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mirror of https://github.com/Anuken/Mindustry.git synced 2024-09-23 06:18:00 +03:00
This commit is contained in:
Anuken 2019-06-24 19:39:57 -04:00
parent ab716e96e2
commit f8526e1ac7
12 changed files with 645 additions and 23 deletions

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@ -0,0 +1,23 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform sampler2D u_texture1;
uniform float BloomIntensity;
uniform float OriginalIntensity;
varying MED vec2 v_texCoords;
void main()
{
vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;
vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
original = original * (vec4(1.0) - bloom);
gl_FragColor = original + bloom;
}

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@ -0,0 +1,26 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture;
varying MED vec2 v_texCoords0;
varying MED vec2 v_texCoords1;
varying MED vec2 v_texCoords2;
varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
const float center = 0.2270270270;
const float close = 0.3162162162;
const float far = 0.0702702703;
void main()
{
gl_FragColor = far * texture2D(u_texture, v_texCoords0)
+ close * texture2D(u_texture, v_texCoords1)
+ center * texture2D(u_texture, v_texCoords2)
+ close * texture2D(u_texture, v_texCoords3)
+ far * texture2D(u_texture, v_texCoords4);
}

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@ -0,0 +1,15 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
void main()
{
gl_FragColor = (texture2D(u_texture0, v_texCoords) - vec4(threshold.r)) * threshold.g;
}

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@ -0,0 +1,23 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform sampler2D u_texture1;
uniform float BloomIntensity;
uniform float OriginalIntensity;
varying MED vec2 v_texCoords;
void main()
{
vec3 original = texture2D(u_texture0, v_texCoords).rgb;
vec3 bloom = texture2D(u_texture1, v_texCoords).rgb * BloomIntensity;
original = OriginalIntensity * (original - original * bloom);
gl_FragColor.rgb = original + bloom;
}

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@ -0,0 +1,31 @@
#ifdef GL_ES
#define MED mediump
#else
#define MED
#endif
attribute vec4 a_position;
attribute vec2 a_texCoord0;
uniform vec2 dir;
uniform vec2 size;
varying MED vec2 v_texCoords0;
varying MED vec2 v_texCoords1;
varying MED vec2 v_texCoords2;
varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
const vec2 futher = vec2(3.2307692308, 3.2307692308);
const vec2 closer = vec2(1.3846153846, 1.3846153846);
void main()
{
vec2 sizeAndDir = dir / size;
vec2 f = futher*sizeAndDir;
vec2 c = closer*sizeAndDir;
v_texCoords0 = a_texCoord0 - f;
v_texCoords1 = a_texCoord0 - c;
v_texCoords2 = a_texCoord0;
v_texCoords3 = a_texCoord0 + c;
v_texCoords4 = a_texCoord0 + f;
gl_Position = a_position;
}

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@ -0,0 +1,26 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture;
varying MED vec2 v_texCoords0;
varying MED vec2 v_texCoords1;
varying MED vec2 v_texCoords2;
varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
const float center = 0.2270270270;
const float close = 0.3162162162;
const float far = 0.0702702703;
void main()
{
gl_FragColor.rgb = far * texture2D(u_texture, v_texCoords0).rgb
+ close * texture2D(u_texture, v_texCoords1).rgb
+ center * texture2D(u_texture, v_texCoords2).rgb
+ close * texture2D(u_texture, v_texCoords3).rgb
+ far * texture2D(u_texture, v_texCoords4).rgb;
}

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@ -0,0 +1,17 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
void main()
{
vec4 tex = texture2D(u_texture0, v_texCoords);
vec3 colors = (tex.rgb - threshold.r) * threshold.g * tex.a;
gl_FragColor = vec4(colors, tex.a);
}

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@ -0,0 +1,13 @@
#ifdef GL_ES
#define MED mediump
#else
#define MED
#endif
attribute vec4 a_position;
attribute vec2 a_texCoord0;
varying MED vec2 v_texCoords;
void main()
{
v_texCoords = a_texCoord0;
gl_Position = a_position;
}

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@ -0,0 +1,15 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
void main()
{
gl_FragColor.rgb = (texture2D(u_texture0, v_texCoords).rgb - vec3(threshold.x)) * threshold.y;
}

