mirror of
https://github.com/curioustorvald/Terrarum.git
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87 lines
4.1 KiB
Java
87 lines
4.1 KiB
Java
package com.badlogic.gdx.graphics.glutils;
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import com.badlogic.gdx.Application;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.GL30;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.utils.GdxRuntimeException;
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import net.torvald.terrarum.App;
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// typealias Float16FrameBuffer = FloatFrameBuffer
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/**
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* Created by minjaesong on 2023-08-16.
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*/
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public class Float16FrameBuffer extends FrameBuffer {
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Float16FrameBuffer () {
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}
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/** Creates a GLFrameBuffer from the specifications provided by bufferBuilder
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*
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* @param bufferBuilder **/
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protected Float16FrameBuffer (GLFrameBufferBuilder<? extends GLFrameBuffer<Texture>> bufferBuilder) {
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super(bufferBuilder);
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}
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/** Creates a new FrameBuffer with a float backing texture, having the given dimensions and potentially a depth buffer
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* attached.
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*
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* @param width the width of the framebuffer in pixels
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* @param height the height of the framebuffer in pixels
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* @param hasDepth whether to attach a depth buffer
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* @throws GdxRuntimeException in case the FrameBuffer could not be created */
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public Float16FrameBuffer (int width, int height, boolean hasDepth) {
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/*if (!App.gl40capable || App.operationSystem.equals("OSX")) { // disable float framebuffer for Apple M chips
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FrameBufferBuilder bufferBuilder = new FrameBufferBuilder(width, height);
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bufferBuilder.addColorTextureAttachment(GL20.GL_RGBA, GL20.GL_RGBA, GL20.GL_UNSIGNED_SHORT); // but 16bpp creates slight banding
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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this.bufferBuilder = bufferBuilder;
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}
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else {
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FloatFrameBufferBuilder bufferBuilder = new FloatFrameBufferBuilder(width, height);
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bufferBuilder.addFloatAttachment(GL30.GL_RGBA16F, GL30.GL_RGBA, GL30.GL_FLOAT, false); // float16 will not create a banding
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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this.bufferBuilder = bufferBuilder;
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}*/
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// FIXME temporarily disabling Float16 -- has LWJGL bug that prevents setOpenGLEmulation on Windows (or is this Nvidia's issue?)
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FrameBufferBuilder bufferBuilder = new FrameBufferBuilder(width, height);
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bufferBuilder.addColorTextureAttachment(GL20.GL_RGBA, GL20.GL_RGBA, GL20.GL_UNSIGNED_SHORT); // but 16bpp int works perfectly?!
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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this.bufferBuilder = bufferBuilder;
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build();
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}
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@Override
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protected Texture createTexture (FrameBufferTextureAttachmentSpec attachmentSpec) {
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/*if (!App.gl40capable || App.operationSystem.equals("OSX")) {
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GLOnlyTextureData data = new GLOnlyTextureData(bufferBuilder.width, bufferBuilder.height, 0, attachmentSpec.internalFormat,
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attachmentSpec.format, attachmentSpec.type);
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Texture result = new Texture(data);
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result.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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result.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
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return result;
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}
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else {
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FloatTextureData data = new FloatTextureData(bufferBuilder.width, bufferBuilder.height, attachmentSpec.internalFormat,
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attachmentSpec.format, attachmentSpec.type, attachmentSpec.isGpuOnly);
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Texture result = new Texture(data);
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result.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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result.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
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return result;
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}*/
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GLOnlyTextureData data = new GLOnlyTextureData(bufferBuilder.width, bufferBuilder.height, 0, attachmentSpec.internalFormat,
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attachmentSpec.format, attachmentSpec.type);
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Texture result = new Texture(data);
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result.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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result.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
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return result;
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}
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}
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