mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
Float16FrameBuffer
This commit is contained in:
@@ -0,0 +1,50 @@
|
||||
package com.badlogic.gdx.graphics.glutils;
|
||||
|
||||
import com.badlogic.gdx.Application;
|
||||
import com.badlogic.gdx.Gdx;
|
||||
import com.badlogic.gdx.graphics.GL30;
|
||||
import com.badlogic.gdx.graphics.Texture;
|
||||
import com.badlogic.gdx.utils.GdxRuntimeException;
|
||||
|
||||
/**
|
||||
* Created by minjaesong on 2023-08-16.
|
||||
*/
|
||||
public class Float16FrameBuffer extends FrameBuffer {
|
||||
|
||||
Float16FrameBuffer () {
|
||||
}
|
||||
|
||||
/** Creates a GLFrameBuffer from the specifications provided by bufferBuilder
|
||||
*
|
||||
* @param bufferBuilder **/
|
||||
protected Float16FrameBuffer (GLFrameBufferBuilder<? extends GLFrameBuffer<Texture>> bufferBuilder) {
|
||||
super(bufferBuilder);
|
||||
}
|
||||
|
||||
/** Creates a new FrameBuffer with a float backing texture, having the given dimensions and potentially a depth buffer
|
||||
* attached.
|
||||
*
|
||||
* @param width the width of the framebuffer in pixels
|
||||
* @param height the height of the framebuffer in pixels
|
||||
* @param hasDepth whether to attach a depth buffer
|
||||
* @throws GdxRuntimeException in case the FrameBuffer could not be created */
|
||||
public Float16FrameBuffer (int width, int height, boolean hasDepth) {
|
||||
FloatFrameBufferBuilder bufferBuilder = new FloatFrameBufferBuilder(width, height);
|
||||
bufferBuilder.addFloatAttachment(GL30.GL_RGBA16F, GL30.GL_RGBA, GL30.GL_FLOAT, false);
|
||||
if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
|
||||
this.bufferBuilder = bufferBuilder;
|
||||
|
||||
build();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected Texture createTexture (FrameBufferTextureAttachmentSpec attachmentSpec) {
|
||||
FloatTextureData data = new FloatTextureData(bufferBuilder.width, bufferBuilder.height, attachmentSpec.internalFormat,
|
||||
attachmentSpec.format, attachmentSpec.type, attachmentSpec.isGpuOnly);
|
||||
Texture result = new Texture(data);
|
||||
result.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
|
||||
result.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
|
||||
return result;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -273,7 +273,7 @@ public class App implements ApplicationListener {
|
||||
private static float loadTimer = 0f;
|
||||
private static final float showupTime = 100f / 1000f;
|
||||
|
||||
private static FloatFrameBuffer renderFBO;
|
||||
private static Float16FrameBuffer renderFBO;
|
||||
|
||||
public static HashSet<File> tempFilePool = new HashSet<>();
|
||||
|
||||
@@ -753,12 +753,12 @@ public class App implements ApplicationListener {
|
||||
(renderFBO.getWidth() != scr.getWidth() ||
|
||||
renderFBO.getHeight() != scr.getHeight())
|
||||
) {
|
||||
renderFBO = new FloatFrameBuffer(
|
||||
renderFBO = new Float16FrameBuffer(
|
||||
scr.getWidth(),
|
||||
scr.getHeight(),
|
||||
false
|
||||
);
|
||||
postProcessorOutFBO2 = new FloatFrameBuffer(
|
||||
postProcessorOutFBO2 = new Float16FrameBuffer(
|
||||
scr.getWidth() * 2,
|
||||
scr.getHeight() * 2,
|
||||
false
|
||||
|
||||
@@ -4,11 +4,10 @@ import com.badlogic.gdx.Gdx
|
||||
import com.badlogic.gdx.Input
|
||||
import com.badlogic.gdx.graphics.*
|
||||
import com.badlogic.gdx.graphics.g2d.TextureRegion
|
||||
import com.badlogic.gdx.graphics.glutils.FloatFrameBuffer
|
||||
import com.badlogic.gdx.graphics.glutils.Float16FrameBuffer
|
||||
import com.badlogic.gdx.graphics.glutils.FrameBuffer
|
||||
