improved bloom system
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d6b39c8d73
commit
8fd8308d47
@ -17,6 +17,6 @@ void main() {
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if (brightness > 0.7) {
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gl_FragColor = color;
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} else {
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gl_FragColor = vec4(0.0);
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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}
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@ -1,34 +1,47 @@
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#version 330 core
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 vColor;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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uniform int horizontal;
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uniform sampler2D u_texture;
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uniform float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
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uniform vec2 resolution;
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uniform float radius;
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uniform int pass;
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void main() {
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vec2 tex_offset = 1.0 / textureSize(u_texture, 0);
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vec4 color = texture(u_texture, vTexCoord);
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vec3 result = color.rgb * weight[0];
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//this will be our RGBA sum
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vec4 sum = vec4(0.0);
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//our original texcoord for this fragment
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vec2 tc = vTexCoord;
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//the amount to blur, i.e. how far off center to sample from
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//1.0 -> blur by one pixel
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//2.0 -> blur by two pixels, etc.
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float blur = radius/resolution.y;
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//the direction of our blur
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//(1.0, 0.0) -> x-axis blur
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//(0.0, 1.0) -> y-axis blur
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float hstep = 1.0;
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float vstep = 0.0;
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if (pass == 1) {
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hstep = 0.0;
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vstep = 1.0;
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}
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sum += texture2D(u_texture, vec2(tc.x - 5.0*blur*hstep, tc.y - 5.0*blur*vstep)) * 0.014374;
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sum += texture2D(u_texture, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.035855;
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sum += texture2D(u_texture, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.072994;
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sum += texture2D(u_texture, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.121281;
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sum += texture2D(u_texture, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.164472;
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sum += texture2D(u_texture, vec2(tc.x, tc.y)) * 0.182049;
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sum += texture2D(u_texture, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.164472;
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sum += texture2D(u_texture, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.121281;
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sum += texture2D(u_texture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.072994;
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sum += texture2D(u_texture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.035855;
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sum += texture2D(u_texture, vec2(tc.x + 5.0*blur*hstep, tc.y + 5.0*blur*vstep)) * 0.014374;
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if (horizontal == 1) {
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for (int i = 1; i < 5; ++i) {
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result += texture(u_texture, vTexCoord + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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result += texture(u_texture, vTexCoord - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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}
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} else {
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for (int i = 1; i < 5; ++i) {
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result += texture(u_texture, vTexCoord + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += texture(u_texture, vTexCoord - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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}
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}
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gl_FragColor = vec4(result, color.a);
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gl_FragColor = vColor * vec4(sum.rgb, 1.0);
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}
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15
android/assets/shaders/gaussian_blur.vsh
Executable file
15
android/assets/shaders/gaussian_blur.vsh
Executable file
@ -0,0 +1,15 @@
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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void main() {
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vColor = a_color;
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vTexCoord = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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@ -86,7 +86,6 @@ public class CircularVisualizer implements Disposable {
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((OrthographicCamera) camera).setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
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shader.begin();
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shader.setUniformMatrix("u_projTrans", camera.combined);
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mesh.render(shader, GL20.GL_LINE_STRIP, 0, vertexCount);
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shader.end();
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@ -34,17 +34,17 @@ public class BloomShader implements Disposable {
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Gdx.app.debug("Shader", "using glow shader");
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brightFilterShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/bright_filter.fsh"));
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if (!brightFilterShader.isCompiled()) {
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Gdx.app.error("Shader failed to compile", brightFilterShader.getLog());
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System.exit(0);
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Gdx.app.error("Shader failed to compile bright filter shader", brightFilterShader.getLog());
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System.exit(1);
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}
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if (brightFilterShader.getLog().length() != 0) {
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Gdx.app.error("Shader", brightFilterShader.getLog());
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}
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gaussianBlurShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/gaussian_blur.fsh"));
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gaussianBlurShader = new ShaderProgram(Gdx.files.internal("shaders/gaussian_blur.vsh"), Gdx.files.internal("shaders/gaussian_blur.fsh"));
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if (!gaussianBlurShader.isCompiled()) {
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Gdx.app.error("Shader failed to compile", gaussianBlurShader.getLog());
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System.exit(0);
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Gdx.app.error("Shader failed to compile gaussian blur shader", gaussianBlurShader.getLog());
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System.exit(1);
