trying to work on issue #15 and I'm stumped

This commit is contained in:
minjaesong
2019-01-13 23:51:04 +09:00
parent e926b0175f
commit eb404b7723
6 changed files with 60 additions and 50 deletions

View File

@@ -328,18 +328,18 @@ object Terrarum : Screen {
ShaderProgram.pedantic = false
shaderBlur = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
shaderBlur = AppLoader.loadShader("assets/blur.vert", "assets/blur.frag")
if (getConfigBoolean("fxdither")) {
shaderBayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer.frag"))
shaderBayer = AppLoader.loadShader("assets/4096.vert", "assets/4096_bayer.frag")
shaderBayer.begin()
shaderBayer.setUniformf("rcount", 64f)
shaderBayer.setUniformf("gcount", 64f)
shaderBayer.setUniformf("bcount", 64f)
shaderBayer.end()
shaderSkyboxFill = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer_skyboxfill.frag"))
shaderSkyboxFill = AppLoader.loadShader("assets/4096.vert", "assets/4096_bayer_skyboxfill.frag")
shaderSkyboxFill.begin()
shaderSkyboxFill.setUniformf("rcount", 64f)
shaderSkyboxFill.setUniformf("gcount", 64f)
@@ -347,15 +347,15 @@ object Terrarum : Screen {
shaderSkyboxFill.end()
}
else {
shaderBayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/passthru.frag"))
shaderSkyboxFill = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/skyboxfill.frag"))
shaderBayer = AppLoader.loadShader("assets/4096.vert", "assets/passthru.frag")
shaderSkyboxFill = AppLoader.loadShader("assets/4096.vert", "assets/skyboxfill.frag")
}
shaderBlendGlow = ShaderProgram(Gdx.files.internal("assets/blendGlow.vert"), Gdx.files.internal("assets/blendGlow.frag"))
shaderBlendGlow = AppLoader.loadShader("assets/blendGlow.vert", "assets/blendGlow.frag")
shaderRGBOnly = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/rgbonly.frag"))
shaderAtoGrey = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/aonly.frag"))
shaderRGBOnly = AppLoader.loadShader("assets/4096.vert", "assets/rgbonly.frag")
shaderAtoGrey = AppLoader.loadShader("assets/4096.vert", "assets/aonly.frag")
if (!shaderBlendGlow.isCompiled) {
@@ -625,19 +625,20 @@ fun blendDisable(batch: SpriteBatch? = null) {
}
fun gdxClearAndSetBlend(r: Float, g: Float, b: Float, a: Float) {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClearColor(r,g,b,a)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
// this assumens premultiplied alpha?
//Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
// ALPHA MUST NOT BE PREMULTIPLIED //
// we're using separate blend func to accomodate not-premultiplied alpha
Gdx.gl.glBlendFuncSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_SRC_ALPHA, GL20.GL_ONE)
Gdx.gl.glBlendEquation(GL20.GL_FUNC_ADD)
// ALPHA *MUST BE* PREMULTIPLIED //
// One way to tell:
// 1. Check (RGB) and (A) values.
// 2. If there exist a pixel such that max(R,G,B) > (A), then the image is NOT premultiplied.
// Easy way:
// Base game (mods/basegame/blocks/terrain.tga.gz) has impure window glass. When looking at the RGB channel only:
// premultipied if the glass looks very dark.
// not premultipied if the glass looks VERY GREEN.
// helpful links:
// - https://gamedev.stackexchange.com/questions/82741/normal-blend-mode-with-opengl-trouble