use of com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer 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();
}
};
}
use of com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer in project gdx-graph by MarcinSc.
the class StartPipelineNode method executeNode.
@Override
public void executeNode(PipelineRenderingContext pipelineRenderingContext, PipelineRequirementsCallback pipelineRequirementsCallback) {
FieldOutput<Vector2> sizeInput = (FieldOutput<Vector2>) inputs.get("size");
FieldOutput<Color> backgroundInput = (FieldOutput<Color>) inputs.get("background");
float bufferX = (sizeInput != null) ? sizeInput.getValue().x : pipelineRenderingContext.getRenderWidth();
float bufferY = (sizeInput != null) ? sizeInput.getValue().y : pipelineRenderingContext.getRenderHeight();
Color backgroundColor = (backgroundInput != null) ? backgroundInput.getValue() : Color.BLACK;
int width = MathUtils.round(bufferX);
int height = MathUtils.round(bufferY);
RenderPipelineBuffer frameBuffer = renderPipeline.initializeDefaultBuffer(width, height, Pixmap.Format.RGB888, backgroundColor);
// Dummy call to make sure frame buffer is drawn
frameBuffer.beginColor();
frameBuffer.endColor();
}
use of com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer in project gdx-graph by MarcinSc.
the class BloomPipelineNodeProducer method applyGaussianBlur.
private RenderPipelineBuffer applyGaussianBlur(int bloomRadius, RenderPipeline renderPipeline, RenderPipelineBuffer sourceBuffer, ShaderProgram blurProgram, OpenGLContext renderContext, FullScreenRender fullScreenRender) {
float[] kernel = GaussianBlurKernel.getKernel(MathUtils.round(bloomRadius));
blurProgram.bind();
blurProgram.setUniformi("u_blurRadius", bloomRadius);
blurProgram.setUniformf("u_pixelSize", 1f / sourceBuffer.getWidth(), 1f / sourceBuffer.getHeight());
blurProgram.setUniform1fv("u_kernel", kernel, 0, kernel.length);
blurProgram.setUniformi("u_vertical", 1);
RenderPipelineBuffer tempBuffer = executeBlur(blurProgram, renderPipeline, sourceBuffer, renderContext, fullScreenRender);
blurProgram.setUniformi("u_vertical", 0);
RenderPipelineBuffer blurredBuffer = executeBlur(blurProgram, renderPipeline, tempBuffer, renderContext, fullScreenRender);
renderPipeline.returnFrameBuffer(tempBuffer);
return blurredBuffer;
}
use of com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer in project gdx-graph by MarcinSc.
the class BloomPipelineNodeProducer method applyTheBloom.
private RenderPipelineBuffer applyTheBloom(float bloomStrength, RenderPipeline renderPipeline, RenderPipelineBuffer sourceBuffer, RenderPipelineBuffer gaussianBlur, ShaderProgram bloomSumProgram, OpenGLContext renderContext, FullScreenRender fullScreenRender) {
RenderPipelineBuffer result = renderPipeline.getNewFrameBuffer(sourceBuffer, Color.BLACK);
result.beginColor();
bloomSumProgram.bind();
bloomSumProgram.setUniformi("u_brightnessTexture", renderContext.bindTexture(gaussianBlur.getColorBufferTexture()));
bloomSumProgram.setUniformi("u_sourceTexture", renderContext.bindTexture(sourceBuffer.getColorBufferTexture()));
bloomSumProgram.setUniformf("u_bloomStrength", bloomStrength);
fullScreenRender.renderFullScreen(bloomSumProgram);
result.endColor();
return result;
}
use of com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer in project gdx-graph by MarcinSc.
the class ScreenShaderRendererPipelineNodeProducer method createNodeForSingleInputs.
