use of com.gempukku.libgdx.graph.libgdx.context.OpenGLContext in project gdx-graph by MarcinSc.
the class DepthOfFieldPipelineNodeProducer method createNodeForSingleInputs.
@Override
public PipelineNode createNodeForSingleInputs(JsonValue data, ObjectMap<String, String> inputTypes, ObjectMap<String, String> outputTypes) {
float maxBlurFloat = data.getFloat("maxBlur");
final int maxBlur = MathUtils.round(maxBlurFloat);
boolean blurBackground = data.getBoolean("blurBackground", false);
String viewToScreenCoords = getShader("viewToScreenCoords.vert");
String depthOfField = getShader("depthOfField.frag");
depthOfField = depthOfField.replaceAll("MAX_BLUR", String.valueOf(maxBlur));
depthOfField = depthOfField.replaceAll("UNPACK_FUNCTION;", GLSLFragmentReader.getFragment("unpackVec3ToFloat"));
depthOfField = depthOfField.replaceAll("BLUR_BACKGROUND", String.valueOf(blurBackground));
final ShaderProgram shaderProgram = new ShaderProgram(viewToScreenCoords, depthOfField);
if (!shaderProgram.isCompiled())
throw new IllegalArgumentException("Error compiling shader: " + shaderProgram.getLog());
final ObjectMap<String, PipelineNode.FieldOutput<?>> result = new ObjectMap<>();
final DefaultFieldOutput<RenderPipeline> pipelineOutput = new DefaultFieldOutput<>(PipelineFieldType.RenderPipeline);
result.put("output", pipelineOutput);
return new SingleInputsPipelineNode(result) {
private FullScreenRender fullScreenRender;
@Override
public void initializePipeline(PipelineDataProvider pipelineDataProvider) {
fullScreenRender = pipelineDataProvider.getFullScreenRender();
}
@Override
public void processPipelineRequirements(PipelineRequirements pipelineRequirements) {
if (maxBlur > 0)
pipelineRequirements.setRequiringDepthTexture();
}
@Override
public void executeNode(PipelineRenderingContext pipelineRenderingContext, PipelineRequirementsCallback pipelineRequirementsCallback) {
final PipelineNode.FieldOutput<RenderPipeline> renderPipelineInput = (PipelineNode.FieldOutput<RenderPipeline>) inputs.get("input");
final PipelineNode.FieldOutput<Boolean> processorEnabled = (PipelineNode.FieldOutput<Boolean>) inputs.get("enabled");
final PipelineNode.FieldOutput<Camera> cameraInput = (PipelineNode.FieldOutput<Camera>) inputs.get("camera");
final PipelineNode.FieldOutput<Vector2> focusDistanceInput = (PipelineNode.FieldOutput<Vector2>) inputs.get("focusDistance");
final PipelineNode.FieldOutput<Float> nearDistanceBlurInput = (PipelineNode.FieldOutput<Float>) inputs.get("nearDistanceBlur");
final PipelineNode.FieldOutput<Float> farDistanceBlurInput = (PipelineNode.FieldOutput<Float>) inputs.get("farDistanceBlur");
RenderPipeline renderPipeline = renderPipelineInput.getValue();
boolean enabled = processorEnabled == null || processorEnabled.getValue();
if (enabled && maxBlur > 0) {
Camera camera = cameraInput.getValue();
Vector2 focusDistance = focusDistanceInput.getValue();
float nearDistanceBlur = nearDistanceBlurInput != null ? nearDistanceBlurInput.getValue() : 10f;
float farDistanceBlur = farDistanceBlurInput != null ? farDistanceBlurInput.getValue() : 10f;
RenderPipelineBuffer currentBuffer = renderPipeline.getDefaultBuffer();
OpenGLContext renderContext = pipelineRenderingContext.getRenderContext();
renderContext.setDepthTest(0);
renderContext.setDepthMask(false);
renderContext.setBlending(false, 0, 0);
renderContext.setCullFace(GL20.GL_BACK);
shaderProgram.bind();
shaderProgram.setUniformf("u_pixelSize", 1f / currentBuffer.getWidth(), 1f / currentBuffer.getHeight());
shaderProgram.setUniformf("u_cameraClipping", camera.near, camera.far);
shaderProgram.setUniformf("u_focusDistance", focusDistance);
shaderProgram.setUniformf("u_nearDistanceBlur", nearDistanceBlur);
shaderProgram.setUniformf("u_farDistanceBlur", farDistanceBlur);
shaderProgram.setUniformi("u_vertical", 1);
RenderPipelineBuffer tempBuffer = executeBlur(shaderProgram, renderPipeline, currentBuffer, currentBuffer, pipelineRenderingContext.getRenderContext(), fullScreenRender);
shaderProgram.setUniformi("u_vertical", 0);
RenderPipelineBuffer finalBuffer = executeBlur(shaderProgram, renderPipeline, currentBuffer, tempBuffer, pipelineRenderingContext.getRenderContext(), fullScreenRender);
renderPipeline.returnFrameBuffer(tempBuffer);
renderPipeline.swapColorTextures(currentBuffer, finalBuffer);
renderPipeline.returnFrameBuffer(finalBuffer);
}
pipelineOutput.setValue(renderPipeline);
}
@Override
public void dispose() {
shaderProgram.dispose();
}
};
}
use of com.gempukku.libgdx.graph.libgdx.context.OpenGLContext in project gdx-graph by MarcinSc.
