Files
Terrarum/src/net/torvald/terrarum/Hq2x.kt
2023-07-22 03:41:09 +09:00

214 lines
6.2 KiB
Kotlin

package net.torvald.terrarum
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.files.FileHandle
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.VertexAttributes.Usage
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import com.badlogic.gdx.math.Matrix4
import com.badlogic.gdx.utils.Disposable
import com.badlogic.gdx.utils.GdxRuntimeException
/**
* [HQnX](https://en.wikipedia.org/wiki/Pixel-art_scaling_algorithms#hqnx_family)
* upscale algorithm GLSL implementation based on
* [CrossVR](https://github.com/CrossVR/hqx-shader/tree/master/glsl) project.
*/
class Hq2x : Disposable {
companion object {
private const val TEXTURE_HANDLE0 = 0
private const val TEXTURE_HANDLE1 = 1
private const val U_TEXTURE = "u_texture"
private const val U_LUT = "u_lut"
private const val U_TEXTURE_SIZE = "u_textureSize"
}
private val mesh = ViewportQuadMesh(
VertexAttribute(Usage.Position, 2, "a_position"),
VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"))
private val program: ShaderProgram
private val lutTexture: Texture
private val scaleFactor: Int
private var dstBuffer: FrameBuffer? = null
private var dstWidth = 0
private var dstHeight = 0
/** @param scaleFactor should be 2, 3 or 4 value. */
constructor(scaleFactor: Int) {
if (scaleFactor !in 2..4) {
throw GdxRuntimeException("Scale factor should be 2, 3 or 4.")
}
program = compileShader(
Gdx.files.classpath("shaders/hq2x.vert"),
Gdx.files.classpath("shaders/hq2x.frag"),
"")
lutTexture = Texture(Gdx.files.classpath("shaders/hq${scaleFactor}x.png"))
this.scaleFactor = scaleFactor
}
override fun dispose() {
mesh.dispose()
program.dispose()
lutTexture.dispose()
dstBuffer?.dispose()
}
fun rebind() {
program.bind()
program.setUniformi(U_TEXTURE, TEXTURE_HANDLE0)
program.setUniformi(U_LUT, TEXTURE_HANDLE1)
program.setUniformf(U_TEXTURE_SIZE,
dstWidth / scaleFactor.toFloat(),
dstHeight / scaleFactor.toFloat())
}
fun renderToScreen(src: Texture) {
validate(src)
lutTexture.bind(TEXTURE_HANDLE1)
src.bind(TEXTURE_HANDLE0)
src.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
program.bind()
mesh.render(program)
}
fun renderToBuffer(src: Texture): Texture {
validate(src)
validateDstBuffer()
lutTexture.bind(TEXTURE_HANDLE1)
src.bind(TEXTURE_HANDLE0)
src.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
dstBuffer!!.begin()
program.bind()
mesh.render(program)
dstBuffer!!.end()
return dstBuffer!!.colorBufferTexture
}
private fun validate(src: Texture) {
val targetWidth = src.width * scaleFactor
val targetHeight = src.height * scaleFactor
// println("[Hq2x] $targetWidth x $targetHeight")
if (dstWidth != targetWidth || dstHeight != targetHeight) {
dstWidth = targetWidth
dstHeight = targetHeight
rebind()
}
}
private fun validateDstBuffer() {
if (dstBuffer == null || dstBuffer!!.width != dstWidth || dstBuffer!!.height != dstHeight) {
dstBuffer?.dispose()
dstBuffer = FrameBuffer(Pixmap.Format.RGB888, dstWidth, dstHeight, false)
dstBuffer!!.colorBufferTexture.setFilter(
Texture.TextureFilter.Nearest,
Texture.TextureFilter.Nearest)
}
}
}
/**
* Encapsulates a fullscreen quad mesh. Geometry is aligned to the viewport corners.
*
* @author bmanuel
* @author metaphore
*/
private class ViewportQuadMesh : Disposable {
companion object {
private const val VERT_SIZE = 16
private const val X1 = 0
private const val Y1 = 1
private const val U1 = 2
private const val V1 = 3
private const val X2 = 4
private const val Y2 = 5
private const val U2 = 6
private const val V2 = 7
private const val X3 = 8
private const val Y3 = 9
private const val U3 = 10
private const val V3 = 11
private const val X4 = 12
private const val Y4 = 13
private const val U4 = 14
private const val V4 = 15
private val verts: FloatArray
init {
verts = FloatArray(VERT_SIZE)
// Vertex coords
verts[X1] = -1f
verts[Y1] = -1f
verts[X2] = 1f
verts[Y2] = -1f
verts[X3] = 1f
verts[Y3] = 1f
verts[X4] = -1f
verts[Y4] = 1f
// Tex coords
verts[U1] = 0f
verts[V1] = 0f
verts[U2] = 1f
verts[V2] = 0f
verts[U3] = 1f
verts[V3] = 1f
verts[U4] = 0f
verts[V4] = 1f
}
}
private val mesh: Mesh
constructor(vararg attributes: VertexAttribute) {
mesh = Mesh(true, 4, 0, *attributes)
mesh.setVertices(verts)
}
override fun dispose() {
mesh.dispose()
}
/** Renders the quad with the specified shader program. */
fun render(program: ShaderProgram) {
mesh.render(program, GL20.GL_TRIANGLE_FAN, 0, 4)
}
}
private fun compileShader(vertexFile: FileHandle, fragmentFile: FileHandle, defines: String): ShaderProgram {
val sb = StringBuilder()
sb.append("Compiling \"").append(vertexFile.name()).append('/').append(fragmentFile.name()).append('\"')
if (defines.isNotEmpty()) {
sb.append(" w/ (").append(defines.replace("\n", ", ")).append(")")
}
sb.append("...")
Gdx.app.log("HqnxEffect", sb.toString())
val srcVert = vertexFile.readString()
val srcFrag = fragmentFile.readString()
val shader = ShaderProgram(
"$defines\n$srcVert".trimIndent(),
"$defines\n$srcFrag".trimIndent())
if (!shader.isCompiled) {
throw GdxRuntimeException("Shader compilation error: ${vertexFile.name()}/${fragmentFile.name()}\n${shader.log}")
}
return shader
}