import com.badlogic.gdx.graphics.glutils.ShaderProgram
|
||||
import com.badlogic.gdx.utils.Disposable
|
||||
import com.badlogic.gdx.utils.GdxRuntimeException
|
||||
import net.torvald.random.HQRNG
|
||||
import net.torvald.terrarum.*
|
||||
import net.torvald.terrarum.App.*
|
||||
@@ -53,20 +52,20 @@ object IngameRenderer : Disposable {
|
||||
private lateinit var blurWriteQuad2: Mesh
|
||||
// private lateinit var blurWriteQuad4: Mesh
|
||||
|
||||
private lateinit var lightmapFbo: FloatFrameBuffer
|
||||
private lateinit var fboRGB: FloatFrameBuffer
|
||||
private lateinit var fboRGB_lightMixed: FloatFrameBuffer
|
||||
private lateinit var fboA: FloatFrameBuffer
|
||||
private lateinit var fboA_lightMixed: FloatFrameBuffer
|
||||
private lateinit var fboMixedOut: FloatFrameBuffer
|
||||
private lateinit var lightmapFbo: Float16FrameBuffer
|
||||
private lateinit var fboRGB: Float16FrameBuffer
|
||||
private lateinit var fboRGB_lightMixed: Float16FrameBuffer
|
||||
private lateinit var fboA: Float16FrameBuffer
|
||||
private lateinit var fboA_lightMixed: Float16FrameBuffer
|
||||
private lateinit var fboMixedOut: Float16FrameBuffer
|
||||
private lateinit var rgbTex: TextureRegion
|
||||
private lateinit var aTex: TextureRegion
|
||||
private lateinit var mixedOutTex: TextureRegion
|
||||
private lateinit var lightTex: TextureRegion
|
||||
private lateinit var blurTex: TextureRegion
|
||||
|
||||
private lateinit var fboBlurHalf: FloatFrameBuffer
|
||||
// private lateinit var fboBlurQuarter: FloatFrameBuffer
|
||||
private lateinit var fboBlurHalf: Float16FrameBuffer
|
||||
// private lateinit var fboBlurQuarter: Float16FrameBuffer
|
||||
|
||||
// you must have lightMixed FBO; otherwise you'll be reading from unbaked FBO and it freaks out GPU
|
||||
|
||||
@@ -694,7 +693,7 @@ object IngameRenderer : Disposable {
|
||||
|
||||
private const val KAWASE_POWER = 1.5f
|
||||
|
||||
fun processNoBlur(outFbo: FloatFrameBuffer) {
|
||||
fun processNoBlur(outFbo: Float16FrameBuffer) {
|
||||
|
||||
blurtex0.dispose()
|
||||
|
||||
@@ -710,7 +709,7 @@ object IngameRenderer : Disposable {
|
||||
}
|
||||
}
|
||||
|
||||
fun processKawaseBlur(outFbo: FloatFrameBuffer) {
|
||||
fun processKawaseBlur(outFbo: Float16FrameBuffer) {
|
||||
|
||||
blurtex0.dispose()
|
||||
|
||||
@@ -807,12 +806,12 @@ object IngameRenderer : Disposable {
|
||||
//fboBlurQuarter.dispose()
|
||||
}
|
||||
|
||||
fboRGB = FloatFrameBuffer(width, height, false)
|
||||
fboRGB_lightMixed = FloatFrameBuffer(width, height, false)
|
||||
fboA = FloatFrameBuffer(width, height, false)
|
||||
fboA_lightMixed = FloatFrameBuffer(width, height, false)
|
||||
fboMixedOut = FloatFrameBuffer(width, height, false)
|
||||
lightmapFbo = FloatFrameBuffer(
|
||||
fboRGB = Float16FrameBuffer(width, height, false)
|
||||
fboRGB_lightMixed = Float16FrameBuffer(width, height, false)
|
||||
fboA = Float16FrameBuffer(width, height, false)
|
||||
fboA_lightMixed = Float16FrameBuffer(width, height, false)
|
||||
fboMixedOut = Float16FrameBuffer(width, height, false)
|
||||
lightmapFbo = Float16FrameBuffer(
|
||||
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
|
||||
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
|
||||
false
|
||||
@@ -823,13 +822,13 @@ object IngameRenderer : Disposable {
|
||||
blurTex = TextureRegion()
|
||||
mixedOutTex = TextureRegion(fboMixedOut.colorBufferTexture)
|
||||
|
||||
fboBlurHalf = FloatFrameBuffer(
|
||||
fboBlurHalf = Float16FrameBuffer(
|
||||
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt() / 2,
