Switched to arc bloom

This commit is contained in:
Anuken 2020-01-30 17:50:35 -05:00
parent 221b28c153
commit f92b91c17b
2 changed files with 1 additions and 383 deletions

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@ -1,382 +0,0 @@
package mindustry.graphics;
import arc.Core;
import arc.graphics.*;
import arc.graphics.Pixmap.Format;
import arc.graphics.VertexAttributes.Usage;
import arc.graphics.gl.FrameBuffer;
import arc.graphics.gl.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;
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();
Gl.clearColor(r, g, b, a);
Gl.clear(Gl.colorBufferBit);
}
}
/**
* 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();
}
Gl.disable(Gl.blend);
Gl.disable(Gl.depthTest);
Gl.depthMask(false);
gaussianBlur();
if(blending){
Gl.enable(Gl.blend);
Gl.blendFunc(Gl.srcAlpha, Gl.oneMinusSrcAlpha);
}
pingPongTex1.bind(1);
original.bind(0);
bloomShader.begin();
fullScreenQuad.render(bloomShader, Gl.triangleFan);
bloomShader.end();
}
private void gaussianBlur(){
// cut bright areas of the picture and blit to smaller fbo
original.bind(0);
pingPongBuffer1.begin();
tresholdShader.begin();
fullScreenQuad.render(tresholdShader, Gl.triangleFan, 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, Gl.triangleFan, 0, 4);
blurShader.end();
pingPongBuffer2.end();
pingPongTex2.bind(0);
// vertical
pingPongBuffer1.begin();
blurShader.begin();
blurShader.setUniformf("dir", 0f, 1f);
fullScreenQuad.render(blurShader, Gl.triangleFan, 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(){
try{
if(disposeFBO) frameBuffer.dispose();
fullScreenQuad.dispose();
pingPongBuffer1.dispose();
pingPongBuffer2.dispose();
blurShader.dispose();
bloomShader.dispose();
tresholdShader.dispose();
}catch(Throwable ignored){
}
}
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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org.gradle.daemon=true
org.gradle.jvmargs=-Xms256m -Xmx1024m
archash=08a81cd6c5cb0348667dce7ada2e6a47d31692f8
archash=8c7b7cbef40a0cc546cace77364c88f3f6ee5ed7