added bloom shader
This commit is contained in:
parent
ba8a2182fb
commit
b18cbe2352
@ -1,174 +0,0 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform float time;
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uniform vec2 mouse;
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uniform vec2 resolution;
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#define iterations 14
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#define formuparam2 0.79
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#define volsteps 5
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#define stepsize 0.290
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#define zoom 0.900
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#define tile 0.850
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#define speed2 0.10
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#define brightness 0.003
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#define darkmatter 0.400
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#define distfading 0.560
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#define saturation 0.800
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#define transverseSpeed zoom*2.0
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#define cloud 0.11
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float triangle(float x, float a) {
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float output2 = 2.0*abs( 2.0* ( (x/a) - floor( (x/a) + 0.5) ) ) - 1.0;
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return output2;
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}
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float field(in vec3 p) {
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float strength = 7. + .03 * log(1.e-6 + fract(sin(time) * 4373.11));
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float accum = 0.;
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float prev = 0.;
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float tw = 0.;
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for (int i = 0; i < 6; ++i) {
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float mag = dot(p, p);
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p = abs(p) / mag + vec3(-.5, -.8 + 0.1*sin(time*0.7 + 2.0), -1.1+0.3*cos(time*0.3));
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float w = exp(-float(i) / 7.);
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accum += w * exp(-strength * pow(abs(mag - prev), 2.3));
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tw += w;
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prev = mag;
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}
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return max(0., 5. * accum / tw - .7);
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}
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void main() {
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vec2 uv2 = 2. * gl_FragCoord.xy / vec2(512) - 1.;
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vec2 uvs = uv2 * vec2(512) / 512.;
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float time2 = time;
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float speed = speed2;
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speed = .01 * cos(time2*0.002 + 3.1415926/4.0);
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//speed = 0.0;
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float formuparam = formuparam2;
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//get coords and direction
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vec2 uv = uvs;
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//mouse rotation
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float a_xz = 0.9;
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float a_yz = -.6;
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float a_xy = 0.9 + time*0.08;
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mat2 rot_xz = mat2(cos(a_xz),sin(a_xz),-sin(a_xz),cos(a_xz));
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mat2 rot_yz = mat2(cos(a_yz),sin(a_yz),-sin(a_yz),cos(a_yz));
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mat2 rot_xy = mat2(cos(a_xy),sin(a_xy),-sin(a_xy),cos(a_xy));
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float v2 =1.0;
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vec3 dir=vec3(uv*zoom,1.);
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vec3 from=vec3(0.0, 0.0,0.0);
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from.x -= 1.;
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from.y -= 1.;
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vec3 forward = vec3(0.,0.,1.);
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from.x += transverseSpeed*(1.0)*cos(0.001*time);
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from.y += transverseSpeed*(1.0)*sin(0.001*time);
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from.z += 0.003*time;
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dir.xy*=rot_xy;
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forward.xy *= rot_xy;
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dir.xz*=rot_xz;
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forward.xz *= rot_xz;
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dir.yz*= rot_yz;
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forward.yz *= rot_yz;
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from.xy*=-rot_xy;
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from.xz*=rot_xz;
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from.yz*= rot_yz;
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//zoom
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float zooom = (time2-3311.)*speed;
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from += forward* zooom;
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float sampleShift = mod( zooom, stepsize );
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float zoffset = -sampleShift;
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sampleShift /= stepsize; // make from 0 to 1
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//volumetric rendering
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float s=0.24;
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float s3 = s + stepsize/2.0;
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vec3 v=vec3(0.);
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float t3 = 0.0;
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vec3 backCol2 = vec3(0.);
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for (int r=0; r<volsteps; r++) {
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vec3 p2=from+(s+zoffset)*dir;// + vec3(0.,0.,zoffset);
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vec3 p3=from+(s3+zoffset)*dir;// + vec3(0.,0.,zoffset);
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p2 = abs(vec3(tile)-mod(p2,vec3(tile*2.))); // tiling fold
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p3 = abs(vec3(tile)-mod(p3,vec3(tile*2.))); // tiling fold
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#ifdef cloud
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t3 = field(p3);
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#endif
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float pa,a=pa=0.;
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for (int i=0; i<iterations; i++) {
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p2=abs(p2)/dot(p2,p2)-formuparam; // the magic formula
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//p=abs(p)/max(dot(p,p),0.005)-formuparam; // another interesting way to reduce noise
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float D = abs(length(p2)-pa); // absolute sum of average change
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a += i > 7 ? min( 12., D) : D;
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pa=length(p2);
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}
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//float dm=max(0.,darkmatter-a*a*.001); //dark matter
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a*=a*a; // add contrast
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//if (r>3) fade*=1.-dm; // dark matter, don't render near
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// brightens stuff up a bit
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float s1 = s+zoffset;
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// need closed form expression for this, now that we shift samples
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float fade = pow(distfading,max(0.,float(r)-sampleShift));
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//t3 += fade;
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v+=fade;