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}
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if (gaussianBlurShader.getLog().length() != 0) {
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Gdx.app.error("Shader", gaussianBlurShader.getLog());
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@ -52,8 +52,8 @@ public class BloomShader implements Disposable {
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combineShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/combine.fsh"));
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if (!combineShader.isCompiled()) {
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Gdx.app.error("Shader failed to compile", combineShader.getLog());
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System.exit(0);
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Gdx.app.error("Shader failed to compile combination shader", combineShader.getLog());
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System.exit(1);
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}
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if (combineShader.getLog().length() != 0) {
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Gdx.app.error("Shader", combineShader.getLog());
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@ -71,10 +71,13 @@ public class BloomShader implements Disposable {
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combineShader.setUniformi("u_texture1", 1);
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combineShader.end();
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gaussianBlurShader.begin();
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gaussianBlurShader.setUniformf("resolution", hBlur.getWidth(), vBlur.getHeight());
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gaussianBlurShader.end();
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vBlur.getColorBufferTexture().bind(1);
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
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ShaderProgram.pedantic = false;
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}
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public void begin() {
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@ -102,31 +105,46 @@ public class BloomShader implements Disposable {
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screenBatch.flush();
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lightFilterBuffer.end();
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for (int i = 0; i <= bloomLevel; i++) {
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// Horizontal gaussian blur
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fboRegion.setTexture(lightFilterBuffer.getColorBufferTexture());
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hBlur.begin();
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screenBatch.setShader(gaussianBlurShader);
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gaussianBlurShader.setUniformf("radius", 1f + 0.2f*bloomLevel);
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gaussianBlurShader.setUniformi("pass", 0);
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screenBatch.draw(fboRegion, 0f, 0f, width, height);
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screenBatch.flush();
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hBlur.end();
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// //Vertical gaussian blur
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fboRegion.setTexture(hBlur.getColorBufferTexture());
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vBlur.begin();
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gaussianBlurShader.setUniformi("pass", 1);
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screenBatch.draw(fboRegion, 0f, 0f, width, height);
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screenBatch.flush();
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vBlur.end();
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if (bloomLevel > 2) {
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// Horizontal gaussian blur
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if (i > 0) {
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fboRegion.setTexture(vBlur.getColorBufferTexture());
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} else {
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fboRegion.setTexture(lightFilterBuffer.getColorBufferTexture());
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}
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fboRegion.setTexture(vBlur.getColorBufferTexture());
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hBlur.begin();
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screenBatch.setShader(gaussianBlurShader);
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gaussianBlurShader.setUniformi("horizontal", 1);
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gaussianBlurShader.setUniformf("radius", 1.1f);
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gaussianBlurShader.setUniformi("pass", 0);
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screenBatch.draw(fboRegion, 0f, 0f, width, height);
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screenBatch.flush();
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hBlur.end();
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// //Vertical gaussian blur
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vBlur.begin();
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fboRegion.setTexture(hBlur.getColorBufferTexture());
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screenBatch.setShader(gaussianBlurShader);
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gaussianBlurShader.setUniformi("horizontal", 0);
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vBlur.begin();
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gaussianBlurShader.setUniformi("pass", 1);
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screenBatch.draw(fboRegion, 0f, 0f, width, height);
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screenBatch.flush();
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vBlur.end();
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}
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
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Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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screenBatch.setShader(combineShader);
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fboRegion.setTexture(normalBuffer.getColorBufferTexture());
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@ -110,7 +110,7 @@ public class PCMObtainer implements Observer, PCMSystem {
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private boolean synchronizeBufferWithPlayback() {
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int bufferPos = calcBufferPosition();
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if (bufferPos < playingBuffer.limit() || bufferPos >= 0) {
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if (bufferPos <= playingBuffer.limit() && bufferPos >= 0) {
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synchronized (this) {
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playingBuffer.position(bufferPos);
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windowsRead = (int) ((mc.getCurrentPosition() * sampleRate) / windowSize);
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@ -43,8 +43,6 @@ public class MainScreen extends ScreenAdapter implements ResizeReadyScreen {
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private BloomShader bloomShader;
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private float lerpAlpha;
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private Texture background;
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private Batch screenBatch;
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@ -241,7 +239,7 @@ public class MainScreen extends ScreenAdapter implements ResizeReadyScreen {
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}
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if (bloomLevel > 0) {
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if (bloomShader == null) bloomShader = new BloomShader(screenBatch);
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bloomShader.setBloomLevel((bloomLevel-1)*2);
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bloomShader.setBloomLevel((bloomLevel-1));
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} else if (bloomShader != null) {
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bloomShader.dispose();
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bloomShader = null;
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