particle fading shader

This commit is contained in:
minjaesong
2024-06-16 17:47:28 +09:00
parent 9948566ce4
commit fd124062cf
5 changed files with 111 additions and 5 deletions

View File

@@ -1,8 +1,11 @@
package net.torvald.terrarum.gameparticles
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.random.HQRNG
import net.torvald.terrarum.*
import net.torvald.terrarum.gameactors.Actor
import net.torvald.terrarum.gameactors.Hitbox
@@ -93,8 +96,22 @@ open class ParticleBase(renderOrder: Actor.RenderOrder, var despawnUponCollision
fun defaultDrawFun(frameDelta: Float, batch: SpriteBatch, drawJob: (x: Float, y: Float) -> Unit) {
val oldColour = batch.color.cpy()
if (!flagDespawn) {
App.getCurrentDitherTex().bind(1)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
batch.shader = IngameRenderer.shaderBayerAlpha
batch.shader.setUniformi("frame", App.GLOBAL_RENDER_TIMER.toInt() % 16)
// batch.shader.setUniformi("frame", App.GLOBAL_RENDER_TIMER.toInt() % 16)
// batch.shader.setUniformMatrix("u_projTrans", projMat)
batch.shader.setUniformi("u_texture", 0)
batch.shader.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
batch.shader.setUniformi("u_pattern", 1)
batch.shader.setUniformMatrix4fv("swizzler", swizzler, rng.nextInt(24), 16*4)
batch.color = drawColour
drawBodyInGoodPosition(hitbox.startX.toFloat(), hitbox.startY.toFloat()) { x, y ->
drawJob(x, y)
@@ -103,7 +120,41 @@ open class ParticleBase(renderOrder: Actor.RenderOrder, var despawnUponCollision
batch.color = oldColour
}
private val rng = HQRNG()
open fun dispose() {
}
companion object {
private val swizzler = floatArrayOf(
1f,0f,0f,0f, 0f,1f,0f,0f, 0f,0f,1f,0f, 0f,0f,0f,1f,
1f,0f,0f,0f, 0f,1f,0f,0f, 0f,0f,0f,1f, 0f,0f,1f,0f,
1f,0f,0f,0f, 0f,0f,1f,0f, 0f,1f,0f,0f, 0f,0f,0f,1f,
1f,0f,0f,0f, 0f,0f,1f,0f, 0f,0f,0f,1f, 0f,1f,0f,0f,
1f,0f,0f,0f, 0f,0f,0f,1f, 0f,1f,0f,0f, 0f,0f,1f,0f,
1f,0f,0f,0f, 0f,0f,0f,1f, 0f,0f,1f,0f, 0f,1f,0f,0f,
0f,1f,0f,0f, 1f,0f,0f,0f, 0f,0f,1f,0f, 0f,0f,0f,1f,
0f,1f,0f,0f, 1f,0f,0f,0f, 0f,0f,0f,1f, 0f,0f,1f,0f,
0f,1f,0f,0f, 0f,0f,1f,0f, 1f,0f,0f,0f, 0f,0f,0f,1f,
0f,1f,0f,0f, 0f,0f,1f,0f, 0f,0f,0f,1f, 1f,0f,0f,0f,
0f,1f,0f,0f, 0f,0f,0f,1f, 1f,0f,0f,0f, 0f,0f,1f,0f,
0f,1f,0f,0f, 0f,0f,0f,1f, 0f,0f,1f,0f, 1f,0f,0f,0f,
0f,0f,1f,0f, 1f,0f,0f,0f, 0f,1f,0f,0f, 0f,0f,0f,1f,
0f,0f,1f,0f, 1f,0f,0f,0f, 0f,0f,0f,1f, 0f,1f,0f,0f,
0f,0f,1f,0f, 0f,1f,0f,0f, 1f,0f,0f,0f, 0f,0f,0f,1f,
0f,0f,1f,0f, 0f,1f,0f,0f, 0f,0f,0f,1f, 1f,0f,0f,0f,
0f,0f,1f,0f, 0f,0f,0f,1f, 1f,0f,0f,0f, 0f,1f,0f,0f,
0f,0f,1f,0f, 0f,0f,0f,1f, 0f,1f,0f,0f, 1f,0f,0f,0f,
0f,0f,0f,1f, 1f,0f,0f,0f, 0f,1f,0f,0f, 0f,0f,1f,0f,
0f,0f,0f,1f, 1f,0f,0f,0f, 0f,0f,1f,0f, 0f,1f,0f,0f,
0f,0f,0f,1f, 0f,1f,0f,0f, 1f,0f,0f,0f, 0f,0f,1f,0f,
0f,0f,0f,1f, 0f,1f,0f,0f, 0f,0f,1f,0f, 1f,0f,0f,0f,
0f,0f,0f,1f, 0f,0f,1f,0f, 1f,0f,0f,0f, 0f,1f,0f,0f,
0f,0f,0f,1f, 0f,0f,1f,0f, 0f,1f,0f,0f, 1f,0f,0f,0f,
)
}
}

