better shadow for wall-stickers

This commit is contained in:
minjaesong
2024-11-30 20:52:52 +09:00
parent bf626e35da
commit 450129f650
4 changed files with 80 additions and 3 deletions

View File

@@ -525,7 +525,7 @@ object IngameRenderer : Disposable {
actorsRenderBehind?.forEach { it.drawBody(frameDelta, batch) } actorsRenderBehind?.forEach { it.drawBody(frameDelta, batch) }
} }
} }
BlurMgr.makeBlur(fboRGBactorsBehind, fboRGBactorsBehindShadow, 0.25f) BlurMgr.makeBlurSmall(fboRGBactorsBehind, fboRGBactorsBehindShadow, 1f)
fboRGBactorsMiddle.inAction(camera, batch) { fboRGBactorsMiddle.inAction(camera, batch) {
clearBuffer() clearBuffer()

View File

@@ -20,6 +20,7 @@ object BlurMgr {
private val internalHeight = (height.toFloat() / 4f).ceilToInt() * 4 private val internalHeight = (height.toFloat() / 4f).ceilToInt() * 4
val full = Float16FrameBuffer(width, height, false) val full = Float16FrameBuffer(width, height, false)
// val full2 = Float16FrameBuffer(width, height, false)
val half = Float16FrameBuffer(internalWidth / 2, internalHeight / 2, false) val half = Float16FrameBuffer(internalWidth / 2, internalHeight / 2, false)
val quarter = Float16FrameBuffer(internalWidth / 4, internalHeight / 4, false) val quarter = Float16FrameBuffer(internalWidth / 4, internalHeight / 4, false)
val camera = OrthographicCamera(width.toFloat(), height.toFloat()) val camera = OrthographicCamera(width.toFloat(), height.toFloat())
@@ -70,6 +71,7 @@ object BlurMgr {
fun dispose() { fun dispose() {
full.dispose() full.dispose()
// full2.dispose()
half.dispose() half.dispose()
quarter.dispose() quarter.dispose()
} }
@@ -84,12 +86,15 @@ object BlurMgr {
private val shaderKawaseDown = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawasedown.frag") private val shaderKawaseDown = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawasedown.frag")
private val shaderKawaseUp = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawaseup.frag") private val shaderKawaseUp = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawaseup.frag")
private val shaderGauss3 = App.loadShaderFromClasspath("shaders/default.vert", "shaders/gaussian3x3.frag")
fun makeBlur(`in`: FrameBuffer, out: FrameBuffer, strength: Float) { fun makeBlur(`in`: FrameBuffer, out: FrameBuffer, strength: Float) {
assert(`in`.width == out.width && `in`.height == out.height) { assert(`in`.width == out.width && `in`.height == out.height) {
"Input and Output dimension mismatch: In(${`in`.width}x${`in`.height}), Out(${out.width}x${out.height})" "Input and Output dimension mismatch: In(${`in`.width}x${`in`.height}), Out(${out.width}x${out.height})"
} }
if (strength.isNaN() || strength.isInfinite()) throw IllegalArgumentException("Strength not a number ($strength)")
val fbos = fboDict.getOrPut(`in`.width.toLong().shl(32) or `in`.height.toLong()) { val fbos = fboDict.getOrPut(`in`.width.toLong().shl(32) or `in`.height.toLong()) {
FrameBufferSet(`in`.width, `in`.height) FrameBufferSet(`in`.width, `in`.height)
} }
@@ -150,10 +155,52 @@ object BlurMgr {
} }
} }
fun makeBlurSmall(`in`: FrameBuffer, out: FrameBuffer, strength: Float) {
assert(`in`.width == out.width && `in`.height == out.height) {
"Input and Output dimension mismatch: In(${`in`.width}x${`in`.height}), Out(${out.width}x${out.height})"
}
if (strength.isNaN() || strength.isInfinite()) throw IllegalArgumentException("Strength not a number ($strength)")
if (strength > 1f) throw IllegalArgumentException("strength too high ($strength); Use makeBlur() instead")
val fbos = fboDict.getOrPut(`in`.width.toLong().shl(32) or `in`.height.toLong()) {
FrameBufferSet(`in`.width, `in`.height)
}
val batch: SpriteBatch? = null // placeholder
fbos.full.inAction(fbos.camera, batch) {
gdxClearAndEnableBlend(0f,0f,0f,0f)
blurtex0 = `in`.colorBufferTexture
blurtex0.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
blurtex0.bind(0)
shaderGauss3.bind()
shaderGauss3.setUniformMatrix("u_projTrans", fbos.camera.combined)
shaderGauss3.setUniformi("u_texture", 0)
shaderGauss3.setUniformf("halfpixel", strength / fbos.full.width, strength / fbos.full.height)
fbos.quadFull.render(shaderGauss3, GL20.GL_TRIANGLE_FAN)
}
out.inAction(fbos.camera, batch) {
gdxClearAndEnableBlend(0f,0f,0f,0f)
blurtex3 = fbos.full.colorBufferTexture
blurtex3.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
blurtex3.bind(0)
shaderGauss3.bind()
shaderGauss3.setUniformMatrix("u_projTrans", fbos.camera.combined)
shaderGauss3.setUniformi("u_texture", 0)
shaderGauss3.setUniformf("halfpixel", strength / fbos.full.width, strength / fbos.full.height)
fbos.quadFull.render(shaderGauss3, GL20.GL_TRIANGLE_FAN)
}
}
fun dispose() { fun dispose() {
fboDict.values.forEach { it.dispose() } fboDict.values.forEach { it.dispose() }
shaderKawaseUp.dispose() shaderKawaseUp.dispose()
shaderKawaseDown.dispose() shaderKawaseDown.dispose()
shaderGauss3.dispose()
} }
} }

