some bayer matrix things and my discoveries

This commit is contained in:
minjaesong
2017-07-17 12:22:15 +09:00
parent d6f2f4158c
commit 6476fe88bb
5 changed files with 176 additions and 27 deletions

View File

@@ -9,6 +9,7 @@ import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import com.badlogic.gdx.graphics.glutils.ShapeRenderer
import com.badlogic.gdx.math.Matrix4
import net.torvald.terrarum.gameactors.sqrt
import net.torvald.terrarumsansbitmap.gdx.GameFontBase
@@ -34,6 +35,7 @@ object ColorLimiterTest : ApplicationAdapter() {
lateinit var shader4096: ShaderProgram
lateinit var batch: SpriteBatch
lateinit var shapeRenderer: ShapeRenderer
lateinit var font: GameFontBase
@@ -42,14 +44,16 @@ object ColorLimiterTest : ApplicationAdapter() {
shader4096 = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer.frag"))
shader4096.begin()
shader4096.setUniformf("rcount", 2f)
shader4096.setUniformf("gcount", 2f)
shader4096.setUniformf("bcount", 2f)
shader4096.setUniformf("rcount", 4f)
shader4096.setUniformf("gcount", 4f)
shader4096.setUniformf("bcount", 4f)
shader4096.end()
//img = Texture("assets/test_gradient.tga")
img = Texture("assets/test_texture.tga")
batch = SpriteBatch()
shapeRenderer = ShapeRenderer()
font = GameFontBase("assets/graphics/fonts/terrarum-sans-bitmap", flipY = false)
@@ -84,19 +88,24 @@ object ColorLimiterTest : ApplicationAdapter() {
batch.inUse {
batch.shader = shader4096
shader4096.setUniformf("rcount", dither)
shader4096.setUniformf("gcount", dither)
shader4096.setUniformf("bcount", dither)
shader4096.setUniformf("rcount", 6f)//dither)
shader4096.setUniformf("gcount", 6f)//dither)
shader4096.setUniformf("bcount", 6f)//dither)
batch.color = Color.WHITE
batch.draw(img, 0f, 0f)
}
/*shapeRenderer.inUse {
shapeRenderer.rect(512f, 0f, 512f, 512f, Color.BLACK, Color.BLACK, Color.WHITE, Color.WHITE)
}*/
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
batch.draw(img, img.width.toFloat(), 0f)
batch.shader = null
font.draw(batch, "Dither level: ${dither.toInt()}", 10f, Gdx.graphics.height - 30f)
}
}