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@ -35,6 +35,7 @@ public class Renderer implements ApplicationListener{
public final Pixelator pixelator = new Pixelator();
public FrameBuffer shieldBuffer = new FrameBuffer(2, 2);
private Bloom bloom;
private Color clearColor;
private float targetscale = io.anuke.arc.scene.ui.layout.Unit.dp.scl(4);
private float camerascale = targetscale;
@ -43,6 +44,7 @@ public class Renderer implements ApplicationListener{
public Renderer(){
camera = new Camera();
bloom = new Bloom(true);
Lines.setCircleVertices(20);
Shaders.init();
@ -130,9 +132,16 @@ public class Renderer implements ApplicationListener{
minimap.dispose();
shieldBuffer.dispose();
blocks.dispose();
bloom.dispose();
Events.fire(new DisposeEvent());
}
@Override
public void resize(int width, int height){
bloom.dispose();
bloom = new Bloom(true);
}
void updateShake(float scale){
if(shaketime > 0){
float intensity = shakeIntensity * (settings.getInt("screenshake", 4) / 4f) * scale;
@ -163,9 +172,9 @@ public class Renderer implements ApplicationListener{
blocks.floor.drawFloor();
drawAndInterpolate(groundEffectGroup, e -> e instanceof BelowLiquidTrait);
drawAndInterpolate(puddleGroup);
drawAndInterpolate(groundEffectGroup, e -> !(e instanceof BelowLiquidTrait));
draw(groundEffectGroup, e -> e instanceof BelowLiquidTrait);
draw(puddleGroup);
draw(groundEffectGroup, e -> !(e instanceof BelowLiquidTrait));
blocks.processBlocks();
@ -196,11 +205,18 @@ public class Renderer implements ApplicationListener{
drawAllTeams(true);
drawAndInterpolate(bulletGroup);
drawAndInterpolate(effectGroup);
Draw.flush();
bloom.setClearColor(0f, 0f, 0f, 0f);
bloom.capture();
draw(bulletGroup);
draw(effectGroup);
Draw.flush();
bloom.render();
overlays.drawBottom();
drawAndInterpolate(playerGroup, p -> true, Player::drawBuildRequests);
draw(playerGroup, p -> true, Player::drawBuildRequests);
if(Entities.countInBounds(shieldGroup) > 0){
if(settings.getBool("animatedshields")){
@ -223,7 +239,7 @@ public class Renderer implements ApplicationListener{
overlays.drawTop();
drawAndInterpolate(playerGroup, p -> !p.isDead() && !p.isLocal, Player::drawName);
draw(playerGroup, p -> !p.isDead() && !p.isLocal, Player::drawName);
Draw.color();
Draw.flush();
@ -240,12 +256,12 @@ public class Renderer implements ApplicationListener{
for(EntityGroup<? extends BaseUnit> group : unitGroups){
if(!group.isEmpty()){
drawAndInterpolate(group, unit -> !unit.isDead(), draw::accept);
draw(group, unit -> !unit.isDead(), draw::accept);
}
}
if(!playerGroup.isEmpty()){
drawAndInterpolate(playerGroup, unit -> !unit.isDead(), draw::accept);
draw(playerGroup, unit -> !unit.isDead(), draw::accept);
}
Draw.color();
@ -257,12 +273,12 @@ public class Renderer implements ApplicationListener{
for(EntityGroup<? extends BaseUnit> group : unitGroups){
if(!group.isEmpty()){
drawAndInterpolate(group, unit -> unit.isFlying() && !unit.isDead(), baseUnit -> baseUnit.drawShadow(trnsX, trnsY));
draw(group, unit -> unit.isFlying() && !unit.isDead(), baseUnit -> baseUnit.drawShadow(trnsX, trnsY));
}
}
if(!playerGroup.isEmpty()){
drawAndInterpolate(playerGroup, unit -> unit.isFlying() && !unit.isDead(), player -> player.drawShadow(trnsX, trnsY));
draw(playerGroup, unit -> unit.isFlying() && !unit.isDead(), player -> player.drawShadow(trnsX, trnsY));
}
Draw.color();
@ -275,27 +291,27 @@ public class Renderer implements ApplicationListener{
if(group.count(p -> p.isFlying() == flying) +
playerGroup.count(p -> p.isFlying() == flying && p.getTeam() == team) == 0 && flying) continue;
drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawUnder);
drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team && !p.isDead(), Unit::drawUnder);
draw(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawUnder);
draw(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team && !p.isDead(), Unit::drawUnder);
drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawAll);
drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team, Unit::drawAll);
draw(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawAll);
draw(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team, Unit::drawAll);
blocks.drawTeamBlocks(Layer.turret, team);
drawAndInterpolate(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawOver);
drawAndInterpolate(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team, Unit::drawOver);
draw(unitGroups[team.ordinal()], u -> u.isFlying() == flying && !u.isDead(), Unit::drawOver);
draw(playerGroup, p -> p.isFlying() == flying && p.getTeam() == team, Unit::drawOver);
}
}
public <T extends DrawTrait> void drawAndInterpolate(EntityGroup<T> group){
drawAndInterpolate(group, t -> true, DrawTrait::draw);
public <T extends DrawTrait> void draw(EntityGroup<T> group){
draw(group, t -> true, DrawTrait::draw);
}
public <T extends DrawTrait> void drawAndInterpolate(EntityGroup<T> group, Predicate<T> toDraw){
drawAndInterpolate(group, toDraw, DrawTrait::draw);
public <T extends DrawTrait> void draw(EntityGroup<T> group, Predicate<T> toDraw){
draw(group, toDraw, DrawTrait::draw);
}
public <T extends DrawTrait> void drawAndInterpolate(EntityGroup<T> group, Predicate<T> toDraw, Consumer<T> drawer){
public <T extends DrawTrait> void draw(EntityGroup<T> group, Predicate<T> toDraw, Consumer<T> drawer){
Entities.draw(group, toDraw, drawer);
}