the class GaussianBlurPipelineNodeProducer method createNodeForSingleInputs.
@Override
public PipelineNode createNodeForSingleInputs(JsonValue data, ObjectMap<String, String> inputTypes, ObjectMap<String, String> outputTypes) {
final ShaderProgram shaderProgram = new ShaderProgram(Gdx.files.classpath("shader/viewToScreenCoords.vert"), Gdx.files.classpath("shader/gaussianBlur.frag"));
if (!shaderProgram.isCompiled())
throw new IllegalArgumentException("Error compiling shader: " + shaderProgram.getLog());
final ObjectMap<String, PipelineNode.FieldOutput<?>> result = new ObjectMap<>();
final DefaultFieldOutput<RenderPipeline> pipelineOutput = new DefaultFieldOutput<>(PipelineFieldType.RenderPipeline);
result.put("output", pipelineOutput);
return new SingleInputsPipelineNode(result) {
private FullScreenRender fullScreenRender;
@Override
public void initializePipeline(PipelineDataProvider pipelineDataProvider) {
fullScreenRender = pipelineDataProvider.getFullScreenRender();
}
@Override
public void executeNode(PipelineRenderingContext pipelineRenderingContext, PipelineRequirementsCallback pipelineRequirementsCallback) {
final PipelineNode.FieldOutput<Boolean> processorEnabled = (PipelineNode.FieldOutput<Boolean>) inputs.get("enabled");
PipelineNode.FieldOutput<Float> blurRadiusInput = (PipelineNode.FieldOutput<Float>) inputs.get("blurRadius");
final PipelineNode.FieldOutput<RenderPipeline> renderPipelineInput = (PipelineNode.FieldOutput<RenderPipeline>) inputs.get("input");
RenderPipeline renderPipeline = renderPipelineInput.getValue();
boolean enabled = processorEnabled == null || processorEnabled.getValue();
int blurRadius = MathUtils.round(blurRadiusInput != null ? blurRadiusInput.getValue() : 0f);
if (enabled && blurRadius > 0) {
float[] kernel = GaussianBlurKernel.getKernel(blurRadius);
RenderPipelineBuffer currentBuffer = renderPipeline.getDefaultBuffer();
OpenGLContext renderContext = pipelineRenderingContext.getRenderContext();
renderContext.setDepthTest(0);
renderContext.setDepthMask(false);
renderContext.setBlending(false, 0, 0);
renderContext.setCullFace(GL20.GL_BACK);
shaderProgram.bind();
shaderProgram.setUniformi("u_blurRadius", blurRadius);
shaderProgram.setUniformf("u_pixelSize", 1f / currentBuffer.getWidth(), 1f / currentBuffer.getHeight());
shaderProgram.setUniform1fv("u_kernel", kernel, 0, kernel.length);
shaderProgram.setUniformi("u_vertical", 1);
RenderPipelineBuffer tempBuffer = executeBlur(shaderProgram, renderPipeline, currentBuffer, pipelineRenderingContext.getRenderContext(), fullScreenRender);
shaderProgram.setUniformi("u_vertical", 0);
RenderPipelineBuffer finalBuffer = executeBlur(shaderProgram, renderPipeline, tempBuffer, pipelineRenderingContext.getRenderContext(), fullScreenRender);
renderPipeline.returnFrameBuffer(tempBuffer);
renderPipeline.swapColorTextures(currentBuffer, finalBuffer);
renderPipeline.returnFrameBuffer(finalBuffer);
}
pipelineOutput.setValue(renderPipeline);
}
@Override
public void dispose() {
shaderProgram.dispose();
}
};
}
use of com.gempukku.libgdx.graph.libgdx.context.OpenGLContext in project gdx-graph by MarcinSc.
the class BloomPipelineNodeProducer method createNodeForSingleInputs.