View File

@@ -0,0 +1,30 @@
#ifdef GL_ES
precision mediump float;
#endif
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
// recommended value: n / vec2(fbo_width, fbo_height) where n is something like {0.5, 1, 2, 4, ... }
// that, or simply 0.5, depending on how your uv coord works
uniform vec2 halfpixel = vec2(0.0, 0.0);
const vec2 twister = vec2(1.0, -1.0);
const vec2 boolean = vec2(1.0, 0.0);
out vec4 fragColor;
void main() {
vec4 sum = texture(u_texture, v_texCoords) * 4.0 + // C
texture(u_texture, v_texCoords + halfpixel) + // SE
texture(u_texture, v_texCoords - halfpixel) + // NW
texture(u_texture, v_texCoords + halfpixel * twister) + // NE
texture(u_texture, v_texCoords - halfpixel * twister) + // SW
texture(u_texture, v_texCoords + halfpixel * boolean.xy) * 2.0 + // E
texture(u_texture, v_texCoords - halfpixel * boolean.xy) * 2.0 + // W
texture(u_texture, v_texCoords + halfpixel * boolean.yx) * 2.0 + // S
texture(u_texture, v_texCoords - halfpixel * boolean.yx) * 2.0 ; // N
fragColor = sum / 16.0;
}

View File

@@ -10,11 +10,11 @@ uniform sampler2D u_texture;
uniform sampler2D u_wall; uniform sampler2D u_wall;
out vec4 fragColor; out vec4 fragColor;
vec4 mult = vec4(0.0, 0.0, 0.0, 1.5); vec4 mult = vec4(0.0, 0.0, 0.0, 1.0);
void main() { void main() {
vec4 backcol = texture(u_wall, v_texCoords); vec4 backcol = texture(u_wall, v_texCoords);
vec4 incol = texture(u_texture, v_texCoords); vec4 incol = texture(u_texture, v_texCoords);
vec4 outcol = vec4(incol.rgb, backcol.a * pow(incol.a, 2.0)); vec4 outcol = vec4(incol.rgb, backcol.a * incol.a);
fragColor = mult * outcol; fragColor = mult * outcol;
} }