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Switched to arc bloom
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@ -1,382 +0,0 @@
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package mindustry.graphics;
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import arc.Core;
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import arc.graphics.*;
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import arc.graphics.Pixmap.Format;
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import arc.graphics.VertexAttributes.Usage;
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import arc.graphics.gl.FrameBuffer;
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import arc.graphics.gl.Shader;
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/**
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* Bloomlib allow easy but efficient way to add bloom effect as post process
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* effect
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*
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* @author kalle_h
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*/
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public class Bloom{
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/**
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* To use implement bloom more like a glow. Texture alpha channel can be
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* used as mask which part are glowing and which are not. see more info at:
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* http://www.gamasutra.com/view/feature/2107/realtime_glow.php
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* <p>
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* NOTE: need to be set before bloom instance is created. After that this
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* does nothing.
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*/
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public static boolean useAlphaChannelAsMask = false;
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/** how many blur pass */
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public int blurPasses = 1;
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private Shader tresholdShader;
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private Shader bloomShader;
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private Mesh fullScreenQuad;
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private Texture pingPongTex1;
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private Texture pingPongTex2;
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private Texture original;
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private FrameBuffer frameBuffer;
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private FrameBuffer pingPongBuffer1;
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private FrameBuffer pingPongBuffer2;
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private Shader blurShader;
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private float bloomIntensity;
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private float originalIntensity;
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private float threshold;
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private int w;
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private int h;
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private boolean blending = false;
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private boolean capturing = false;
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private float r = 0f;
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private float g = 0f;
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private float b = 0f;
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private float a = 1f;
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private boolean disposeFBO = true;
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/**
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* IMPORTANT NOTE CALL THIS WHEN RESUMING
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*/
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public void resume(){
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bloomShader.begin();
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bloomShader.setUniformi("u_texture0", 0);
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bloomShader.setUniformi("u_texture1", 1);
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bloomShader.end();
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setSize(w, h);
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setThreshold(threshold);
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setBloomIntesity(bloomIntensity);
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setOriginalIntesity(originalIntensity);
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original = frameBuffer.getTexture();
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pingPongTex1 = pingPongBuffer1.getTexture();
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pingPongTex2 = pingPongBuffer2.getTexture();
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}
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/**
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* Initialize bloom class that capsulate original scene capturate,
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* tresholding, gaussian blurring and blending. Default values: depth = true
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* blending = false 32bits = true
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*/
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public Bloom(){
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initialize(Core.graphics.getWidth() / 4, Core.graphics.getHeight() / 4, null, false, false, true);
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}
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public Bloom(boolean useBlending){
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initialize(Core.graphics.getWidth() / 4, Core.graphics.getHeight() / 4, null, false, useBlending, true);
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}
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/**
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* Initialize bloom class that capsulate original scene capturate,
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* tresholding, gaussian blurring and blending.
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*
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* @param FBO_W
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* @param FBO_H how big fbo is used for bloom texture, smaller = more blur and
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* lot faster but aliasing can be problem
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* @param hasDepth do rendering need depth buffer
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* @param useBlending does fbo need alpha channel and is blending enabled when final
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* image is rendered. This allow to combine background graphics
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* and only do blooming on certain objects param use32bitFBO does
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* fbo use higher precision than 16bits.
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*/
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public Bloom(int FBO_W, int FBO_H, boolean hasDepth, boolean useBlending, boolean use32bitFBO){
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initialize(FBO_W, FBO_H, null, hasDepth, useBlending, use32bitFBO);
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}
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/**
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* EXPERT FUNCTIONALITY. no error checking. Use this only if you know what
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* you are doing. Remember that bloom.capture() clear the screen so use
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* continue instead if that is a problem.
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* <p>
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* Initialize bloom class that capsulate original scene capturate,
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* tresholding, gaussian blurring and blending.
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* <p>
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* * @param sceneIsCapturedHere diposing is user responsibility.