View File

@@ -146,7 +146,7 @@ object IngameRenderer : Disposable {
shaderBlendGlowTex1Flip = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/blendGlowTex1Flip.frag")
shaderDemultiply = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/demultiply.frag")
shaderBayerAlpha = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/bayeralpha.frag")
shaderBayerAlpha = App.loadShaderFromClasspath("shaders/default.vert", "shaders/alphadither.frag")
shaderKawaseDown = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawasedown.frag")
shaderKawaseUp = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawaseup.frag")

View File

@@ -33,13 +33,13 @@ import kotlin.system.measureTimeMillis
*/
class BTeXTest : ApplicationAdapter() {
val filePath = "btex.btxbook"
// val filePath = "btex.btxbook"
// val filePath = "btex_ko.xml"
// val filePath = "test.xml"
// val filePath = "literature/en/daniel_defoe_robinson_crusoe.xml"
// val filePath = "literature/ruRU/anton_chekhov_palata_no_6.xml"
// val filePath = "literature/koKR/yisang_nalgae.xml"
// val filePath = "literature/koKR/yisang_geonchukmuhanyukmyeongakche.xml"
val filePath = "literature/koKR/yisang_geonchukmuhanyukmyeongakche.xml"
private var serialise = true

View File

@@ -0,0 +1,55 @@
/**
* Blue Noise texture created by Christoph Peters, released under CC0
* http://momentsingraphics.de/BlueNoise.html
*/
#ifdef GL_ES
precision mediump float;
#endif
vec4 gammaIn(vec4 col) {
return pow(col, vec4(2.2));
}
vec4 gammaOut(vec4 col) {
return pow(col, vec4(1.0 / 2.2));
}
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform sampler2D u_pattern;
uniform ivec2 rnd = ivec2(0,0);
uniform mat4 swizzler = mat4(
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,0.0,
0.0,0.0,0.0,1.0
);
uniform float quant = 1.0; // 64 steps -> 63.0; 256 steps -> 255.0
vec4 quantVec = vec4(quant);
vec4 invQuant = vec4(1.0 / quant);
out vec4 fragColor;
const vec2 boolean = vec2(0.0, 1.0);
const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
float nearestAlpha(float alpha) {
return min(1.0, max(0.0, floor(alpha + 0.5)));
}
void main(void) {
vec4 particleCol = vec4(v_color.rgb, smoothstep(0.0, 1.0, v_color.a));
vec4 inColor = particleCol * texture(u_texture, v_texCoords);
float bayerThreshold = (swizzler * vec4(texture(u_pattern, (gl_FragCoord.xy + rnd) * patternsize))).r;
float alpha = nearestAlpha((inColor.a * 256.0 / 255.0) - (1.0 / 255.0) + (bayerThreshold - 0.5));
fragColor = inColor * boolean.yyyx + alpha * boolean.xxxy;
}