mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 13:51:53 +09:00
better implementation of dithering which relies on external texture and it runs faster
This commit is contained in:
@@ -215,6 +215,7 @@ public class App implements ApplicationListener {
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public static Texture ditherPattern;
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private static ShaderProgram shaderBayerSkyboxFill; // ONLY to be used by the splash screen
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public static ShaderProgram shaderHicolour;
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public static ShaderProgram shaderPassthruRGB;
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@@ -405,6 +406,7 @@ public class App implements ApplicationListener {
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CommonResourcePool.INSTANCE.addToLoadingList("title_health2", () -> new Texture(Gdx.files.internal("./assets/graphics/gui/health_distance.tga")));
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// set GL graphics constants
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ditherPattern = new Texture(Gdx.files.internal("assets/LDR_512_RGBA_0.tga"));
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shaderBayerSkyboxFill = loadShaderFromFile("assets/4096.vert", "assets/4096_bayer_skyboxfill.frag");
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shaderHicolour = loadShaderFromFile("assets/4096.vert", "assets/hicolour.frag");
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shaderPassthruRGB = SpriteBatch.createDefaultShader();
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@@ -582,11 +584,13 @@ public class App implements ApplicationListener {
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}
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private void drawSplash() {
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ditherPattern.bind(0);
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shaderBayerSkyboxFill.bind();
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shaderBayerSkyboxFill.setUniformMatrix("u_projTrans", camera.combined);
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shaderBayerSkyboxFill.setUniformi("u_texture", 0);
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shaderBayerSkyboxFill.setUniformf("parallax_size", 0f);
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shaderBayerSkyboxFill.setUniformf("topColor", gradWhiteTop.r, gradWhiteTop.g, gradWhiteTop.b);
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shaderBayerSkyboxFill.setUniformf("bottomColor", gradWhiteBottom.r, gradWhiteBottom.g, gradWhiteBottom.b);
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shaderBayerSkyboxFill.setUniformf("topColor", gradWhiteTop.r, gradWhiteTop.g, gradWhiteTop.b, 1f);
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shaderBayerSkyboxFill.setUniformf("bottomColor", gradWhiteBottom.r, gradWhiteBottom.g, gradWhiteBottom.b, 1f);
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fullscreenQuad.render(shaderBayerSkyboxFill, GL20.GL_TRIANGLES);
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@@ -706,6 +710,7 @@ public class App implements ApplicationListener {
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//FloatDrawer.INSTANCE.dispose();
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ditherPattern.dispose();
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shaderBayerSkyboxFill.dispose();
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shaderHicolour.dispose();
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shaderPassthruRGB.dispose();
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@@ -55,6 +55,13 @@ object IngameRenderer : Disposable {
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private lateinit var lightTex: TextureRegion
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private lateinit var blurTex: TextureRegion
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val ditherPattern = App.ditherPattern
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init {
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ditherPattern.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Linear)
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ditherPattern.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat)
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}
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// you must have lightMixed FBO; otherwise you'll be reading from unbaked FBO and it freaks out GPU
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inline fun isDither() = App.getConfigBoolean("fx_dither")
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@@ -469,6 +476,9 @@ object IngameRenderer : Disposable {
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gdxSetBlend()
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ditherPattern.bind(1)
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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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batch.inUse {
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blendNormal(batch)
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@@ -486,6 +496,7 @@ object IngameRenderer : Disposable {
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blendMul(batch)
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batch.shader = shaderRGBOnly
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batch.shader.setUniformi("u_pattern", 1)
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batch.draw(lightTex,
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xrem, yrem,
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lightTex.regionWidth * lightmapDownsample,
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@@ -553,6 +564,9 @@ object IngameRenderer : Disposable {
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setCameraPosition(0f, 0f)
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val (xrem, yrem) = worldCamToRenderPos()
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ditherPattern.bind(1)
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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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batch.inUse {
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// draw world
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batch.draw(fboA.colorBufferTexture, 0f, 0f)
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@@ -567,6 +581,7 @@ object IngameRenderer : Disposable {
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blendMul(batch)
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batch.shader = shaderAtoGrey
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batch.shader.setUniformi("u_pattern", 1)
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batch.draw(lightTex,
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xrem, yrem,
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lightTex.regionWidth * lightmapDownsample,
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@@ -664,12 +679,15 @@ object IngameRenderer : Disposable {
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blurWriteBuffer.inAction(camera, batch) {
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blurTex.texture = blurReadBuffer.colorBufferTexture
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blurTex.texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurTex.texture.bind(0)
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ditherPattern.bind(1) // order is important!