@Override
public PipelineNode createNodeForSingleInputs(JsonValue data, ObjectMap<String, String> inputTypes, ObjectMap<String, String> outputTypes) {
final ShaderContextImpl shaderContext = new ShaderContextImpl(pluginPrivateDataSource);
final Array<ScreenGraphShader> shaderArray = new Array<>();
final JsonValue shaderDefinitions = data.get("shaders");
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 TimeProvider timeProvider;
private FullScreenRender fullScreenRender;
@Override
public void initializePipeline(PipelineDataProvider pipelineDataProvider) {
fullScreenRender = pipelineDataProvider.getFullScreenRender();
timeProvider = pipelineDataProvider.getTimeProvider();
GraphScreenShadersImpl graphScreenShaders = pipelineDataProvider.getPrivatePluginData(GraphScreenShadersImpl.class);
for (JsonValue shaderDefinition : shaderDefinitions) {
JsonValue shaderGraph = shaderDefinition.get("shader");
String tag = shaderDefinition.getString("tag");
Gdx.app.debug("Shader", "Building shader with tag: " + tag);
final ScreenGraphShader shader = GraphLoader.loadGraph(shaderGraph, new ScreenShaderLoaderCallback(tag, pipelineDataProvider.getWhitePixel().texture, configurations), PropertyLocation.Global_Uniform);
shaderArray.add(shader);
}
for (ScreenGraphShader shader : shaderArray) {
graphScreenShaders.registerTag(shader.getTag(), shader);
}
}
private boolean needsDepth() {
for (ScreenGraphShader shader : shaderArray) {
if (shader.isUsingDepthTexture())
return true;
}
return false;
}
private boolean isRequiringSceneColor() {
for (ScreenGraphShader shader : shaderArray) {
if (shader.isUsingColorTexture())
return true;
}
return false;
}
@Override
public void processPipelineRequirements(PipelineRequirements pipelineRequirements) {
if (needsDepth())
pipelineRequirements.setRequiringDepthTexture();
}
@Override
public void executeNode(PipelineRenderingContext pipelineRenderingContext, PipelineRequirementsCallback pipelineRequirementsCallback) {
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<RenderPipeline> renderPipelineInput = (PipelineNode.FieldOutput<RenderPipeline>) inputs.get("input");
boolean enabled = processorEnabled == null || processorEnabled.getValue();
RenderPipeline renderPipeline = renderPipelineInput.getValue();
if (enabled) {
boolean usesDepth = needsDepth();
boolean needsSceneColor = isRequiringSceneColor();
RenderPipelineBuffer currentBuffer = renderPipeline.getDefaultBuffer();
if (usesDepth) {
renderPipeline.enrichWithDepthBuffer(currentBuffer);
}
if (cameraInput != null) {
Camera camera = cameraInput.getValue();
shaderContext.setCamera(camera);
}
shaderContext.setTimeProvider(timeProvider);
shaderContext.setRenderWidth(currentBuffer.getWidth());
shaderContext.setRenderHeight(currentBuffer.getHeight());
RenderPipelineBuffer sceneColorBuffer = null;
if (needsSceneColor) {
sceneColorBuffer = setupColorTexture(renderPipeline, currentBuffer, pipelineRenderingContext);
}
currentBuffer.beginColor();
for (ScreenGraphShader shader : shaderArray) {
shaderContext.setGlobalPropertyContainer(shader.getPropertyContainer());
shader.begin(shaderContext, pipelineRenderingContext.getRenderContext());
shader.render(shaderContext, fullScreenRender);
shader.end();
}
currentBuffer.endColor();
if (sceneColorBuffer != null)
renderPipeline.returnFrameBuffer(sceneColorBuffer);
}
output.setValue(renderPipeline);
}
private RenderPipelineBuffer setupColorTexture(final RenderPipeline renderPipeline, final RenderPipelineBuffer currentBuffer, PipelineRenderingContext pipelineRenderingContext) {
RenderPipelineBuffer sceneColorBuffer = renderPipeline.getNewFrameBuffer(currentBuffer, Color.BLACK);
shaderContext.setColorTexture(sceneColorBuffer.getColorBufferTexture());
renderPipeline.drawTexture(currentBuffer, sceneColorBuffer, pipelineRenderingContext, fullScreenRender);
return sceneColorBuffer;
}
@Override
public void dispose() {
for (ScreenGraphShader shader : shaderArray) {
shader.dispose();
}
}
};
}
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