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Example 6 with RenderPipelineBuffer

use of com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer 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 7 with RenderPipelineBuffer

use of com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer in project gdx-graph by MarcinSc.

the class PipelineRendererNodeProducer method createNodeForSingleInputs.

@Override
public PipelineNode createNodeForSingleInputs(JsonValue data, ObjectMap<String, String> inputTypes, ObjectMap<String, String> outputTypes) {
    final ObjectMap<String, PipelineNode.FieldOutput<?>> result = new ObjectMap<>();
    final DefaultFieldOutput<RenderPipeline> output = new DefaultFieldOutput<>(PipelineFieldType.RenderPipeline);
    result.put("output", output);
    return new SingleInputsPipelineNode(result) {

        private FullScreenRender fullScreenRender;

        private Vector2 tmpVector = new Vector2();

        @Override
        public void initializePipeline(PipelineDataProvider pipelineDataProvider) {
            fullScreenRender = pipelineDataProvider.getFullScreenRender();
        }

        @Override
        public void executeNode(PipelineRenderingContext pipelineRenderingContext, PipelineRequirementsCallback pipelineRequirementsCallback) {
            RenderPipeline canvasPipeline = (RenderPipeline) inputs.get("input").getValue();
            RenderPipeline paintPipeline = (RenderPipeline) inputs.get("pipeline").getValue();
            Vector2 position = (Vector2) inputs.get("position").getValue();
            final PipelineNode.FieldOutput<Vector2> sizeInput = (PipelineNode.FieldOutput<Vector2>) inputs.get("size");
            RenderPipelineBuffer canvasBuffer = canvasPipeline.getDefaultBuffer();
            RenderPipelineBuffer paintBuffer = paintPipeline.getDefaultBuffer();
            Vector2 size = (sizeInput != null) ? sizeInput.getValue() : tmpVector.set(paintBuffer.getWidth(), paintBuffer.getHeight());
            canvasPipeline.drawTexture(paintBuffer, canvasBuffer, pipelineRenderingContext, fullScreenRender, position.x, position.y, size.x, size.y);
            paintPipeline.destroyDefaultBuffer();
            output.setValue(canvasPipeline);
        }
    };
}
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) ObjectMap(com.badlogic.gdx.utils.ObjectMap) Vector2(com.badlogic.gdx.math.Vector2) RenderPipeline(com.gempukku.libgdx.graph.pipeline.RenderPipeline)

Example 8 with RenderPipelineBuffer

use of com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer 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 9 with RenderPipelineBuffer

use of com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer in project gdx-graph by MarcinSc.

the class GaussianBlurPipelineNodeProducer method executeBlur.

private RenderPipelineBuffer executeBlur(ShaderProgram shaderProgram, RenderPipeline renderPipeline, RenderPipelineBuffer sourceBuffer, OpenGLContext renderContext, FullScreenRender fullScreenRender) {
    RenderPipelineBuffer resultBuffer = renderPipeline.getNewFrameBuffer(sourceBuffer, Color.BLACK);
    resultBuffer.beginColor();
    shaderProgram.setUniformi("u_sourceTexture", renderContext.bindTexture(sourceBuffer.getColorBufferTexture()));
    fullScreenRender.renderFullScreen(shaderProgram);
    resultBuffer.endColor();
    return resultBuffer;
}
Also used : RenderPipelineBuffer(com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer)

Example 10 with RenderPipelineBuffer

use of com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer in project gdx-graph by MarcinSc.

the class BloomPipelineNodeProducer method executeBlur.

private RenderPipelineBuffer executeBlur(ShaderProgram blurProgram, RenderPipeline renderPipeline, RenderPipelineBuffer sourceBuffer, OpenGLContext renderContext, FullScreenRender fullScreenRender) {
    RenderPipelineBuffer resultBuffer = renderPipeline.getNewFrameBuffer(sourceBuffer, Color.BLACK);
    resultBuffer.beginColor();
    blurProgram.setUniformi("u_sourceTexture", renderContext.bindTexture(sourceBuffer.getColorBufferTexture()));
    fullScreenRender.renderFullScreen(blurProgram);
    resultBuffer.endColor();
    return resultBuffer;
}
Also used : RenderPipelineBuffer(com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer)

Aggregations

RenderPipelineBuffer (com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer)21 ObjectMap (com.badlogic.gdx.utils.ObjectMap)14 RenderPipeline (com.gempukku.libgdx.graph.pipeline.RenderPipeline)13 PipelineRenderingContext (com.gempukku.libgdx.graph.pipeline.producer.PipelineRenderingContext)13 Camera (com.badlogic.gdx.graphics.Camera)8 FullScreenRender (com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender)8 Array (com.badlogic.gdx.utils.Array)5 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)4 ShaderProgram (com.badlogic.gdx.graphics.glutils.ShaderProgram)4 Vector2 (com.badlogic.gdx.math.Vector2)4 JsonValue (com.badlogic.gdx.utils.JsonValue)4 OpenGLContext (com.gempukku.libgdx.graph.libgdx.context.OpenGLContext)4 ShaderContextImpl (com.gempukku.libgdx.graph.pipeline.producer.rendering.producer.ShaderContextImpl)4 TimeProvider (com.gempukku.libgdx.graph.time.TimeProvider)4 Map (com.badlogic.gdx.maps.Map)3 MapRenderer (com.badlogic.gdx.maps.MapRenderer)3 MapsPluginPrivateData (com.gempukku.libgdx.graph.plugin.maps.MapsPluginPrivateData)3 RenderOrder (com.gempukku.libgdx.graph.pipeline.RenderOrder)2 Lighting3DEnvironment (com.gempukku.libgdx.graph.plugin.lighting3d.Lighting3DEnvironment)2 GraphModelsImpl (com.gempukku.libgdx.graph.plugin.models.impl.GraphModelsImpl)2