added bloom shader

This commit is contained in:
2017-09-03 03:29:33 -05:00
parent ba8a2182fb
commit b18cbe2352
12 changed files with 170 additions and 318 deletions

View File

@@ -9,9 +9,9 @@ import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import zero1hd.rhythmbullet.RhythmBullet;
import zero1hd.rhythmbullet.stages.CreativeHUD;
import zero1hd.rhythmbullet.stages.GameHUD;
import zero1hd.rhythmbullet.stages.GamePlayArea;
import zero1hd.rhythmbullet.stages.ui.CreativeHUD;
import zero1hd.rhythmbullet.stages.ui.GameHUD;
public class CreativeScreen extends ScreenAdapter {
CreativeHUD chud;
@@ -19,9 +19,6 @@ public class CreativeScreen extends ScreenAdapter {
GamePlayArea gamePlayArea;
InputMultiplexer inputs;
SpriteBatch bgBatch;
private Texture background;
Preferences prefs;
public CreativeScreen(RhythmBullet core, MainMenu mainMenu) {
@@ -31,10 +28,6 @@ public class CreativeScreen extends ScreenAdapter {
inputs = new InputMultiplexer(chud, ghud, gamePlayArea);
this.prefs = core.getPrefs();
background = core.getAssetManager().get("star_bg.png");
bgBatch = new SpriteBatch(1);
}
@Override
@@ -49,10 +42,6 @@ public class CreativeScreen extends ScreenAdapter {
Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
bgBatch.begin();
bgBatch.draw(background, 0f, 0f);
bgBatch.end();
gamePlayArea.getViewport().apply();
gamePlayArea.act();
gamePlayArea.draw();

View File

@@ -5,9 +5,6 @@ import com.badlogic.gdx.InputMultiplexer;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.ScreenAdapter;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
@@ -15,8 +12,8 @@ import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import zero1hd.rhythmbullet.RhythmBullet;
import zero1hd.rhythmbullet.audio.CoreMusicInfo;
import zero1hd.rhythmbullet.audio.map.GamePlayMap;
import zero1hd.rhythmbullet.stages.GameHUD;
import zero1hd.rhythmbullet.stages.GamePlayArea;
import zero1hd.rhythmbullet.stages.ui.GameHUD;
public class GameScreen extends ScreenAdapter {
private GamePlayArea gameArea;
@@ -28,10 +25,6 @@ public class GameScreen extends ScreenAdapter {
private CoreMusicInfo music;
SpriteBatch bgBatch;
private ShaderProgram bgShader;
private Texture background;
public GameScreen(RhythmBullet core, Screen screen) {
this.core = core;
@@ -53,25 +46,6 @@ public class GameScreen extends ScreenAdapter {
inputs.addProcessor(gameHUD);
inputs.addProcessor(gameArea);
background = core.getAssetManager().get("star_bg.png");
if (core.getPrefs().getBoolean("bg shader")) {
Gdx.app.debug("Shader", "using background shader");
bgShader = new ShaderProgram(Gdx.files.internal("shaders/bg.vsh"), Gdx.files.internal("shaders/bg.fsh"));
if (!bgShader.isCompiled()) {
System.err.println(bgShader.getLog());
System.exit(0);
}
if (bgShader.getLog().length()!=0) {
System.out.println(bgShader.getLog());
}
bgBatch = new SpriteBatch(2, bgShader);
} else {
bgBatch = new SpriteBatch(2);
}
}
public void setGamePlayMap(GamePlayMap gpm) {
@@ -97,20 +71,6 @@ public class GameScreen extends ScreenAdapter {
public void render(float delta) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//Background stuff should literally span the whole screen so no matrice stuff
bgBatch.begin();
if (bgShader != null) {
bgBatch.setShader(bgShader);
bgShader.setUniformf("resolution", Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
if (music != null) {
bgShader.setUniformf("time", music.getPlaybackMusic().getPosition());
}
}
bgBatch.draw(background, 0f, 0f);
bgBatch.end();
//actual game and hud
if (!gameHUD.isPaused()) {
gameArea.act(delta);

