prep for draw glow

This commit is contained in:
minjaesong
2017-07-09 20:29:35 +09:00
parent c96fb5e017
commit 06cab5effc
8 changed files with 253 additions and 123 deletions

View File

@@ -79,11 +79,17 @@ class Ingame(val batch: SpriteBatch) : Screen {
private val worldFBOformat = if (Terrarum.environment == RunningEnvironment.MOBILE) Pixmap.Format.RGBA4444 else Pixmap.Format.RGBA8888
private val lightFBOformat = Pixmap.Format.RGBA8888
private val lightFBOformat = Pixmap.Format.RGB888
private val lightUvFBOformat = Pixmap.Format.Intensity
var worldDrawFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, true)
var worldGlowFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, true)
// RGB elements of Lightmap for Color Vec4(R, G, B, 1.0) 24-bit
var lightmapFboA = FrameBuffer(lightFBOformat, Terrarum.WIDTH.div(lightmapDownsample.toInt()), Terrarum.HEIGHT.div(lightmapDownsample.toInt()), true)
var lightmapFboB = FrameBuffer(lightFBOformat, Terrarum.WIDTH.div(lightmapDownsample.toInt()), Terrarum.HEIGHT.div(lightmapDownsample.toInt()), true)
// A elements of Lightmap for UV Light Vec4(A, A, A, A) 8-bit
//var lightmapUvFboA = FrameBuffer(lightUvFBOformat, Terrarum.WIDTH.div(lightmapDownsample.toInt()), Terrarum.HEIGHT.div(lightmapDownsample.toInt()), true)
//var lightmapUvFboB = FrameBuffer(lightUvFBOformat, Terrarum.WIDTH.div(lightmapDownsample.toInt()), Terrarum.HEIGHT.div(lightmapDownsample.toInt()), true)
init {
@@ -92,8 +98,6 @@ class Ingame(val batch: SpriteBatch) : Screen {
}
//private lateinit var shader12BitCol: Shader // grab LibGDX if you want some shader
//private lateinit var shaderBlur: Shader
private val useShader: Boolean = false
private val shaderProgram = 0
@@ -190,10 +194,6 @@ class Ingame(val batch: SpriteBatch) : Screen {
* Create new world
*/
fun enter() {
// load things when the game entered this "state"
// load necessary shaders
//shader12BitCol = Shader.makeShader("./assets/4096.vert", "./assets/4096.frag")
//shaderBlur = Shader.makeShader("./assets/blur.vert", "./assets/blur.frag")
// init map as chosen size
world = GameWorld(8192, 2048)
@@ -445,6 +445,10 @@ class Ingame(val batch: SpriteBatch) : Screen {
}
}
private var blurWriteBuffer = lightmapFboA
private var blurReadBuffer = lightmapFboB
private fun renderGame(batch: SpriteBatch) {
Gdx.gl.glClearColor(.157f, .157f, .157f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
@@ -469,97 +473,24 @@ class Ingame(val batch: SpriteBatch) : Screen {
///////////////////
// blur lightmap //
///////////////////
val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
val blurRadius = 4f / lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
lightmapFboA.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
lightmapFboB.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
worldDrawFrameBuffer.inAction(null, null) {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
worldGlowFrameBuffer.inAction(null, null) {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
var blurWriteBuffer = lightmapFboA
var blurReadBuffer = lightmapFboB
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
// using custom code for camera; this is obscure and tricky
camera.position.set(
(WorldCamera.gdxCamX / lightmapDownsample).round(),
(WorldCamera.gdxCamY / lightmapDownsample).round(),
0f
) // make camara work
camera.update()
batch.projectionMatrix = camera.combined
blendNormal()
batch.color = Color.WHITE
LightmapRenderer.draw(batch)
}
}
if (!KeyToggler.isOn(Input.Keys.F8)) {
for (i in 0..blurIterations - 1) {
blurWriteBuffer.inAction(camera, batch) {
batch.inUse {
val texture = blurReadBuffer.colorBufferTexture
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
batch.shader = Terrarum.shaderBlur
batch.shader.setUniformf("iResolution",
blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
batch.shader.setUniformf("flip", 1f)
if (i % 2 == 0)
batch.shader.setUniformf("direction", blurRadius, 0f)
else
batch.shader.setUniformf("direction", 0f, blurRadius)
batch.color = Color.WHITE
batch.draw(texture, 0f, 0f)
// swap
val t = blurWriteBuffer
blurWriteBuffer = blurReadBuffer
blurReadBuffer = t
}
}
}
}
else {
blurWriteBuffer = blurReadBuffer
}
///////////////////////////
// draw world to the FBO //
///////////////////////////
processBlur(LightmapRenderer.DRAW_FOR_RGB)
worldDrawFrameBuffer.inAction(camera, batch) {
batch.inUse {
batch.shader = null
@@ -598,7 +529,7 @@ class Ingame(val batch: SpriteBatch) : Screen {
FeaturesDrawer.drawEnvOverlay(batch)
// mix lighpmap canvas to this canvas
// mix lighpmap canvas to this canvas (Colors -- RGB channel)
if (!KeyToggler.isOn(Input.Keys.F6)) { // F6 to disable lightmap draw
setCameraPosition(0f, 0f)
batch.shader = null
@@ -626,18 +557,50 @@ class Ingame(val batch: SpriteBatch) : Screen {
camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
camera.update()
batch.projectionMatrix = camera.combined
}
}
//////////////////////////
// draw glow to the FBO //
//////////////////////////
processBlur(LightmapRenderer.DRAW_FOR_ALPHA)
worldGlowFrameBuffer.inAction(camera, batch) {
