_process_from_pack :: () {
s := load_string_from_pack("game_core", "postprocess.json");
success, save := Jaison.json_parse_string(s, Post_Process_Save,, temp);
if success {
current_post_process = save.pp;
// Restore LUT selection by name.
if save.lut_name.count > 0 {
for LUT_list {
if it.name == save.lut_name {
g_current_lut_texture_index = cast(s32) it_index;
break;
}
}
}
}
}
save_post_process :: () {
#if OS != .WASM {
file :: #import "File";
save: Post_Process_Save;
save.pp = current_post_process;
if g_current_lut_texture_index >= 0 && g_current_lut_texture_index < LUT_list.count {
save.lut_name = LUT_list[g_current_lut_texture_index].name;
}
json := Jaison.json_write_string(save, " ");
file.write_entire_file(tprint("%/game_core/postprocess.json", GAME_RESOURCES_DIR), json);
}
}
reset_post_process :: () {
load_post_process_from_pack();
} @Command
Color_LUT :: struct {
name: string;
image: sg_image;
}
LUT_list : [..]Color_LUT;
LUT_name_list : [..]string;
g_current_lut_texture_index : s32 = 0;
add_image_to_lut_list :: (img: sg_image, name: string) {
for LUT_list {
if it.name == name then return;
}
newSheet := Color_LUT.{
name = sprint("%", name),
image = img,
};
array_add(*LUT_list, newSheet);
array_add(*LUT_name_list, newSheet.name);
}