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@ -0,0 +1,417 @@
package io.anuke.mindustry.graphics;
import io.anuke.arc.Core;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.Pixmap.Format;
import io.anuke.arc.graphics.VertexAttributes.Usage;
import io.anuke.arc.graphics.glutils.FrameBuffer;
import io.anuke.arc.graphics.glutils.Shader;
/**
* Bloomlib allow easy but efficient way to add bloom effect as post process
* effect
*
* @author kalle_h
*/
public class Bloom{
/**
* To use implement bloom more like a glow. Texture alpha channel can be
* used as mask which part are glowing and which are not. see more info at:
* http://www.gamasutra.com/view/feature/2107/realtime_glow.php
* <p>
* NOTE: need to be set before bloom instance is created. After that this
* does nothing.
*/
public static boolean useAlphaChannelAsMask = false;
/** how many blur pass */
public int blurPasses = 1;
private Shader tresholdShader;
private Shader bloomShader;
private Mesh fullScreenQuad;
private Texture pingPongTex1;
private Texture pingPongTex2;
private Texture original;
private FrameBuffer frameBuffer;
private FrameBuffer pingPongBuffer1;
private FrameBuffer pingPongBuffer2;
private Shader blurShader;
private float bloomIntensity;
private float originalIntensity;
private float threshold;
private int w;
private int h;
private boolean blending = false;
private boolean capturing = false;
private float r = 0f;
private float g = 0f;
private float b = 0f;
private float a = 1f;
private boolean disposeFBO = true;
/**
* IMPORTANT NOTE CALL THIS WHEN RESUMING
*/
public void resume(){
bloomShader.begin();
{
bloomShader.setUniformi("u_texture0", 0);
bloomShader.setUniformi("u_texture1", 1);
}
bloomShader.end();
setSize(w, h);
setThreshold(threshold);
setBloomIntesity(bloomIntensity);
setOriginalIntesity(originalIntensity);
original = frameBuffer.getTexture();
pingPongTex1 = pingPongBuffer1.getTexture();
pingPongTex2 = pingPongBuffer2.getTexture();
}
/**
* Initialize bloom class that capsulate original scene capturate,
* tresholding, gaussian blurring and blending. Default values: depth = true
* blending = false 32bits = true
*/
public Bloom(){
initialize(Core.graphics.getWidth() / 4, Core.graphics.getHeight() / 4,
null, false, false, true);
}
public Bloom(boolean useBlending){
initialize(Core.graphics.getWidth() / 4, Core.graphics.getHeight() / 4,
null, false, useBlending, true);
}
/**
* Initialize bloom class that capsulate original scene capturate,
* tresholding, gaussian blurring and blending.
*
* @param FBO_W
* @param FBO_H how big fbo is used for bloom texture, smaller = more blur and
* lot faster but aliasing can be problem
* @param hasDepth do rendering need depth buffer
* @param useBlending does fbo need alpha channel and is blending enabled when final
* image is rendered. This allow to combine background graphics
* and only do blooming on certain objects param use32bitFBO does
* fbo use higher precision than 16bits.
*/
public Bloom(int FBO_W, int FBO_H, boolean hasDepth, boolean useBlending,
boolean use32bitFBO){
initialize(FBO_W, FBO_H, null, hasDepth, useBlending, use32bitFBO);
}
/**
* EXPERT FUNCTIONALITY. no error checking. Use this only if you know what
* you are doing. Remember that bloom.capture() clear the screen so use
* continue instead if that is a problem.
* <p>
* Initialize bloom class that capsulate original scene capturate,
