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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
dat blur
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37
assets/blur2.frag
Normal file
37
assets/blur2.frag
Normal file
@@ -0,0 +1,37 @@
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#ifdef GL_ES
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precision highp float;
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#endif
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform vec2 iResolution;
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uniform float flip;
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uniform vec2 direction;
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vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
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vec4 color = vec4(0.0);
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vec2 off1 = vec2(1.411764705882353) * direction;
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vec2 off2 = vec2(3.2941176470588234) * direction;
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vec2 off3 = vec2(5.176470588235294) * direction;
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color += texture2D(image, uv) * 0.1964825501511404;
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color += texture2D(image, uv + (off1 / resolution)) * 0.2969069646728344;
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color += texture2D(image, uv - (off1 / resolution)) * 0.2969069646728344;
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color += texture2D(image, uv + (off2 / resolution)) * 0.09447039785044732;
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color += texture2D(image, uv - (off2 / resolution)) * 0.09447039785044732;
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color += texture2D(image, uv + (off3 / resolution)) * 0.010381362401148057;
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color += texture2D(image, uv - (off3 / resolution)) * 0.010381362401148057;
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return color;
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}
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void main() {
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vec2 uv = vec2(gl_FragCoord.xy / iResolution.xy);
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if (flip == 1.0) {
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uv.y = 1.0 - uv.y;
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}
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gl_FragColor = blur(u_texture, uv, iResolution.xy, direction);
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}
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@@ -1,8 +1,8 @@
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package net.torvald.terrarum
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import com.badlogic.gdx.graphics.Camera
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.*
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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 net.torvald.terrarum.modulebasegame.IngameRenderer
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import net.torvald.terrarum.ui.UICanvas
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@@ -54,28 +54,58 @@ class UIFakeBlurOverlay : UICanvas() {
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override var openCloseTime: Second = 0f
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private val shaderBlur = App.loadShaderFromFile("assets/blur.vert", "assets/blur.frag")
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private val shaderBlur = App.loadShaderFromFile("assets/blur.vert", "assets/blur2.frag")
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init { }
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private val blurRadius = 32f
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private val blurRadius = 2f
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private val darken = Color(0.5f, 0.5f, 0.5f, 1f)
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private var fbo = FrameBuffer(Pixmap.Format.RGBA8888, width / 4, height / 4, true)
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override fun updateUI(delta: Float) {}
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override fun renderUI(batch: SpriteBatch, camera: Camera) {
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/*for (i in 0 until 5) {
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for (i in 0 until 6) {
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val scalar = blurRadius * (1 shl i.ushr(1))
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batch.shader = shaderBlur
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shaderBlur.setUniformMatrix("u_projTrans", camera.combined)
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shaderBlur.setUniformi("u_texture", 0)
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shaderBlur.setUniformf("iResolution", width.toFloat(), height.toFloat())
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IngameRenderer.shaderBlur.setUniformf("flip", 1f)
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if (i % 2 == 0)
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IngameRenderer.shaderBlur.setUniformf("direction", blurRadius, 0f)
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IngameRenderer.shaderBlur.setUniformf("direction", scalar, 0f)
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else
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IngameRenderer.shaderBlur.setUniformf("direction", 0f, blurRadius)
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IngameRenderer.shaderBlur.setUniformf("direction", 0f, scalar)
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val p = Pixmap.createFromFrameBuffer(0, 0, width, height)
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val t = Texture(p); t.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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batch.draw(t, 0f, 0f)
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batch.flush() // so I can safely dispose of the texture
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t.dispose(); p.dispose()
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}
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// sample blurred but blocky texture, scale it down, and re-scale up to the main screen
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batch.end()
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val p = Pixmap.createFromFrameBuffer(0, 0, width, height)
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val t = Texture(p); t.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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fbo.inAction(camera as OrthographicCamera, batch) {
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batch.inUse {
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batch.shader = null
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batch.draw(t, 0f, 0f, fbo.width.toFloat(), fbo.height.toFloat())
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}
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}
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t.dispose(); p.dispose()
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batch.begin()
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val t2 = fbo.colorBufferTexture
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t2.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blendNormal(batch)
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batch.draw(t2, 0f, 0f, width.toFloat(), height.toFloat())
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batch.fillRect(0f, 0f, width.toFloat(), height.toFloat())
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}*/
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blendMul(batch)
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batch.color = darken
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batch.fillRect(0f, 0f, width.toFloat(), height.toFloat())
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@@ -89,5 +119,6 @@ class UIFakeBlurOverlay : UICanvas() {
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override fun endClosing(delta: Float) {}
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override fun dispose() {
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shaderBlur.dispose()
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fbo.dispose()
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}
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}
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@@ -607,9 +607,6 @@ object IngameRenderer : Disposable {
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}
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fun processBlur(lightmapFboA: FrameBuffer, lightmapFboB: FrameBuffer) {
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val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
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val blurRadius = 4f / lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
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var blurWriteBuffer = lightmapFboA
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var blurReadBuffer = lightmapFboB
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@@ -629,7 +626,9 @@ object IngameRenderer : Disposable {
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}
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// do blurring
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for (i in 0 until blurIterations) {
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for (i in 0 until 4) {
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val blurRadius = (4f / lightmapDownsample) * (1 shl i.ushr(1))
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blurWriteBuffer.inAction(camera, batch) {
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blurTex.texture = blurReadBuffer.colorBufferTexture
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@@ -99,6 +99,8 @@ open class UIRemoCon(val parent: TitleScreen, treeRepresentation: QNDTreeNode<St
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currentRemoConContents = currentRemoConContents.parent!!
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currentlySelectedRemoConItem = currentRemoConContents.data
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remoConTray = generateNewRemoCon(currentRemoConContents)
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parent.uiFakeBlurOverlay.setAsClose()
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}
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else {
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throw NullPointerException("No parent node to return")
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@@ -143,7 +145,6 @@ open class UIRemoCon(val parent: TitleScreen, treeRepresentation: QNDTreeNode<St
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}
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else {
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it.second.setAsClose()
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parent.uiFakeBlurOverlay.setAsClose()
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}
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}
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}
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