PostProcessor working: nested FBO won't work, use FrameBufferManager

This commit is contained in:
minjaesong
2018-07-03 13:48:34 +09:00
parent 108a3e6188
commit 6b929ac107
154 changed files with 929 additions and 67 deletions

View File

@@ -7,6 +7,7 @@ import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.badlogic.gdx.math.Matrix4
import kotlin.system.measureNanoTime
/**
@@ -15,6 +16,7 @@ import kotlin.system.measureNanoTime
object PostProcessor {
private lateinit var batch: SpriteBatch // not nulling to save some lines of code
//private lateinit var camera: OrthographicCamera
private var textureRegion: TextureRegion? = null
@@ -24,37 +26,39 @@ object PostProcessor {
lutTex = Texture(Gdx.files.internal("assets/clut/$filename"))
}
fun draw(fbo: FrameBuffer) {
fun draw(projMat: Matrix4, fbo: FrameBuffer) {
if (textureRegion == null) {
textureRegion = TextureRegion(fbo.colorBufferTexture)
batch = SpriteBatch()
//camera = OrthographicCamera(AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
//camera.setToOrtho(true, AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
//camera.update()
Gdx.gl20.glViewport(0, 0, AppLoader.appConfig.width, AppLoader.appConfig.height)
}
// FIXME something's really fucked between sky_gradient and the actual_world_render,
// maybe overlaying world over grad
// OR mixing lightmap (less likely?)
// known symptom: when localising the spritebatch, greyscale lightmap and the UI are the
// only thing gets drawn
Terrarum.debugTimers["GFX.PostProcessor"] = measureNanoTime {
//Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
//Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
//Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
//Gdx.gl.glEnable(GL20.GL_BLEND)
//Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
val shader = AppLoader.shader18Bit
// no-screen screen renders but the game don't? wtf?
fbo.colorBufferTexture.bind(0)
shader.begin()
shader.setUniformf("resolution", AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
shader.setUniformMatrix("u_projTrans", projMat)
shader.setUniformi("u_texture", 0)
AppLoader.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
shader.end()
@@ -65,4 +69,13 @@ object PostProcessor {
}
}
/**
* Camera will be moved so that (newX, newY) would be sit on the top-left edge.
*/
/*private fun setCameraPosition(newX: Float, newY: Float) {
camera.position.set((-newX + Terrarum.HALFW).round(), (-newY + Terrarum.HALFH).round(), 0f)
camera.update()
batch.projectionMatrix = camera.combined
}*/
}