mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
spritebatch with hdr colour
This commit is contained in:
1376
src/com/badlogic/gdx/graphics/g2d/UnpackedColourSpriteBatch.java
Normal file
1376
src/com/badlogic/gdx/graphics/g2d/UnpackedColourSpriteBatch.java
Normal file
File diff suppressed because it is too large
Load Diff
@@ -34,10 +34,15 @@ import com.badlogic.gdx.utils.NumberUtils
|
||||
class Cvec {
|
||||
|
||||
/** the red, green, blue and alpha components */
|
||||
var r: Float = 0f
|
||||
var g: Float = 0f
|
||||
var b: Float = 0f
|
||||
var a: Float = 0f
|
||||
@kotlin.jvm.JvmField var r: Float = 0f
|
||||
@kotlin.jvm.JvmField var g: Float = 0f
|
||||
@kotlin.jvm.JvmField var b: Float = 0f
|
||||
@kotlin.jvm.JvmField var a: Float = 0f
|
||||
|
||||
var x: Float; get() = r; set(value) { r = value }
|
||||
var y: Float; get() = g; set(value) { g = value }
|
||||
var z: Float; get() = b; set(value) { b = value }
|
||||
var w: Float; get() = a; set(value) { a = value }
|
||||
|
||||
/** Constructs a new Cvec with all components set to 0. */
|
||||
constructor() {}
|
||||
|
||||
@@ -3,13 +3,14 @@ package net.torvald.terrarum
|
||||
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.g2d.UnpackedColourSpriteBatch
|
||||
|
||||
/**
|
||||
* Don't flip the assets! Flip the draw command instead!
|
||||
*
|
||||
* Created by minjaesong on 2021-12-13.
|
||||
*/
|
||||
class FlippingSpriteBatch(size: Int = 1000) : SpriteBatch(size, DefaultGL32Shaders.createSpriteBatchShader()) {
|
||||
class FlippingSpriteBatch(size: Int = 1000) : UnpackedColourSpriteBatch(size, DefaultGL32Shaders.createSpriteBatchShader()) {
|
||||
|
||||
/**
|
||||
* This function draws the flipped version of the image by giving flipped uv-coord to the SpriteBatch
|
||||
@@ -42,6 +43,7 @@ class FlippingSpriteBatch(size: Int = 1000) : SpriteBatch(size, DefaultGL32Shade
|
||||
draw(region.texture, x, y, region.regionWidth.toFloat(), region.regionHeight.toFloat(), region.u, region.v2, region.u2, region.v)
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* NOTE TO SELF:
|
||||
*
|
||||
|
||||
@@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx
|
||||
import com.badlogic.gdx.graphics.*
|
||||
import com.badlogic.gdx.graphics.g2d.SpriteBatch
|
||||
import com.badlogic.gdx.graphics.g2d.TextureRegion
|
||||
import com.badlogic.gdx.graphics.g2d.UnpackedColourSpriteBatch
|
||||
import com.badlogic.gdx.math.Vector2
|
||||
import com.badlogic.gdx.math.Vector3
|
||||
import com.badlogic.gdx.utils.JsonValue
|
||||
@@ -518,7 +519,7 @@ internal object WeatherMixer : RNGConsumer {
|
||||
batch.shader.setUniformf("shadeCol", 0.06f, 0.07f, 0.08f, 1f) // TODO temporary value
|
||||
|
||||
clouds.forEach {
|
||||
it.render(batch, cloudDrawColour)
|
||||
it.render(batch as UnpackedColourSpriteBatch, cloudDrawColour)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ package net.torvald.terrarum.weather