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//backCol2 -= fade;
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// fade out samples as they approach the camera
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if( r == 0 )
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fade *= (1. - (sampleShift));
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// fade in samples as they approach from the distance
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if( r == volsteps-1 )
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fade *= sampleShift;
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v+=vec3(s1,s1*s1,s1*s1*s1*s1)*a*brightness*fade; // coloring based on distance
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backCol2 += mix(.4, 1., v2) * vec3(1.8 * t3 * t3 * t3, 1.4 * t3 * t3, t3) * fade;
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s+=stepsize;
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s3 += stepsize;
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}
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v=mix(vec3(length(v)),v,saturation); //color adjust
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vec4 forCol2 = vec4(v*.01,1.);
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#ifdef cloud
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backCol2 *= cloud;
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#endif
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backCol2.b *= 1.8;
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backCol2.r *= 0.05;
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backCol2.b = 0.5*mix(backCol2.g, backCol2.b, 0.8);
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backCol2.g = 0.0;
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backCol2.bg = mix(backCol2.gb, backCol2.bg, 0.5*(cos(time*0.01) + 1.0));
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gl_FragColor = forCol2 + vec4(backCol2, 1.0);
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}
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22
android/assets/shaders/bright_filter.fsh
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22
android/assets/shaders/bright_filter.fsh
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@ -0,0 +1,22 @@
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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 vec2 vTexCoord;
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uniform sampler2D u_texture;
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void main() {
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vec4 color = texture(u_texture, vTexCoord)*vColor;
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float brightness = (color.r*0.2126) + (color.g*0.7152) + (color.b * 0.0722);
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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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}
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}
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android/assets/shaders/combine.fsh
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android/assets/shaders/combine.fsh
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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 vec2 vTexCoord;
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uniform sampler2D u_texture;
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uniform sampler2D u_texture1;
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void main() {
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vec4 origColor = texture(u_texture, vTexCoord);
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vec4 blurredColor = texture(u_texture1, vTexCoord);
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gl_FragColor = origColor + blurredColor;
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}
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android/assets/shaders/gaussian_blur.fsh
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android/assets/shaders/gaussian_blur.fsh
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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 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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void main() {
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vec2 tex_offset = 1.0 /textureSize(u_texture, 0);
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vec3 result = texture(u_texture, vTexCoord).rgb * weight[0];
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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, 1.0);
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}
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@ -1,38 +0,0 @@
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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 vec2 vTexCoord;
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uniform sampler2D u_texture;
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void main() {
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vec4 sum = vec4(0);
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vec2 texcoord = vTexCoord;
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int j;
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int i;
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for (i = -4; i < 4; i++) {
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for (j = -3; j < 3; j++) {
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sum += texture2D(u_texture, texcoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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if (texture2D(u_texture, texcoord).r * vColor.r < 0.3) {
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gl_FragColor = vec4(sum * sum * 0.012 + texture2D(u_texture, texcoord))
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* vColor;
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} else {
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if (texture2D(u_texture, texcoord).r * vColor.r < 0.5) {
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gl_FragColor = vec4(
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sum * sum * 0.009 + texture2D(u_texture, texcoord))
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* vColor;
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} else {
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gl_FragColor = vec4(
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sum * sum * 0.0075 + texture2D(u_texture, texcoord))
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* vColor;
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}
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}
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}
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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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@ -9,9 +9,9 @@ import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import zero1hd.rhythmbullet.RhythmBullet;
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import zero1hd.rhythmbullet.stages.CreativeHUD;
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import zero1hd.rhythmbullet.stages.GameHUD;
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import zero1hd.rhythmbullet.stages.GamePlayArea;
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import zero1hd.rhythmbullet.stages.ui.CreativeHUD;
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import zero1hd.rhythmbullet.stages.ui.GameHUD;
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public class CreativeScreen extends ScreenAdapter {
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CreativeHUD chud;
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@ -19,9 +19,6 @@ public class CreativeScreen extends ScreenAdapter {
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GamePlayArea gamePlayArea;
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InputMultiplexer inputs;
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SpriteBatch bgBatch;
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private Texture background;
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Preferences prefs;
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public CreativeScreen(RhythmBullet core, MainMenu mainMenu) {
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@ -31,10 +28,6 @@ public class CreativeScreen extends ScreenAdapter {
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inputs = new InputMultiplexer(chud, ghud, gamePlayArea);
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this.prefs = core.getPrefs();
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background = core.getAssetManager().get("star_bg.png");
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bgBatch = new SpriteBatch(1);
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}