|
||||
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt() / 2,
|
||||
false
|
||||
)
|
||||
|
||||
/*fboBlurQuarter = FloatFrameBuffer(
|
||||
/*fboBlurQuarter = Float16FrameBuffer(
|
||||
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt() / 4,
|
||||
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt() / 4,
|
||||
false
|
||||
|
||||
@@ -8,7 +8,7 @@ import com.badlogic.gdx.graphics.OrthographicCamera
|
||||
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.FloatFrameBuffer
|
||||
import com.badlogic.gdx.graphics.glutils.Float16FrameBuffer
|
||||
import com.jme3.math.FastMath
|
||||
import net.torvald.random.HQRNG
|
||||
import net.torvald.terrarum.*
|
||||
@@ -147,7 +147,7 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
|
||||
internal lateinit var uiRemoCon: UIRemoCon
|
||||
internal lateinit var uiFakeBlurOverlay: UICanvas
|
||||
|
||||
private lateinit var worldFBO: FloatFrameBuffer
|
||||
private lateinit var worldFBO: Float16FrameBuffer
|
||||
|
||||
private val warning32bitJavaIcon = TextureRegion(Texture(Gdx.files.internal("assets/graphics/gui/32_bit_warning.tga")))
|
||||
private val warningAppleRosettaIcon = TextureRegion(Texture(Gdx.files.internal("assets/graphics/gui/apple_rosetta_warning.tga")))
|
||||
@@ -262,7 +262,7 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
|
||||
Gdx.input.inputProcessor = TitleScreenController(this)
|
||||
|
||||
|
||||
worldFBO = FloatFrameBuffer(App.scr.width, App.scr.height, false)
|
||||
worldFBO = Float16FrameBuffer(App.scr.width, App.scr.height, false)
|
||||
|
||||
// load list of savegames
|
||||
printdbg(this, "update list of savegames")
|
||||
|
||||
@@ -5,7 +5,7 @@ import com.badlogic.gdx.graphics.*
|
||||
import com.badlogic.gdx.graphics.g2d.BitmapFont
|
||||
import com.badlogic.gdx.graphics.g2d.SpriteBatch
|
||||
import com.badlogic.gdx.graphics.g2d.TextureRegion
|
||||
import com.badlogic.gdx.graphics.glutils.FloatFrameBuffer
|
||||
import com.badlogic.gdx.graphics.glutils.Float16FrameBuffer
|
||||
import com.badlogic.gdx.utils.Disposable
|
||||
import com.jme3.math.FastMath
|
||||
import net.torvald.random.HQRNG
|
||||
@@ -48,9 +48,9 @@ object Toolkit : Disposable {
|
||||
private val shaderBoxDown = App.loadShaderFromClasspath("shaders/default.vert", "shaders/boxdown.frag")
|
||||
private val shaderBoxUp = App.loadShaderFromClasspath("shaders/default.vert", "shaders/boxup.frag")
|
||||
|
||||
private lateinit var fboBlur: FloatFrameBuffer
|
||||
private lateinit var fboBlurHalf: FloatFrameBuffer
|
||||
private lateinit var fboBlurQuarter: FloatFrameBuffer
|
||||
private lateinit var fboBlur: Float16FrameBuffer
|
||||
private lateinit var fboBlurHalf: Float16FrameBuffer
|
||||
private lateinit var fboBlurQuarter: Float16FrameBuffer
|
||||
private lateinit var blurWriteQuad: Mesh
|
||||
private lateinit var blurWriteQuad2: Mesh
|
||||
private lateinit var blurWriteQuad4: Mesh
|
||||
@@ -326,17 +326,17 @@ object Toolkit : Disposable {
|
||||
val fw = App.scr.width//MathUtils.nextPowerOfTwo(App.scr.width)
|
||||
val fh = App.scr.height//MathUtils.nextPowerOfTwo(App.scr.height)
|
||||
|
||||
fboBlur = FloatFrameBuffer(
|
||||
fboBlur = Float16FrameBuffer(
|
||||
fw,
|
||||
fh,
|
||||
false
|
||||
)
|
||||
fboBlurHalf = FloatFrameBuffer(
|
||||
fboBlurHalf = Float16FrameBuffer(
|
||||
fw / 2,
|
||||
fh / 2,
|
||||
false
|
||||
)
|
||||
fboBlurQuarter = FloatFrameBuffer(
|
||||
fboBlurQuarter = Float16FrameBuffer(
|
||||
fw / 4,
|
||||
fh / 4,
|
||||
false
|
||||
|
||||
Reference in New Issue
Block a user