|
||||
import com.badlogic.gdx.graphics.Color
|
||||
import com.badlogic.gdx.graphics.g2d.SpriteBatch
|
||||
import com.badlogic.gdx.graphics.g2d.TextureRegion
|
||||
import com.badlogic.gdx.graphics.g2d.UnpackedColourSpriteBatch
|
||||
import com.badlogic.gdx.math.Vector3
|
||||
import com.jme3.math.FastMath
|
||||
import com.jme3.math.FastMath.PI
|
||||
@@ -77,28 +78,13 @@ class WeatherObjectCloud(
|
||||
|
||||
private val vecMult = Vector3(1f, 1f, 1f / (4f * H))
|
||||
|
||||
private fun roundRgbGamma(x: Float): Int {
|
||||
return RGB_GAMMA_TABLE.mapIndexed { i, f -> (f - x).absoluteValue to i }.minBy { it.first }.second
|
||||
}
|
||||
private fun roundAgamma(x: Float): Int {
|
||||
return A_GAMMA_TABLE.mapIndexed { i, f -> (f - x).absoluteValue to i }.minBy { it.first }.second
|
||||
}
|
||||
|
||||
fun render(batch: SpriteBatch, cloudDrawColour: Color) {
|
||||
fun render(batch: UnpackedColourSpriteBatch, cloudDrawColour: Color) {
|
||||
val sc = screenCoord
|
||||
|
||||
val rgbGammaIndex = roundRgbGamma(rgbGamma)
|
||||
val aGammaIndex = roundAgamma(aGamma)
|
||||
|
||||
// printdbg(this, "gamma: (${rgbGamma}, ${aGamma}) index: ($rgbGammaIndex, $aGammaIndex)")
|
||||
|
||||
val lightBits = cloudDrawColour.toIntBits()
|
||||
val rbits = lightBits.ushr( 0).and(252) or rgbGammaIndex.ushr(2).and(3)
|
||||
val gbits = lightBits.ushr( 8).and(252) or rgbGammaIndex.ushr(0).and(3)
|
||||
val bbits = lightBits.ushr(16).and(252) or aGammaIndex
|
||||
val abits = (alpha * 255).toInt()
|
||||
|
||||
batch.color = Color(rbits.shl(24) or gbits.shl(16) or bbits.shl(8) or abits)
|
||||
batch.color = cloudDrawColour
|
||||
batch.generic.set(rgbGamma, aGamma, 0f, 0f)
|
||||
|
||||
if (flipW)
|
||||
batch.draw(texture, sc.x + texture.regionWidth / posZ, sc.y, -texture.regionWidth * sc.z, texture.regionHeight * sc.z)
|
||||
@@ -182,31 +168,5 @@ class WeatherObjectCloud(
|
||||
const val CLOUD_STAGE_DEPTH = 256f
|
||||
const val OLD_AGE_DECAY = 5000f
|
||||
const val NEWBORN_GROWTH_TIME = 1000f
|
||||
|
||||
val RGB_GAMMA_TABLE = floatArrayOf(
|
||||
0.2f,
|
||||
0.3f,
|
||||
0.4f,
|
||||
0.5f,
|
||||
0.6f,
|
||||
0.7f,
|
||||
0.8f,
|
||||
0.9f,
|
||||
1.0f,
|
||||
1.25f,
|
||||
1.5f,
|
||||
1.75f,
|
||||
2.0f,
|
||||
2.5f,
|
||||
3.0f,
|
||||
3.5f
|
||||
)
|
||||
|
||||
val A_GAMMA_TABLE = floatArrayOf(
|
||||
1.6f,
|
||||
2.0f,
|
||||
2.4f,
|
||||
2.8f
|
||||
)
|
||||
}
|
||||
}
|
||||
@@ -1,49 +1,15 @@
|
||||
#version 400
|
||||
|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define LOWP
|
||||
#endif
|
||||
|
||||
in LOWP vec4 v_color; // lightCol.rgb + cloud's alpha
|
||||
in vec4 v_color; // lightCol
|
||||
in vec4 v_generic; // gamma values
|
||||
in vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
out vec4 fragColor;
|
||||
|
||||