@Override
public PipelineNode createNodeForSingleInputs(JsonValue data, ObjectMap<String, String> inputTypes, ObjectMap<String, String> outputTypes) {
final ShaderProgram brightnessFilterPassProgram = new ShaderProgram(Gdx.files.classpath("shader/viewToScreenCoords.vert"), Gdx.files.classpath("shader/brightnessFilter.frag"));
if (!brightnessFilterPassProgram.isCompiled())
throw new IllegalArgumentException("Error compiling shader: " + brightnessFilterPassProgram.getLog());
final ShaderProgram gaussianBlurPassProgram = new ShaderProgram(Gdx.files.classpath("shader/viewToScreenCoords.vert"), Gdx.files.classpath("shader/gaussianBlur.frag"));
if (!gaussianBlurPassProgram.isCompiled())
throw new IllegalArgumentException("Error compiling shader: " + gaussianBlurPassProgram.getLog());
final ShaderProgram bloomSumProgram = new ShaderProgram(Gdx.files.classpath("shader/viewToScreenCoords.vert"), Gdx.files.classpath("shader/bloomSum.frag"));
if (!bloomSumProgram.isCompiled())
throw new IllegalArgumentException("Error compiling shader: " + bloomSumProgram.getLog());
final ObjectMap<String, PipelineNode.FieldOutput<?>> result = new ObjectMap<>();
final DefaultFieldOutput<RenderPipeline> pipelineOutput = new DefaultFieldOutput<>(PipelineFieldType.RenderPipeline);
result.put("output", pipelineOutput);
return new SingleInputsPipelineNode(result) {
private FullScreenRender fullScreenRender;
@Override
public void initializePipeline(PipelineDataProvider pipelineDataProvider) {
fullScreenRender = pipelineDataProvider.getFullScreenRender();
}
@Override
public void executeNode(PipelineRenderingContext pipelineRenderingContext, PipelineRequirementsCallback pipelineRequirementsCallback) {
PipelineNode.FieldOutput<RenderPipeline> renderPipelineInput = (PipelineNode.FieldOutput<RenderPipeline>) inputs.get("input");
PipelineNode.FieldOutput<Boolean> processorEnabled = (PipelineNode.FieldOutput<Boolean>) inputs.get("enabled");
PipelineNode.FieldOutput<Float> minimalBrightness = (PipelineNode.FieldOutput<Float>) inputs.get("minimalBrightness");
PipelineNode.FieldOutput<Float> bloomRadius = (PipelineNode.FieldOutput<Float>) inputs.get("bloomRadius");
PipelineNode.FieldOutput<Float> bloomStrength = (PipelineNode.FieldOutput<Float>) inputs.get("bloomStrength");
RenderPipeline renderPipeline = renderPipelineInput.getValue();
boolean enabled = processorEnabled == null || processorEnabled.getValue();
float bloomStrengthValue = bloomStrength != null ? bloomStrength.getValue() : 0f;
int bloomRadiusValue = MathUtils.round(bloomRadius != null ? bloomRadius.getValue() : 1f);
if (enabled && bloomStrengthValue > 0 && bloomRadiusValue > 0) {
float minimalBrightnessValue = minimalBrightness != null ? minimalBrightness.getValue() : 0.7f;
RenderPipelineBuffer originalBuffer = renderPipeline.getDefaultBuffer();
OpenGLContext renderContext = pipelineRenderingContext.getRenderContext();
renderContext.setDepthTest(0);
renderContext.setDepthMask(false);
renderContext.setBlending(false, 0, 0);
renderContext.setCullFace(GL20.GL_BACK);
RenderPipelineBuffer brightnessFilterBuffer = runBrightnessPass(minimalBrightnessValue, renderPipeline, originalBuffer, brightnessFilterPassProgram, pipelineRenderingContext.getRenderContext(), fullScreenRender);
RenderPipelineBuffer gaussianBlur = applyGaussianBlur(bloomRadiusValue, renderPipeline, brightnessFilterBuffer, gaussianBlurPassProgram, pipelineRenderingContext.getRenderContext(), fullScreenRender);
renderPipeline.returnFrameBuffer(brightnessFilterBuffer);
RenderPipelineBuffer result = applyTheBloom(bloomStrengthValue, renderPipeline, originalBuffer, gaussianBlur, bloomSumProgram, pipelineRenderingContext.getRenderContext(), fullScreenRender);
renderPipeline.returnFrameBuffer(gaussianBlur);
renderPipeline.swapColorTextures(originalBuffer, result);
renderPipeline.returnFrameBuffer(result);
}
pipelineOutput.setValue(renderPipeline);
}
@Override
public void dispose() {
bloomSumProgram.dispose();
gaussianBlurPassProgram.dispose();
brightnessFilterPassProgram.dispose();
}
};
}
use of com.gempukku.libgdx.graph.libgdx.context.OpenGLContext in project gdx-graph by MarcinSc.