batch.inUse {
batch.shader = null
//////////////////////
// draw actor glows //
//////////////////////
// FIXME needs some new blending/shader for glow...
//actorsRenderMiddle.forEach { it.drawGlow(batch) }
//actorsRenderMidTop.forEach { it.drawGlow(batch) }
//player?.drawGlow(batch)
//actorsRenderFront.forEach { it.drawGlow(batch) }
actorsRenderMiddle.forEach { it.drawGlow(batch) }
actorsRenderMidTop.forEach { it.drawGlow(batch) }
player?.drawGlow(batch)
actorsRenderFront.forEach { it.drawGlow(batch) }
// --> blendLightenOnly() <-- introduced by childs of ActorWithBody //
// mix lighpmap canvas to this canvas (UV lights -- A channel)
if (!KeyToggler.isOn(Input.Keys.F6)) { // F6 to disable lightmap draw
setCameraPosition(0f, 0f)
batch.shader = null
val lightTex = blurWriteBuffer.colorBufferTexture // TODO zoom!
lightTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
if (KeyToggler.isOn(KEY_LIGHTMAP_RENDER)) blendNormal()
else blendMul()
batch.color = Color.WHITE
batch.draw(lightTex,
0f, 0f,
lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample
)
}
}
}
@@ -661,12 +624,28 @@ class Ingame(val batch: SpriteBatch) : Screen {
/////////////////////////////////
WeatherMixer.render(batch)
batch.flush()
batch.shader = null
batch.color = Color.WHITE
val worldTex = worldDrawFrameBuffer.colorBufferTexture // TODO zoom!
// blend world_normal and world_glow
batch.shader = null
val worldTex = worldDrawFrameBuffer.colorBufferTexture // WORLD: light_color must be applied beforehand
worldTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
/*val glowTex = worldGlowFrameBuffer.colorBufferTexture // GLOW: light_uvlight must be applied beforehand
glowTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
Gdx.graphics.gL20.glActiveTexture(GL20.GL_TEXTURE0)
worldTex.bind(GL20.GL_TEXTURE0)
Gdx.graphics.gL20.glActiveTexture(GL20.GL_TEXTURE1)
glowTex.bind(GL20.GL_TEXTURE1)
// setup shader params...*/
// an old code.
batch.draw(worldTex, 0f, 0f, worldTex.width.toFloat(), worldTex.height.toFloat())
@@ -913,6 +892,105 @@ class Ingame(val batch: SpriteBatch) : Screen {
gwin.drawLine(0f, Terrarum.HEIGHT / 2f, Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT / 2f)*/
}
private fun processBlur(mode: Int) {
val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
val blurRadius = 4f / lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
blurWriteBuffer = lightmapFboA
blurReadBuffer = lightmapFboB
lightmapFboA.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
lightmapFboB.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
if (mode == LightmapRenderer.DRAW_FOR_RGB) {
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
// using custom code for camera; this is obscure and tricky
camera.position.set(
(WorldCamera.gdxCamX / lightmapDownsample).round(),
(WorldCamera.gdxCamY / lightmapDownsample).round(),
0f
) // make camara work
camera.update()
batch.projectionMatrix = camera.combined
blendNormal()
batch.color = Color.WHITE
LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_RGB)
}
}
}
else {
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
// using custom code for camera; this is obscure and tricky
camera.position.set(
(WorldCamera.gdxCamX / lightmapDownsample).round(),
(WorldCamera.gdxCamY / lightmapDownsample).round(),
0f
) // make camara work
camera.update()
batch.projectionMatrix = camera.combined
blendNormal()
batch.color = Color.WHITE
LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_ALPHA)
}
}
}
if (!KeyToggler.isOn(Input.Keys.F8)) {
for (i in 0 until blurIterations) {
blurWriteBuffer.inAction(camera, batch) {
batch.inUse {
val texture = blurReadBuffer.colorBufferTexture
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
batch.shader = Terrarum.shaderBlur
batch.shader.setUniformf("iResolution",
blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
batch.shader.setUniformf("flip", 1f)
if (i % 2 == 0)
batch.shader.setUniformf("direction", blurRadius, 0f)
else
batch.shader.setUniformf("direction", 0f, blurRadius)
batch.color = Color.WHITE
batch.draw(texture, 0f, 0f)
// swap
val t = blurWriteBuffer
blurWriteBuffer = blurReadBuffer
blurReadBuffer = t
}
}
}
}
else {
blurWriteBuffer = blurReadBuffer
}
}
private fun repossessActor() {
// check if currently pocessed actor is removed from game
@@ -1314,6 +1392,10 @@ class Ingame(val batch: SpriteBatch) : Screen {
lightmapFboA = FrameBuffer(lightFBOformat, width.div(lightmapDownsample.toInt()), height.div(lightmapDownsample.toInt()), true)
lightmapFboB.dispose()
lightmapFboB = FrameBuffer(lightFBOformat, width.div(lightmapDownsample.toInt()), height.div(lightmapDownsample.toInt()), true)
//lightmapUvFboA.dispose()
//lightmapUvFboA = FrameBuffer(lightUvFBOformat, Terrarum.WIDTH.div(lightmapDownsample.toInt()), Terrarum.HEIGHT.div(lightmapDownsample.toInt()), true)
//lightmapUvFboB.dispose()
//lightmapUvFboB = FrameBuffer(lightUvFBOformat, Terrarum.WIDTH.div(lightmapDownsample.toInt()), Terrarum.HEIGHT.div(lightmapDownsample.toInt()), true)
// Set up viewport when window is resized