improved bloom system

This commit is contained in:
2018-09-03 19:31:16 -05:00
parent d6b39c8d73
commit 8fd8308d47
7 changed files with 96 additions and 53 deletions

View File

@@ -86,7 +86,6 @@ public class CircularVisualizer implements Disposable {
((OrthographicCamera) camera).setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
shader.begin();
shader.setUniformMatrix("u_projTrans", camera.combined);
mesh.render(shader, GL20.GL_LINE_STRIP, 0, vertexCount);
shader.end();

View File

@@ -34,17 +34,17 @@ public class BloomShader implements Disposable {
Gdx.app.debug("Shader", "using glow shader");
brightFilterShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/bright_filter.fsh"));
if (!brightFilterShader.isCompiled()) {
Gdx.app.error("Shader failed to compile", brightFilterShader.getLog());
System.exit(0);
Gdx.app.error("Shader failed to compile bright filter shader", brightFilterShader.getLog());
System.exit(1);
}
if (brightFilterShader.getLog().length() != 0) {
Gdx.app.error("Shader", brightFilterShader.getLog());
}
gaussianBlurShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/gaussian_blur.fsh"));
gaussianBlurShader = new ShaderProgram(Gdx.files.internal("shaders/gaussian_blur.vsh"), Gdx.files.internal("shaders/gaussian_blur.fsh"));
if (!gaussianBlurShader.isCompiled()) {
Gdx.app.error("Shader failed to compile", gaussianBlurShader.getLog());
System.exit(0);
Gdx.app.error("Shader failed to compile gaussian blur shader", gaussianBlurShader.getLog());
System.exit(1);
}
if (gaussianBlurShader.getLog().length() != 0) {
Gdx.app.error("Shader", gaussianBlurShader.getLog());
@@ -52,8 +52,8 @@ public class BloomShader implements Disposable {
combineShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/combine.fsh"));
if (!combineShader.isCompiled()) {
Gdx.app.error("Shader failed to compile", combineShader.getLog());
System.exit(0);
Gdx.app.error("Shader failed to compile combination shader", combineShader.getLog());
System.exit(1);
}
if (combineShader.getLog().length() != 0) {
Gdx.app.error("Shader", combineShader.getLog());
@@ -71,10 +71,13 @@ public class BloomShader implements Disposable {
combineShader.setUniformi("u_texture1", 1);
combineShader.end();
gaussianBlurShader.begin();
gaussianBlurShader.setUniformf("resolution", hBlur.getWidth(), vBlur.getHeight());
gaussianBlurShader.end();
vBlur.getColorBufferTexture().bind(1);
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
ShaderProgram.pedantic = false;
}
public void begin() {
@@ -102,31 +105,46 @@ public class BloomShader implements Disposable {
screenBatch.flush();
lightFilterBuffer.end();
for (int i = 0; i <= bloomLevel; i++) {
// Horizontal gaussian blur
fboRegion.setTexture(lightFilterBuffer.getColorBufferTexture());
hBlur.begin();
screenBatch.setShader(gaussianBlurShader);
gaussianBlurShader.setUniformf("radius", 1f + 0.2f*bloomLevel);
gaussianBlurShader.setUniformi("pass", 0);
screenBatch.draw(fboRegion, 0f, 0f, width, height);
screenBatch.flush();
hBlur.end();
// //Vertical gaussian blur
fboRegion.setTexture(hBlur.getColorBufferTexture());
vBlur.begin();
gaussianBlurShader.setUniformi("pass", 1);
screenBatch.draw(fboRegion, 0f, 0f, width, height);
screenBatch.flush();
vBlur.end();
if (bloomLevel > 2) {
// Horizontal gaussian blur
if (i > 0) {
fboRegion.setTexture(vBlur.getColorBufferTexture());
} else {
fboRegion.setTexture(lightFilterBuffer.getColorBufferTexture());
}
fboRegion.setTexture(vBlur.getColorBufferTexture());
hBlur.begin();
screenBatch.setShader(gaussianBlurShader);
gaussianBlurShader.setUniformi("horizontal", 1);
gaussianBlurShader.setUniformf("radius", 1.1f);
gaussianBlurShader.setUniformi("pass", 0);
screenBatch.draw(fboRegion, 0f, 0f, width, height);
screenBatch.flush();
hBlur.end();
// //Vertical gaussian blur
vBlur.begin();
fboRegion.setTexture(hBlur.getColorBufferTexture());
screenBatch.setShader(gaussianBlurShader);
gaussianBlurShader.setUniformi("horizontal", 0);
vBlur.begin();
gaussianBlurShader.setUniformi("pass", 1);
screenBatch.draw(fboRegion, 0f, 0f, width, height);
screenBatch.flush();
vBlur.end();
}
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
screenBatch.setShader(combineShader);
fboRegion.setTexture(normalBuffer.getColorBufferTexture());