the class GammaCorrectionPipelineNodeProducer method createNodeForSingleInputs.
@Override
public PipelineNode createNodeForSingleInputs(JsonValue data, ObjectMap<String, String> inputTypes, ObjectMap<String, String> outputTypes) {
final ShaderProgram shaderProgram = new ShaderProgram(Gdx.files.classpath("shader/viewToScreenCoords.vert"), Gdx.files.classpath("shader/gamma.frag"));
if (!shaderProgram.isCompiled())
throw new IllegalArgumentException("Error compiling shader: " + shaderProgram.getLog());
final ObjectMap<String, PipelineNode.FieldOutput<?>> result = new ObjectMap<>();
final DefaultFieldOutput<RenderPipeline> pipelineOutput = new DefaultFieldOutput<>(PipelineFieldType.RenderPipeline);
result.put("output", pipelineOutput);
return new SingleInputsPipelineNode(result) {
private FullScreenRender fullScreenRender;
@Override
public void initializePipeline(PipelineDataProvider pipelineDataProvider) {
fullScreenRender = pipelineDataProvider.getFullScreenRender();
}
@Override
public void executeNode(PipelineRenderingContext pipelineRenderingContext, PipelineRequirementsCallback pipelineRequirementsCallback) {
final PipelineNode.FieldOutput<Boolean> processorEnabled = (PipelineNode.FieldOutput<Boolean>) inputs.get("enabled");
PipelineNode.FieldOutput<Float> gammaInput = (PipelineNode.FieldOutput<Float>) inputs.get("gamma");
final PipelineNode.FieldOutput<RenderPipeline> renderPipelineInput = (PipelineNode.FieldOutput<RenderPipeline>) inputs.get("input");
RenderPipeline renderPipeline = renderPipelineInput.getValue();
boolean enabled = processorEnabled == null || processorEnabled.getValue();
float gamma = gammaInput != null ? gammaInput.getValue() : 0f;
if (enabled && gamma != 1) {
RenderPipelineBuffer currentBuffer = renderPipeline.getDefaultBuffer();
RenderPipelineBuffer newBuffer = renderPipeline.getNewFrameBuffer(currentBuffer, Color.BLACK);
OpenGLContext renderContext = pipelineRenderingContext.getRenderContext();
renderContext.setDepthTest(0);
renderContext.setDepthMask(false);
renderContext.setBlending(false, 0, 0);
renderContext.setCullFace(GL20.GL_BACK);
newBuffer.beginColor();
shaderProgram.bind();
shaderProgram.setUniformi("u_sourceTexture", renderContext.bindTexture(currentBuffer.getColorBufferTexture()));
shaderProgram.setUniformf("u_gamma", gamma);
fullScreenRender.renderFullScreen(shaderProgram);
newBuffer.endColor();
renderPipeline.swapColorTextures(currentBuffer, newBuffer);
renderPipeline.returnFrameBuffer(newBuffer);
}
pipelineOutput.setValue(renderPipeline);
}
@Override
public void dispose() {
shaderProgram.dispose();
}
};
}
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