* tresholding, gaussian blurring and blending.
* <p>
* * @param sceneIsCapturedHere diposing is user responsibility.
*
* @param FBO_W
* @param FBO_H how big fbo is used for bloom texture, smaller = more blur and
* lot faster but aliasing can be problem
* @param useBlending does fbo need alpha channel and is blending enabled when final
* image is rendered. This allow to combine background graphics
* and only do blooming on certain objects param use32bitFBO does
* fbo use higher precision than 16bits.
*/
public Bloom(int FBO_W, int FBO_H, FrameBuffer sceneIsCapturedHere,
boolean useBlending, boolean use32bitFBO){
initialize(FBO_W, FBO_H, sceneIsCapturedHere, false, useBlending,
use32bitFBO);
disposeFBO = false;
}
private void initialize(int FBO_W, int FBO_H, FrameBuffer fbo,
boolean hasDepth, boolean useBlending, boolean use32bitFBO){
blending = useBlending;
Format format = null;
if(use32bitFBO){
if(useBlending){
format = Format.RGBA8888;
}else{
format = Format.RGB888;
}
}else{
if(useBlending){
format = Format.RGBA4444;
}else{
format = Format.RGB565;
}
}
if(fbo == null){
frameBuffer = new FrameBuffer(format, Core.graphics.getWidth(),
Core.graphics.getHeight(), hasDepth);
}else{
frameBuffer = fbo;
}
pingPongBuffer1 = new FrameBuffer(format, FBO_W, FBO_H, false);
pingPongBuffer2 = new FrameBuffer(format, FBO_W, FBO_H, false);
original = frameBuffer.getTexture();
pingPongTex1 = pingPongBuffer1.getTexture();
pingPongTex2 = pingPongBuffer2.getTexture();
fullScreenQuad = createFullScreenQuad();
final String alpha = useBlending ? "alpha_" : "";
bloomShader = createShader("screenspace", alpha + "bloom");
if(useAlphaChannelAsMask){
tresholdShader = createShader("screenspace", "maskedtreshold");
}else{
tresholdShader = createShader("screenspace", alpha + "threshold");
}
blurShader = createShader("blurspace", alpha + "gaussian");
setSize(FBO_W, FBO_H);
setBloomIntesity(2.5f);
setOriginalIntesity(0.8f);
setThreshold(0.5f);
bloomShader.begin();
{
bloomShader.setUniformi("u_texture0", 0);
bloomShader.setUniformi("u_texture1", 1);
}
bloomShader.end();
}
/**
* Set clearing color for capturing buffer
*
* @param r
* @param g
* @param b
* @param a
*/
public void setClearColor(float r, float g, float b, float a){
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
/**
* Call this before rendering scene.
*/
public void capture(){
if(!capturing){
capturing = true;
frameBuffer.begin();
Core.gl.glClearColor(r, g, b, a);
Core.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
}
/**
* Pause capturing to fbo.
*/
public void capturePause(){
if(capturing){
capturing = false;
frameBuffer.end();
}
}
/** Start capturing again after pause, no clearing is done to framebuffer */
public void captureContinue(){
if(!capturing){
capturing = true;
frameBuffer.begin();
}
}
/**
* Call this after scene. Renders the bloomed scene.
*/
public void render(){
if(capturing){
capturing = false;
frameBuffer.end();
}
Core.gl.glDisable(GL20.GL_BLEND);
Core.gl.glDisable(GL20.GL_DEPTH_TEST);
Core.gl.glDepthMask(false);
gaussianBlur();
if(blending){
Core.gl.glEnable(GL20.GL_BLEND);
Core.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
}
pingPongTex1.bind(1);
original.bind(0);
bloomShader.begin();
{
fullScreenQuad.render(bloomShader, GL20.GL_TRIANGLE_FAN);
}
bloomShader.end();
}
private void gaussianBlur(){
// cut bright areas of the picture and blit to smaller fbo
