lightmap downsample works, sampling bug fixed with Filter.NEAREST, now having shrinkage issue

This commit is contained in:
minjaesong
2017-07-12 14:33:59 +09:00
parent 7fc2d85c46
commit 86fad6390f
5 changed files with 34 additions and 22 deletions

View File

@@ -74,7 +74,7 @@ class Ingame(val batch: SpriteBatch) : Screen {
val ZOOM_MINIMUM = 0.5f
companion object {
val lightmapDownsample = 1f
val lightmapDownsample = 2f //2f: still has choppy look when the camera moves but unnoticeable when blurred
}
@@ -488,10 +488,6 @@ class Ingame(val batch: SpriteBatch) : Screen {
///////////////////
// blur lightmap //
///////////////////
worldDrawFrameBuffer.inAction(null, null) {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
@@ -524,9 +520,7 @@ class Ingame(val batch: SpriteBatch) : Screen {
BlocksDrawer.renderWall(batch)
actorsRenderBehind.forEach { it.drawBody(batch) }
actorsRenderBehind.forEach { it.drawGlow(batch) }
particlesContainer.forEach { it.drawBody(batch) }
particlesContainer.forEach { it.drawGlow(batch) }
BlocksDrawer.renderTerrain(batch)
/////////////////
@@ -604,7 +598,9 @@ class Ingame(val batch: SpriteBatch) : Screen {
//////////////////////
// draw actor glows //
//////////////////////
actorsRenderBehind.forEach { it.drawGlow(batch) }
particlesContainer.forEach { it.drawGlow(batch) }
actorsRenderMiddle.forEach { it.drawGlow(batch) }
actorsRenderMidTop.forEach { it.drawGlow(batch) }
player?.drawGlow(batch)
@@ -645,6 +641,9 @@ class Ingame(val batch: SpriteBatch) : Screen {
val worldTex = worldDrawFrameBuffer.colorBufferTexture // WORLD: light_color must be applied beforehand
val glowTex = worldGlowFrameBuffer.colorBufferTexture // GLOW: light_uvlight must be applied beforehand
worldTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
glowTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
//Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0)
worldTex.bind(0)
glowTex.bind(1)
@@ -702,6 +701,7 @@ class Ingame(val batch: SpriteBatch) : Screen {
val blendedTex = worldBlendFrameBuffer.colorBufferTexture
blendedTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
batch.color = Color.WHITE
batch.shader = null
blendNormal()
@@ -1454,15 +1454,15 @@ class Ingame(val batch: SpriteBatch) : Screen {
*/
override fun resize(width: Int, height: Int) {
worldDrawFrameBuffer.dispose()
worldDrawFrameBuffer = FrameBuffer(worldFBOformat, width, height, true)
worldDrawFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, true)
worldGlowFrameBuffer.dispose()
worldGlowFrameBuffer = FrameBuffer(worldFBOformat, width, height, true)
worldGlowFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, true)
worldBlendFrameBuffer.dispose()
worldBlendFrameBuffer = FrameBuffer(worldFBOformat, width, height, true)
worldBlendFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, true)
lightmapFboA.dispose()
lightmapFboA = FrameBuffer(lightFBOformat, width.div(lightmapDownsample.toInt()), height.div(lightmapDownsample.toInt()), true)
lightmapFboA = FrameBuffer(lightFBOformat, Terrarum.WIDTH.div(lightmapDownsample.toInt()), Terrarum.HEIGHT.div(lightmapDownsample.toInt()), true)
lightmapFboB.dispose()
lightmapFboB = FrameBuffer(lightFBOformat, width.div(lightmapDownsample.toInt()), height.div(lightmapDownsample.toInt()), true)
lightmapFboB = FrameBuffer(lightFBOformat, Terrarum.WIDTH.div(lightmapDownsample.toInt()), Terrarum.HEIGHT.div(lightmapDownsample.toInt()), true)
//lightmapUvFboA.dispose()
//lightmapUvFboA = FrameBuffer(lightUvFBOformat, Terrarum.WIDTH.div(lightmapDownsample.toInt()), Terrarum.HEIGHT.div(lightmapDownsample.toInt()), true)
//lightmapUvFboB.dispose()