This commit is contained in:
minjaesong
2021-09-09 16:39:29 +09:00
parent 94a97193f9
commit 1a0c48987d
4 changed files with 84 additions and 16 deletions

37
assets/blur2.frag Normal file
View File

@@ -0,0 +1,37 @@
#ifdef GL_ES
precision highp float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec2 iResolution;
uniform float flip;
uniform vec2 direction;
vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.411764705882353) * direction;
vec2 off2 = vec2(3.2941176470588234) * direction;
vec2 off3 = vec2(5.176470588235294) * direction;
color += texture2D(image, uv) * 0.1964825501511404;
color += texture2D(image, uv + (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv - (off1 / resolution)) * 0.2969069646728344;
color += texture2D(image, uv + (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv - (off2 / resolution)) * 0.09447039785044732;
color += texture2D(image, uv + (off3 / resolution)) * 0.010381362401148057;
color += texture2D(image, uv - (off3 / resolution)) * 0.010381362401148057;
return color;
}
void main() {
vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy);
if (flip == 1.0) {
uv.y = 1.0 - uv.y;
}
gl_FragColor = blur(u_texture, uv, iResolution.xy, direction);
}

View File

@@ -1,8 +1,8 @@
package net.torvald.terrarum
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.ui.UICanvas
@@ -54,28 +54,58 @@ class UIFakeBlurOverlay : UICanvas() {
override var openCloseTime: Second = 0f
private val shaderBlur = App.loadShaderFromFile("assets/blur.vert", "assets/blur.frag")
private val shaderBlur = App.loadShaderFromFile("assets/blur.vert", "assets/blur2.frag")
init { }
private val blurRadius = 32f
private val blurRadius = 2f
private val darken = Color(0.5f, 0.5f, 0.5f, 1f)
private var fbo = FrameBuffer(Pixmap.Format.RGBA8888, width / 4, height / 4, true)
override fun updateUI(delta: Float) {}
override fun renderUI(batch: SpriteBatch, camera: Camera) {
/*for (i in 0 until 5) {
for (i in 0 until 6) {
val scalar = blurRadius * (1 shl i.ushr(1))
batch.shader = shaderBlur
shaderBlur.setUniformMatrix("u_projTrans", camera.combined)
shaderBlur.setUniformi("u_texture", 0)
shaderBlur.setUniformf("iResolution", width.toFloat(), height.toFloat())
IngameRenderer.shaderBlur.setUniformf("flip", 1f)
if (i % 2 == 0)
IngameRenderer.shaderBlur.setUniformf("direction", blurRadius, 0f)
IngameRenderer.shaderBlur.setUniformf("direction", scalar, 0f)
else
IngameRenderer.shaderBlur.setUniformf("direction", 0f, blurRadius)
IngameRenderer.shaderBlur.setUniformf("direction", 0f, scalar)
val p = Pixmap.createFromFrameBuffer(0, 0, width, height)
val t = Texture(p); t.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
batch.draw(t, 0f, 0f)
batch.flush() // so I can safely dispose of the texture
t.dispose(); p.dispose()
}
// sample blurred but blocky texture, scale it down, and re-scale up to the main screen
batch.end()
val p = Pixmap.createFromFrameBuffer(0, 0, width, height)
val t = Texture(p); t.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
fbo.inAction(camera as OrthographicCamera, batch) {
batch.inUse {
batch.shader = null
batch.draw(t, 0f, 0f, fbo.width.toFloat(), fbo.height.toFloat())
}
}
t.dispose(); p.dispose()
batch.begin()
val t2 = fbo.colorBufferTexture
t2.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
blendNormal(batch)
batch.draw(t2, 0f, 0f, width.toFloat(), height.toFloat())
batch.fillRect(0f, 0f, width.toFloat(), height.toFloat())
}*/
blendMul(batch)
batch.color = darken
batch.fillRect(0f, 0f, width.toFloat(), height.toFloat())
@@ -89,5 +119,6 @@ class UIFakeBlurOverlay : UICanvas() {
override fun endClosing(delta: Float) {}
override fun dispose() {
shaderBlur.dispose()
fbo.dispose()
}
}

View File

@@ -607,9 +607,6 @@ object IngameRenderer : Disposable {
}
fun processBlur(lightmapFboA: FrameBuffer, lightmapFboB: FrameBuffer) {
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
var blurWriteBuffer = lightmapFboA
var blurReadBuffer = lightmapFboB
@@ -629,7 +626,9 @@ object IngameRenderer : Disposable {
}
// do blurring
for (i in 0 until blurIterations) {
for (i in 0 until 4) {
val blurRadius = (4f / lightmapDownsample) * (1 shl i.ushr(1))
blurWriteBuffer.inAction(camera, batch) {
blurTex.texture = blurReadBuffer.colorBufferTexture

View File

@@ -99,6 +99,8 @@ open class UIRemoCon(val parent: TitleScreen, treeRepresentation: QNDTreeNode<St
currentRemoConContents = currentRemoConContents.parent!!
currentlySelectedRemoConItem = currentRemoConContents.data
remoConTray = generateNewRemoCon(currentRemoConContents)
parent.uiFakeBlurOverlay.setAsClose()
}
else {
throw NullPointerException("No parent node to return")
@@ -143,7 +145,6 @@ open class UIRemoCon(val parent: TitleScreen, treeRepresentation: QNDTreeNode<St
}
else {
it.second.setAsClose()
parent.uiFakeBlurOverlay.setAsClose()
}
}
}