mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-15 04:54:05 +09:00
screen blur without creating a texture
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@@ -8,7 +8,6 @@ import com.badlogic.gdx.graphics.OrthographicCamera
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.glutils.FrameBuffer
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import com.badlogic.gdx.graphics.glutils.ShaderProgram
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer
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import com.badlogic.gdx.math.Matrix4
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import com.badlogic.gdx.utils.Disposable
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@@ -43,7 +42,6 @@ object PostProcessor : Disposable {
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private val functionRowHelper = Texture(Gdx.files.internal("assets/graphics/function_row_help.png"))
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private val shaderBayer = App.loadShaderFromFile("assets/shaders/4096.vert", "assets/shaders/4096_bayer.frag") // always load the shader regardless of config because the config may cange
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init {
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App.disposables.add(this)
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@@ -57,7 +55,6 @@ object PostProcessor : Disposable {
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lutTex.dispose()
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}
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catch (e: UninitializedPropertyAccessException) { }
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shaderBayer.dispose()
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}
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fun draw(projMat: Matrix4, fbo: FrameBuffer) {
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@@ -133,17 +130,26 @@ object PostProcessor : Disposable {
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private val rng = HQRNG()
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private fun postShader(projMat: Matrix4, fbo: FrameBuffer) {
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val shader: ShaderProgram = shaderBayer
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App.getCurrentDitherTex().bind(1)
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fbo.colorBufferTexture.bind(0)
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if (App.getConfigBoolean("fx_dither")) {
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App.getCurrentDitherTex().bind(1)
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fbo.colorBufferTexture.bind(0)
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shader.bind()
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shader.setUniformMatrix("u_projTrans", projMat)
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shader.setUniformi("u_texture", 0)
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shader.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
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shader.setUniformi("u_pattern", 1)
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App.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
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App.shaderDitherRGBA.bind()
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App.shaderDitherRGBA.setUniformMatrix("u_projTrans", projMat)
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App.shaderDitherRGBA.setUniformi("u_texture", 0)
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App.shaderDitherRGBA.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
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App.shaderDitherRGBA.setUniformi("u_pattern", 1)
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App.fullscreenQuad.render(App.shaderDitherRGBA, GL20.GL_TRIANGLES)
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}
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else {
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fbo.colorBufferTexture.bind(0)
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App.shaderPassthruRGBA.bind()
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App.shaderPassthruRGBA.setUniformMatrix("u_projTrans", projMat)
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App.shaderPassthruRGBA.setUniformi("u_texture", 0)
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App.fullscreenQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLES)
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}
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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