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@Override
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@ -49,10 +42,6 @@ public class CreativeScreen extends ScreenAdapter {
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Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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bgBatch.begin();
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bgBatch.draw(background, 0f, 0f);
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bgBatch.end();
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gamePlayArea.getViewport().apply();
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gamePlayArea.act();
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gamePlayArea.draw();
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@ -5,9 +5,6 @@ import com.badlogic.gdx.InputMultiplexer;
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import com.badlogic.gdx.Screen;
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import com.badlogic.gdx.ScreenAdapter;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.glutils.ShaderProgram;
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import com.badlogic.gdx.scenes.scene2d.Actor;
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import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
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import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
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@ -15,8 +12,8 @@ import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
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import zero1hd.rhythmbullet.RhythmBullet;
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import zero1hd.rhythmbullet.audio.CoreMusicInfo;
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import zero1hd.rhythmbullet.audio.map.GamePlayMap;
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import zero1hd.rhythmbullet.stages.GameHUD;
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import zero1hd.rhythmbullet.stages.GamePlayArea;
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import zero1hd.rhythmbullet.stages.ui.GameHUD;
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public class GameScreen extends ScreenAdapter {
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private GamePlayArea gameArea;
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@ -28,10 +25,6 @@ public class GameScreen extends ScreenAdapter {
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private CoreMusicInfo music;
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SpriteBatch bgBatch;
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private ShaderProgram bgShader;
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private Texture background;
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public GameScreen(RhythmBullet core, Screen screen) {
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this.core = core;
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@ -53,25 +46,6 @@ public class GameScreen extends ScreenAdapter {
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inputs.addProcessor(gameHUD);
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inputs.addProcessor(gameArea);
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background = core.getAssetManager().get("star_bg.png");
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if (core.getPrefs().getBoolean("bg shader")) {
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Gdx.app.debug("Shader", "using background shader");
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bgShader = new ShaderProgram(Gdx.files.internal("shaders/bg.vsh"), Gdx.files.internal("shaders/bg.fsh"));
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if (!bgShader.isCompiled()) {
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System.err.println(bgShader.getLog());
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System.exit(0);
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}
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if (bgShader.getLog().length()!=0) {
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System.out.println(bgShader.getLog());
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}
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bgBatch = new SpriteBatch(2, bgShader);
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} else {
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bgBatch = new SpriteBatch(2);
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}
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}
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public void setGamePlayMap(GamePlayMap gpm) {
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@ -97,20 +71,6 @@ public class GameScreen extends ScreenAdapter {
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public void render(float delta) {
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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//Background stuff should literally span the whole screen so no matrice stuff
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bgBatch.begin();
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if (bgShader != null) {
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bgBatch.setShader(bgShader);
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bgShader.setUniformf("resolution", Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
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if (music != null) {
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bgShader.setUniformf("time", music.getPlaybackMusic().getPosition());
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}
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}
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bgBatch.draw(background, 0f, 0f);
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bgBatch.end();
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//actual game and hud
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if (!gameHUD.isPaused()) {
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gameArea.act(delta);
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@ -1,4 +1,4 @@
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package zero1hd.rhythmbullet.stages.ui;
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package zero1hd.rhythmbullet.stages;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Input.Keys;
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@ -18,7 +18,6 @@ import zero1hd.rhythmbullet.audio.AudioAnalyzer;
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import zero1hd.rhythmbullet.audio.AudioDataPackage;
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import zero1hd.rhythmbullet.audio.map.RhythmMapAlgorithm;
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import zero1hd.rhythmbullet.screens.MainMenu;
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import zero1hd.rhythmbullet.stages.GamePlayArea;
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import zero1hd.rhythmbullet.ui.windows.BassUMGraphWindow;
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import zero1hd.rhythmbullet.ui.windows.BeatViewer;
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import zero1hd.rhythmbullet.ui.windows.DifficultyWindow;
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@ -249,6 +248,8 @@ public class CreativeHUD extends Stage implements MiniListener {
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musicPlayBackControls.setAudiofile(null);
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analyzer = new AudioAnalyzer(musicSelector.getSelectedMusic());
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analyzer.sender.addListener(this);
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ghud.setMusic(null);
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break;
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case SPECTRAL_FLUX_DONE:
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analyzer.runThresholdCleaning();
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@ -265,7 +266,6 @@ public class CreativeHUD extends Stage implements MiniListener {
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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();
|
@ -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);
|
||||
}
|
||||
|
@ -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);
|
||||
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(blurTarget.getColorBufferTexture());
|
||||
fboRegion.flip(false, true);
|
||||
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;
|
||||
@ -96,26 +130,51 @@ 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();
|
||||
getBatch().end(); //BATCH ENDS HERE
|
||||
|
||||
} else {
|
||||
super.draw();
|
||||
@ -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();
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user