View File

@@ -1,4 +1,4 @@
package zero1hd.rhythmbullet.stages.ui;
package zero1hd.rhythmbullet.stages;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
@@ -18,7 +18,6 @@ import zero1hd.rhythmbullet.audio.AudioAnalyzer;
import zero1hd.rhythmbullet.audio.AudioDataPackage;
import zero1hd.rhythmbullet.audio.map.RhythmMapAlgorithm;
import zero1hd.rhythmbullet.screens.MainMenu;
import zero1hd.rhythmbullet.stages.GamePlayArea;
import zero1hd.rhythmbullet.ui.windows.BassUMGraphWindow;
import zero1hd.rhythmbullet.ui.windows.BeatViewer;
import zero1hd.rhythmbullet.ui.windows.DifficultyWindow;
@@ -249,6 +248,8 @@ public class CreativeHUD extends Stage implements MiniListener {
musicPlayBackControls.setAudiofile(null);
analyzer = new AudioAnalyzer(musicSelector.getSelectedMusic());
analyzer.sender.addListener(this);
ghud.setMusic(null);
break;
case SPECTRAL_FLUX_DONE:
analyzer.runThresholdCleaning();
@@ -265,7 +266,6 @@ public class CreativeHUD extends Stage implements MiniListener {
musicPlayBackControls.setAudiofile(adp.getMusicInfo());
volumeWindow.setMusic(adp.getMusicInfo());
beatViewer.setMusic(adp.getMusicInfo(), analyzer.getAudioDataPackage());
ghud.setMusic(null);
bassUMgraphWindow.setData(analyzer.getAudioDataPackage().getBassPeaks(), analyzer.getAudioDataPackage().getuMPeaks(), adp.getMusicInfo());
bassUMgraphWindow.getGraph().avgG1 = adp.getBassAvg();

View File

@@ -1,4 +1,4 @@
package zero1hd.rhythmbullet.stages.ui;
package zero1hd.rhythmbullet.stages;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
@@ -19,7 +19,6 @@ import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import zero1hd.rhythmbullet.RhythmBullet;
import zero1hd.rhythmbullet.stages.GamePlayArea;
import zero1hd.rhythmbullet.ui.builders.HealthBar;
import zero1hd.rhythmbullet.ui.windows.FPSWindow;
import zero1hd.rhythmbullet.ui.windows.PauseMenu;
@@ -142,7 +141,6 @@ public class GameHUD extends Stage {
}
}
}
super.act(delta);
}