const vec2 boolean = vec2(0.0, 1.0);
|
||||
|
||||
uniform LOWP vec4 shadeCol;
|
||||
|
||||
const float rgbGammas[16] = float[](
|
||||
0.2,
|
||||
0.3,
|
||||
0.4,
|
||||
0.5,
|
||||
|
||||
0.6,
|
||||
0.7,
|
||||
0.8,
|
||||
0.9,
|
||||
|
||||
1.0,
|
||||
1.25,
|
||||
1.5,
|
||||
1.75,
|
||||
|
||||
2.0,
|
||||
2.5,
|
||||
3.0,
|
||||
3.5
|
||||
);
|
||||
|
||||
const float aGammas[4] = float[](
|
||||
1.6,
|
||||
2.0,
|
||||
2.4,
|
||||
2.8
|
||||
);
|
||||
uniform vec4 shadeCol;
|
||||
|
||||
void main() {
|
||||
// vertex colour format:
|
||||
@@ -54,15 +20,10 @@ void main() {
|
||||
// bbbbbb: 6-bit blue component
|
||||
// MMLL: index to the rgbGammas
|
||||
// AA: index to the aGammas
|
||||
vec4 cloudCol = vec4(
|
||||
(int(v_color.r * 255) >> 2) * 4.0 / 255.0,
|
||||
(int(v_color.g * 255) >> 2) * 4.0 / 255.0,
|
||||
(int(v_color.b * 255) >> 2) * 4.0 / 255.0,
|
||||
v_color.a
|
||||
);
|
||||
float rgbGamma = rgbGammas[((int(v_color.r * 255) & 3) << 2) | (int(v_color.g * 255) & 3)];
|
||||
float aGamma = aGammas[int(v_color.b * 255) & 3];
|
||||
vec4 gamma = vec4(rgbGamma, rgbGamma, rgbGamma, aGamma);
|
||||
vec4 cloudCol = v_color;
|
||||
float rgbGamma = v_generic.x;
|
||||
float aGamma = v_generic.y;
|
||||
vec4 gamma = v_generic.xxxy;
|
||||
|
||||
vec4 range = vec4(vec3(min(rgbGamma, 1.0 / rgbGamma)), 1.0);
|
||||
vec4 offset = vec4(vec3(max(0.0, 1.0 - rgbGamma)), 0.0);
|
||||
|
||||
@@ -2,16 +2,18 @@
|
||||
|
||||
in vec4 a_position;
|
||||
in vec4 a_color;
|
||||
in vec4 a_generic;
|
||||
in vec2 a_texCoord0;
|
||||
|
||||
uniform mat4 u_projTrans;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_texCoords;
|
||||
out vec4 v_generic;
|
||||
|
||||
void main() {
|
||||
v_color = a_color;
|
||||
v_color.a = v_color.a * (255.0/254.0); // GDX will crush the alpha value to 0,2,4,6,8,10,...,254; see com.badlogic.gdx.utils.NumberUtils.intToFloatColor
|
||||
v_texCoords = a_texCoord0;
|
||||
v_generic = a_generic;
|
||||
gl_Position = u_projTrans * a_position;
|
||||
}
|
||||
@@ -1,13 +1,11 @@
|
||||
#version 150
|
||||
|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define LOWP
|
||||
#endif
|
||||
|
||||
in LOWP vec4 v_color;
|
||||
in vec4 v_color;
|
||||
in vec4 v_generic;
|
||||
in vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
out vec4 fragColor;
|
||||
|
||||
@@ -2,16 +2,18 @@
|
||||
|
||||
in vec4 a_position;
|
||||
in vec4 a_color;
|
||||
in vec4 a_generic;
|
||||
in vec2 a_texCoord0;
|
||||
|
||||
uniform mat4 u_projTrans;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_texCoords;
|
||||
out vec4 v_generic;
|
||||
|
||||
void main() {
|
||||
v_color = a_color;
|
||||
v_color.a = v_color.a * (255.0/254.0);
|
||||
v_texCoords = a_texCoord0;
|
||||
v_generic = a_generic;
|
||||
gl_Position = u_projTrans * a_position;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user