original.bind(0);
pingPongBuffer1.begin();
{
tresholdShader.begin();
{
// tresholdShader.setUniformi("u_texture0", 0);
fullScreenQuad.render(tresholdShader, GL20.GL_TRIANGLE_FAN, 0,
4);
}
tresholdShader.end();
}
pingPongBuffer1.end();
for(int i = 0; i < blurPasses; i++){
pingPongTex1.bind(0);
// horizontal
pingPongBuffer2.begin();
{
blurShader.begin();
{
blurShader.setUniformf("dir", 1f, 0f);
fullScreenQuad.render(blurShader, GL20.GL_TRIANGLE_FAN, 0,
4);
}
blurShader.end();
}
pingPongBuffer2.end();
pingPongTex2.bind(0);
// vertical
pingPongBuffer1.begin();
{
blurShader.begin();
{
blurShader.setUniformf("dir", 0f, 1f);
fullScreenQuad.render(blurShader, GL20.GL_TRIANGLE_FAN, 0,
4);
}
blurShader.end();
}
pingPongBuffer1.end();
}
}
/**
* set intensity for bloom. higher mean more brightening for spots that are
* over threshold
*
* @param intensity multiplier for blurred texture in combining phase. must be
* positive.
*/
public void setBloomIntesity(float intensity){
bloomIntensity = intensity;
bloomShader.begin();
{
bloomShader.setUniformf("BloomIntensity", intensity);
}
bloomShader.end();
}
/**
* set intensity for original scene. under 1 mean darkening and over 1 means
* lightening
*
* @param intensity multiplier for captured texture in combining phase. must be
* positive.
*/
public void setOriginalIntesity(float intensity){
originalIntensity = intensity;
bloomShader.begin();
{
bloomShader.setUniformf("OriginalIntensity", intensity);
}
bloomShader.end();
}
/**
* Treshold for bright parts. everything under threshold is clamped to 0
*
* @param threshold must be in range 0..1
*/
public void setThreshold(float threshold){
this.threshold = threshold;
tresholdShader.begin();
{
tresholdShader.setUniformf("threshold", threshold,
1f / (1 - threshold));
}
tresholdShader.end();
}
private void setSize(int FBO_W, int FBO_H){
w = FBO_W;
h = FBO_H;
blurShader.begin();
blurShader.setUniformf("size", FBO_W, FBO_H);
blurShader.end();
}
/**
* Call this when application is exiting.
*/
public void dispose(){
if(disposeFBO)
frameBuffer.dispose();
fullScreenQuad.dispose();
pingPongBuffer1.dispose();
pingPongBuffer2.dispose();
blurShader.dispose();
bloomShader.dispose();
tresholdShader.dispose();
}
private static Mesh createFullScreenQuad(){
float[] verts = {-1, -1, 0, 0, 1, -1, 1, 0, 1, 1, 1, 1, -1, 1, 0, 1};
Mesh tmpMesh = new Mesh(true, 4, 0, new VertexAttribute(
Usage.Position, 2, "a_position"), new VertexAttribute(
Usage.TextureCoordinates, 2, "a_texCoord0"));
tmpMesh.setVertices(verts);
return tmpMesh;
}
private static Shader createShader(String vertexName, String fragmentName){
String vertexShader = Core.files.internal("bloomshaders/" + vertexName + ".vertex.glsl").readString();
String fragmentShader = Core.files.internal("bloomshaders/" + fragmentName + ".fragment.glsl").readString();
return new Shader(vertexShader, fragmentShader);
}
}

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@ -55,7 +55,7 @@ public class Pixelator implements Disposable{
Draw.rect(Draw.wrap(buffer.getTexture()), Core.camera.position.x, Core.camera.position.y, Core.camera.width, -Core.camera.height);
Draw.blend();
renderer.drawAndInterpolate(playerGroup, p -> !p.isDead() && !p.isLocal, Player::drawName);
renderer.draw(playerGroup, p -> !p.isDead() && !p.isLocal, Player::drawName);
Core.camera.position.set(px, py);
Core.settings.put("animatedwater", hadWater);