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*
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* @param FBO_W
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* @param FBO_H how big fbo is used for bloom texture, smaller = more blur and
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* lot faster but aliasing can be problem
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* @param useBlending does fbo need alpha channel and is blending enabled when final
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* image is rendered. This allow to combine background graphics
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* and only do blooming on certain objects param use32bitFBO does
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* fbo use higher precision than 16bits.
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*/
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public Bloom(int FBO_W, int FBO_H, FrameBuffer sceneIsCapturedHere, boolean useBlending, boolean use32bitFBO){
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initialize(FBO_W, FBO_H, sceneIsCapturedHere, false, useBlending, use32bitFBO);
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disposeFBO = false;
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}
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private void initialize(int FBO_W, int FBO_H, FrameBuffer fbo, boolean hasDepth, boolean useBlending, boolean use32bitFBO){
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blending = useBlending;
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Format format;
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if(use32bitFBO){
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if(useBlending){
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format = Format.RGBA8888;
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}else{
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format = Format.RGB888;
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}
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}else{
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if(useBlending){
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format = Format.RGBA4444;
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}else{
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format = Format.RGB565;
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}
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}
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if(fbo == null){
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frameBuffer = new FrameBuffer(format, Core.graphics.getWidth(), Core.graphics.getHeight(), hasDepth);
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}else{
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frameBuffer = fbo;
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}
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pingPongBuffer1 = new FrameBuffer(format, FBO_W, FBO_H, false);
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pingPongBuffer2 = new FrameBuffer(format, FBO_W, FBO_H, false);
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original = frameBuffer.getTexture();
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pingPongTex1 = pingPongBuffer1.getTexture();
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pingPongTex2 = pingPongBuffer2.getTexture();
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fullScreenQuad = createFullScreenQuad();
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final String alpha = useBlending ? "alpha_" : "";
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bloomShader = createShader("screenspace", alpha + "bloom");
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if(useAlphaChannelAsMask){
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tresholdShader = createShader("screenspace", "maskedtreshold");
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}else{
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tresholdShader = createShader("screenspace", alpha + "threshold");
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}
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blurShader = createShader("blurspace", alpha + "gaussian");
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setSize(FBO_W, FBO_H);
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setBloomIntesity(2.5f);
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setOriginalIntesity(0.8f);
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setThreshold(0.5f);
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bloomShader.begin();
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bloomShader.setUniformi("u_texture0", 0);
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bloomShader.setUniformi("u_texture1", 1);
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bloomShader.end();
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}
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/**
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* Set clearing color for capturing buffer
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*
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* @param r
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* @param g
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* @param b
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* @param a
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*/
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public void setClearColor(float r, float g, float b, float a){
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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}
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/**
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* Call this before rendering scene.
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*/
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public void capture(){
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if(!capturing){
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capturing = true;
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frameBuffer.begin();
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Gl.clearColor(r, g, b, a);
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Gl.clear(Gl.colorBufferBit);
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}
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}
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/**
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* Pause capturing to fbo.
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*/
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public void capturePause(){
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if(capturing){
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capturing = false;
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frameBuffer.end();
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}
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}
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/** Start capturing again after pause, no clearing is done to framebuffer */
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public void captureContinue(){
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if(!capturing){
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capturing = true;
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frameBuffer.begin();
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}
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}
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/**
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* Call this after scene. Renders the bloomed scene.