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shaderBlur.bind()
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shaderBlur.setUniformMatrix("u_projTrans", camera.combined)
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shaderBlur.setUniformi("u_pattern", 1)
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shaderBlur.setUniformi("u_texture", 0)
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shaderBlur.setUniformf("iResolution",
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blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
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@@ -3,20 +3,18 @@ package net.torvald.terrarum.modulebasegame.gameactors
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.gdx.graphics.Cvec
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import net.torvald.random.HQRNG
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import net.torvald.spriteanimation.SpriteAnimation
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import net.torvald.terrarum.*
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import net.torvald.terrarum.BlockCodex
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import net.torvald.terrarum.CommonResourcePool
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import net.torvald.terrarum.ModMgr
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.gameactors.AVKey
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import net.torvald.terrarum.gameactors.Hitbox
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import net.torvald.terrarum.gameactors.Luminous
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import net.torvald.terrarum.gameparticles.ParticleVanishingSprite
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import net.torvald.terrarum.gameparticles.ParticleVanishingText
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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import java.util.*
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import kotlin.math.roundToInt
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/**
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* Created by minjaesong on 2016-06-17.
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@@ -45,7 +43,7 @@ internal class FixtureTikiTorch : FixtureBase, Luminous {
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TextureRegionPack(ModMgr.getGdxFile("basegame", "sprites/fixtures/tiki_torch.tga"), 16, 32)
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}
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CommonResourcePool.addToLoadingList("particles-tiki_smoke.tga") {
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TextureRegionPack(ModMgr.getGdxFile("basegame", "particles/tiki_smoke.tga"), 10, 10)
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TextureRegionPack(ModMgr.getGdxFile("basegame", "particles/bigger_smoke.tga"), 16, 16)
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}
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CommonResourcePool.loadAll()
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@@ -70,7 +68,7 @@ internal class FixtureTikiTorch : FixtureBase, Luminous {
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if (spawnTimer >= nextDelay) {
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(Terrarum.ingame as TerrarumIngame).addParticle(ParticleVanishingSprite(
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CommonResourcePool.getAsTextureRegionPack("particles-tiki_smoke.tga"),
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0.25f, true, hitbox.centeredX, hitbox.startY, false, rng.nextInt(256)
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25f, true, hitbox.centeredX, hitbox.startY, false, rng.nextInt(256)
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))
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spawnTimer -= nextDelay
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@@ -14,6 +14,7 @@ import net.torvald.terrarum.CommonResourcePool
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import net.torvald.terrarum.fillRect
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import net.torvald.terrarum.modulebasegame.IngameRenderer
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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import org.lwjgl.opengl.GL20
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/**
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@@ -101,12 +102,20 @@ object Toolkit : Disposable {
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}
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fun blurEntireScreen(batch: SpriteBatch, camera: OrthographicCamera, blurRadius: Float, x: Int, y: Int, w: Int, h: Int) {
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batch.end()
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IngameRenderer.ditherPattern.bind(1)
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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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batch.begin()
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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.setUniformi("u_pattern", 1)
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shaderBlur.setUniformf("iResolution", w.toFloat(), h.toFloat())
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IngameRenderer.shaderBlur.setUniformf("flip", 1f)
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if (i % 2 == 0)
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@@ -20,7 +20,6 @@ import net.torvald.terrarum.modulebasegame.gameactors.ParticleMegaRain
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import net.torvald.terrarum.utils.JsonFetcher
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import net.torvald.terrarum.worlddrawer.WorldCamera
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import java.io.File
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import java.util.*
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/**
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*
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@@ -177,8 +176,17 @@ internal object WeatherMixer : RNGConsumer {
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skyboxTexture.dispose()
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skyboxTexture = Texture(skyboxPixmap); skyboxTexture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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IngameRenderer.batch.shader = if (App.getConfigBoolean("fx_dither")) IngameRenderer.shaderBayer else null
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if (App.getConfigBoolean("fx_dither")) {
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IngameRenderer.ditherPattern.bind(1)
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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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}
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batch.inUse {
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it.shader = if (App.getConfigBoolean("fx_dither")) IngameRenderer.shaderBayer else null
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if (App.getConfigBoolean("fx_dither")) {
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it.shader.setUniformi("u_pattern", 1)
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}
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it.draw(skyboxTexture, 0f, -App.scr.halfhf, App.scr.wf, App.scr.hf * 2f) // because of how the linear filter works, we extend the image by two
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}
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