sprite: emissive layer

This commit is contained in:
minjaesong
2024-01-27 01:27:45 +09:00
parent 3042b0659e
commit b02f4d7703
18 changed files with 175 additions and 29 deletions

View File

@@ -3,6 +3,7 @@ package net.torvald.terrarum.modulebasegame
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.graphics.glutils.Float16FrameBuffer
import com.badlogic.gdx.graphics.glutils.FrameBuffer
@@ -54,9 +55,11 @@ object IngameRenderer : Disposable {
private lateinit var lightmapFbo: Float16FrameBuffer
private lateinit var fboRGB: Float16FrameBuffer
private lateinit var fboRGB_lightMixed0: Float16FrameBuffer
private lateinit var fboRGB_lightMixed: Float16FrameBuffer
private lateinit var fboA: Float16FrameBuffer
private lateinit var fboA_lightMixed: Float16FrameBuffer
private lateinit var fboEmissive: Float16FrameBuffer
private lateinit var fboMixedOut: Float16FrameBuffer
private lateinit var rgbTex: TextureRegion
private lateinit var aTex: TextureRegion
@@ -85,6 +88,7 @@ object IngameRenderer : Disposable {
val shaderKawaseUp: ShaderProgram
val shaderBlendGlow: ShaderProgram
val shaderBlendGlowTex1Flip: ShaderProgram
val shaderForActors: ShaderProgram
val shaderDemultiply: ShaderProgram
@@ -127,6 +131,7 @@ object IngameRenderer : Disposable {
shaderForActors = App.loadShaderFromClasspath("shaders/default.vert", "shaders/actors.frag")
shaderBlendGlow = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/blendGlow.frag")
shaderBlendGlowTex1Flip = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/blendGlowTex1Flip.frag")
shaderDemultiply = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/demultiply.frag")
@@ -459,6 +464,8 @@ object IngameRenderer : Disposable {
particlesContainer: CircularArray<ParticleBase>?
) {
fboRGB.inAction(null, null) { clearBuffer() }
fboEmissive.inAction(null, null) { clearBuffer() }
fboRGB_lightMixed0.inAction(null, null) { clearBuffer() }
fboRGB_lightMixed.inAction(null, null) { clearBuffer() }
fboRGB.inAction(camera, batch) {
@@ -503,7 +510,38 @@ object IngameRenderer : Disposable {
}
}
fboRGB_lightMixed.inAction(camera, batch) {
fboEmissive.inAction(camera, batch) {
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
moveCameraToWorldCoord()
actorsRenderBehind?.forEach { it.drawEmissive(frameDelta, batch) }
particlesContainer?.forEach { it.drawEmissive(frameDelta, batch) }
}
setCameraPosition(0f, 0f)
BlocksDrawer.drawTerrain(batch.projectionMatrix, false, true)
batch.shader = shaderForActors
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
/////////////////
// draw actors //
/////////////////
moveCameraToWorldCoord()
actorsRenderMiddle?.forEach { it.drawEmissive(frameDelta, batch) }
actorsRenderMidTop?.forEach { it.drawEmissive(frameDelta, batch) }
player?.drawEmissive(frameDelta, batch)
actorsRenderFront?.forEach { it.drawEmissive(frameDelta, batch) }
// --> Change of blend mode <-- introduced by children of ActorWithBody //
}
setCameraPosition(0f, 0f)
BlocksDrawer.drawFront(batch.projectionMatrix, true) // blue coloured filter of water, etc.
}
fboRGB_lightMixed0.inAction(camera, batch) {
setCameraPosition(0f, 0f)
val (xrem, yrem) = worldCamToRenderPos()
@@ -515,6 +553,7 @@ object IngameRenderer : Disposable {
batch.inUse {
batch.color = Color.WHITE
blendNormalStraightAlpha(batch)
// draw world
@@ -542,20 +581,40 @@ object IngameRenderer : Disposable {
)
// }
// if right texture coord for lightTex and fboRGB are obtainable, you can try this:
/*
vec4 skyboxColour = ...
gl_FragCoord = alphablend skyboxColour with (fboRGB * lightTex)
*/
}
// NOTE TO SELF: thㄴis works.
// NOTE TO SELF: this works.
}
fboRGB_lightMixed.inActionF(camera, batch) {
setCameraPosition(0f, 0f)
val (xrem, yrem) = worldCamToRenderPos()
gdxEnableBlend()
fboEmissive.colorBufferTexture.bind(1)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
// draw emissive
batch.inUse {
batch.color = Color.WHITE
blendNormalStraightAlpha(batch)
batch.shader = shaderBlendGlowTex1Flip
shaderBlendGlowTex1Flip.setUniformi("tex1", 1)
shaderBlendGlowTex1Flip.setUniformi("tex1flip", 1)
batch.color = Color.WHITE
batch.draw(fboRGB_lightMixed0.colorBufferTexture, 0f, 0f)
batch.flush()
}
}
blendNormalStraightAlpha(batch)
}
@@ -819,9 +878,11 @@ object IngameRenderer : Disposable {
}
else {
fboRGB.dispose()
fboRGB_lightMixed0.dispose()
fboRGB_lightMixed.dispose()
fboA.dispose()
fboA_lightMixed.dispose()
fboEmissive.dispose()
lightmapFbo.dispose()
fboBlurHalf.dispose()
@@ -829,9 +890,11 @@ object IngameRenderer : Disposable {
}
fboRGB = Float16FrameBuffer(width, height, false)
fboRGB_lightMixed0 = Float16FrameBuffer(width, height, false)
fboRGB_lightMixed = Float16FrameBuffer(width, height, false)
fboA = Float16FrameBuffer(width, height, false)
fboA_lightMixed = Float16FrameBuffer(width, height, false)
fboEmissive = Float16FrameBuffer(width, height, false)
fboMixedOut = Float16FrameBuffer(width, height, false)
lightmapFbo = Float16FrameBuffer(
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
@@ -889,8 +952,10 @@ object IngameRenderer : Disposable {
if (::fboRGB.isInitialized) fboRGB.tryDispose()
if (::fboA.isInitialized) fboA.tryDispose()
if (::fboRGB_lightMixed0.isInitialized) fboRGB_lightMixed0.tryDispose()
if (::fboRGB_lightMixed.isInitialized) fboRGB_lightMixed.tryDispose()
if (::fboA_lightMixed.isInitialized) fboA_lightMixed.tryDispose()
if (::fboEmissive.isInitialized) fboEmissive.tryDispose()
if (::fboMixedOut.isInitialized) fboMixedOut.tryDispose()
if (::lightmapFbo.isInitialized) lightmapFbo.tryDispose()
@@ -914,6 +979,7 @@ object IngameRenderer : Disposable {
shaderKawaseUp.dispose()
shaderBlendGlow.dispose()
shaderBlendGlowTex1Flip.dispose()
shaderForActors.dispose()
shaderDemultiply.dispose()