View File

@@ -35,9 +35,13 @@ public class GamePlayArea extends Stage {
public ScoreManager score = new ScoreManager();
private ShaderProgram glowShader;
private FrameBuffer blurTarget;
TextureRegion fboRegion;
private ShaderProgram gaussianBlurShader;
private ShaderProgram brightFilterShader;
private ShaderProgram combineShader;
private FrameBuffer lightFilterBuffer;
private FrameBuffer normalBuffer;
private FrameBuffer hBlur, vBlur;
private TextureRegion fboRegion;
private int fboSize;
public GamePlayArea(AssetManager assetManager, Preferences prefs) {
@@ -63,32 +67,62 @@ public class GamePlayArea extends Stage {
/**
* needs to be called right after set as screen (should be called in show method).
* This is due to the saving preference being done once the screen is hidden.
* @param prefs
*/
public void loadShaders(Preferences prefs) {
if (prefs.getBoolean("glow shader")) {
Gdx.app.debug("Shader", "using glow shader");
glowShader = new ShaderProgram(Gdx.files.internal("shaders/glow.vsh"), Gdx.files.internal("shaders/glow.fsh"));
if (!glowShader.isCompiled()) {
System.err.println(glowShader.getLog());
brightFilterShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/bright_filter.fsh"));
if (!brightFilterShader.isCompiled()) {
System.err.println(brightFilterShader.getLog());
System.exit(0);
}
if (glowShader.getLog().length() != 0) {
System.out.println(glowShader.getLog());
if (brightFilterShader.getLog().length() != 0) {
System.out.println(brightFilterShader.getLog());
}
gaussianBlurShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/gaussian_blur.fsh"));
if (!gaussianBlurShader.isCompiled()) {
System.err.println(gaussianBlurShader.getLog());
System.exit(0);
}
if (gaussianBlurShader.getLog().length() != 0) {
System.out.println(gaussianBlurShader.getLog());
}
combineShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/combine.fsh"));
if (!combineShader.isCompiled()) {
System.err.println(combineShader.getLog());
System.exit(0);
}
if (combineShader.getLog().length() != 0) {
System.out.println(combineShader.getLog());
}
if (Gdx.graphics.getWidth() < 1024) {
fboSize = 1024;
} else if (Gdx.graphics.getWidth() < 2048) {
fboSize = 2048;
} else if (Gdx.graphics.getWidth() < 2048) {
fboSize = 4096;
} else {
fboSize = 4096;
}
blurTarget = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
fboRegion = new TextureRegion(blurTarget.getColorBufferTexture());
fboRegion.flip(false, true);
lightFilterBuffer = new FrameBuffer(Format.RGBA8888, fboSize/4, fboSize/4, false);
normalBuffer = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
hBlur = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
vBlur = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
fboRegion = new TextureRegion();
combineShader.begin();
combineShader.setUniformi("u_texture1", 1);
combineShader.end();
vBlur.getColorBufferTexture().bind(1);
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
}
ShaderProgram.pedantic = false;
@@ -96,27 +130,52 @@ public class GamePlayArea extends Stage {
@Override
public void draw() {
//TODO batch draw background
if (glowShader != null) {
blurTarget.begin();
if (gaussianBlurShader != null) {
//Begin drawing a normal version of screen
normalBuffer.begin();
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
getBatch().setBlendFunction(-1, -1);
Gdx.gl20.glBlendFuncSeparate(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA,GL20.GL_ONE, GL20.GL_DST_ALPHA);
super.draw();
collisionDetector.renderParticles(getBatch(), Gdx.graphics.getDeltaTime(), true);
blurTarget.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
getBatch().setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
normalBuffer.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
//END
getBatch().setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
getBatch().begin();
getBatch().setShader(glowShader);
//Begin light filtering
lightFilterBuffer.begin();
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
getBatch().setShader(brightFilterShader);
getBatch().begin(); //BATCH STARTS HERE
getRoot().draw(getBatch(), 1f);
getBatch().flush();
lightFilterBuffer.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
//Horizontal gaussian blur
hBlur.begin();
fboRegion.setTexture(lightFilterBuffer.getColorBufferTexture());
getBatch().setShader(gaussianBlurShader);
gaussianBlurShader.setUniformf("horizontal", 1);
getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
getBatch().flush();
hBlur.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
//Vertical gaussian blur
vBlur.begin();
fboRegion.setTexture(hBlur.getColorBufferTexture());
getBatch().setShader(gaussianBlurShader);
gaussianBlurShader.setUniformf("horizontal", 0);
getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
getBatch().flush();
vBlur.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
//Draw everything to screen
getBatch().setShader(combineShader);
fboRegion.setRegion(normalBuffer.getColorBufferTexture());
fboRegion.flip(false, true);
getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
getBatch().setShader(null);
getBatch().end(); //BATCH ENDS HERE
getBatch().end();
} else {
super.draw();
}
@@ -162,7 +221,7 @@ public class GamePlayArea extends Stage {
polyjet.moveUp = true;
}
if (keycode == KeyMap.down) {
if (keycode == KeyMap.down) {
polyjet.moveDown = true;
}
@@ -205,11 +264,10 @@ public class GamePlayArea extends Stage {
@Override
public void dispose() {
if (glowShader != null) {
blurTarget.dispose();
glowShader.dispose();
if (gaussianBlurShader != null) {
normalBuffer.dispose();
gaussianBlurShader.dispose();
}
super.dispose();
}
}