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*/
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public void render(){
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if(capturing){
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capturing = false;
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frameBuffer.end();
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}
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Gl.disable(Gl.blend);
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Gl.disable(Gl.depthTest);
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Gl.depthMask(false);
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gaussianBlur();
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if(blending){
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Gl.enable(Gl.blend);
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Gl.blendFunc(Gl.srcAlpha, Gl.oneMinusSrcAlpha);
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}
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pingPongTex1.bind(1);
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original.bind(0);
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bloomShader.begin();
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fullScreenQuad.render(bloomShader, Gl.triangleFan);
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bloomShader.end();
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}
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private void gaussianBlur(){
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// cut bright areas of the picture and blit to smaller fbo
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original.bind(0);
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pingPongBuffer1.begin();
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tresholdShader.begin();
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fullScreenQuad.render(tresholdShader, Gl.triangleFan, 0, 4);
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tresholdShader.end();
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pingPongBuffer1.end();
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for(int i = 0; i < blurPasses; i++){
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pingPongTex1.bind(0);
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// horizontal
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pingPongBuffer2.begin();
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blurShader.begin();
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blurShader.setUniformf("dir", 1f, 0f);
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fullScreenQuad.render(blurShader, Gl.triangleFan, 0, 4);
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blurShader.end();
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pingPongBuffer2.end();
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pingPongTex2.bind(0);
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// vertical
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pingPongBuffer1.begin();
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blurShader.begin();
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blurShader.setUniformf("dir", 0f, 1f);
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fullScreenQuad.render(blurShader, Gl.triangleFan, 0, 4);
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blurShader.end();
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pingPongBuffer1.end();
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}
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}
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/**
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* set intensity for bloom. higher mean more brightening for spots that are
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* over threshold
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*
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* @param intensity multiplier for blurred texture in combining phase. must be
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* positive.
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*/
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public void setBloomIntesity(float intensity){
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bloomIntensity = intensity;
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bloomShader.begin();
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bloomShader.setUniformf("BloomIntensity", intensity);
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bloomShader.end();
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}
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/**
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* set intensity for original scene. under 1 mean darkening and over 1 means
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* lightening
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*
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* @param intensity multiplier for captured texture in combining phase. must be
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* positive.
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*/
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public void setOriginalIntesity(float intensity){
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originalIntensity = intensity;
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bloomShader.begin();
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bloomShader.setUniformf("OriginalIntensity", intensity);
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bloomShader.end();
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}
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/**
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* Treshold for bright parts. everything under threshold is clamped to 0
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*
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* @param threshold must be in range 0..1
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*/
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public void setThreshold(float threshold){
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this.threshold = threshold;
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tresholdShader.begin();
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tresholdShader.setUniformf("threshold", threshold, 1f / (1 - threshold));
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tresholdShader.end();
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}
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private void setSize(int FBO_W, int FBO_H){
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w = FBO_W;
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h = FBO_H;
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blurShader.begin();
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blurShader.setUniformf("size", FBO_W, FBO_H);
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blurShader.end();
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}
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/**
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* Call this when application is exiting.
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*/
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public void dispose(){
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try{
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if(disposeFBO) frameBuffer.dispose();
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fullScreenQuad.dispose();
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pingPongBuffer1.dispose();
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pingPongBuffer2.dispose();
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blurShader.dispose();
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bloomShader.dispose();
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tresholdShader.dispose();
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}catch(Throwable ignored){
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}
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}
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private static Mesh createFullScreenQuad(){
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float[] verts = {-1, -1, 0, 0, 1, -1, 1, 0, 1, 1, 1, 1, -1, 1, 0, 1};
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Mesh tmpMesh = new Mesh(true, 4, 0,
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new VertexAttribute(Usage.position, 2, "a_position"),
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new VertexAttribute(Usage.textureCoordinates, 2, "a_texCoord0")
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);
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tmpMesh.setVertices(verts);
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return tmpMesh;
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}
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private static Shader createShader(String vertexName, String fragmentName){
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String vertexShader = Core.files.internal("bloomshaders/" + vertexName + ".vertex.glsl").readString();
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String fragmentShader = Core.files.internal("bloomshaders/" + fragmentName + ".fragment.glsl").readString();
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return new Shader(vertexShader, fragmentShader);
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}
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}
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@ -1,3 +1,3 @@
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org.gradle.daemon=true
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org.gradle.jvmargs=-Xms256m -Xmx1024m
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archash=08a81cd6c5cb0348667dce7ada2e6a47d31692f8
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archash=8c7b7cbef40a0cc546cace77364c88f3f6ee5ed7
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