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Example 1 with OpenGLContext

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();
        }
    };
}
Also used : FullScreenRender(com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender) OpenGLContext(com.gempukku.libgdx.graph.libgdx.context.OpenGLContext) ObjectMap(com.badlogic.gdx.utils.ObjectMap) Camera(com.badlogic.gdx.graphics.Camera) RenderPipelineBuffer(com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer) PipelineRenderingContext(com.gempukku.libgdx.graph.pipeline.producer.PipelineRenderingContext) ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) Vector2(com.badlogic.gdx.math.Vector2) RenderPipeline(com.gempukku.libgdx.graph.pipeline.RenderPipeline)

Example 2 with OpenGLContext

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();
        }
    };
}
Also used : FullScreenRender(com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender) OpenGLContext(com.gempukku.libgdx.graph.libgdx.context.OpenGLContext) ObjectMap(com.badlogic.gdx.utils.ObjectMap) RenderPipelineBuffer(com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer) PipelineRenderingContext(com.gempukku.libgdx.graph.pipeline.producer.PipelineRenderingContext) ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) RenderPipeline(com.gempukku.libgdx.graph.pipeline.RenderPipeline)

Example 3 with OpenGLContext

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();
        }
    };
}
Also used : FullScreenRender(com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender) OpenGLContext(com.gempukku.libgdx.graph.libgdx.context.OpenGLContext) ObjectMap(com.badlogic.gdx.utils.ObjectMap) RenderPipelineBuffer(com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer) PipelineRenderingContext(com.gempukku.libgdx.graph.pipeline.producer.PipelineRenderingContext) ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) RenderPipeline(com.gempukku.libgdx.graph.pipeline.RenderPipeline)

Example 4 with OpenGLContext

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();
        }
    };
}
Also used : FullScreenRender(com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender) RenderPipelineBuffer(com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer) PipelineRenderingContext(com.gempukku.libgdx.graph.pipeline.producer.PipelineRenderingContext) ShaderProgram(com.badlogic.gdx.graphics.glutils.ShaderProgram) OpenGLContext(com.gempukku.libgdx.graph.libgdx.context.OpenGLContext) ObjectMap(com.badlogic.gdx.utils.ObjectMap) RenderPipeline(com.gempukku.libgdx.graph.pipeline.RenderPipeline)

Aggregations

ShaderProgram (com.badlogic.gdx.graphics.glutils.ShaderProgram)4 ObjectMap (com.badlogic.gdx.utils.ObjectMap)4 OpenGLContext (com.gempukku.libgdx.graph.libgdx.context.OpenGLContext)4 RenderPipeline (com.gempukku.libgdx.graph.pipeline.RenderPipeline)4 RenderPipelineBuffer (com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer)4 FullScreenRender (com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender)4 PipelineRenderingContext (com.gempukku.libgdx.graph.pipeline.producer.PipelineRenderingContext)4 Camera (com.badlogic.gdx.graphics.Camera)1 Vector2 (com.badlogic.gdx.math.Vector2)1