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Example 1 with FullScreenRender

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

the class ParticlesShaderRendererPipelineNodeProducer method createNodeForSingleInputs.

@Override
public PipelineNode createNodeForSingleInputs(JsonValue data, ObjectMap<String, String> inputTypes, ObjectMap<String, String> outputTypes) {
    final ShaderContextImpl shaderContext = new ShaderContextImpl(pluginPrivateDataSource);
    final Array<ParticlesGraphShader> particleShaders = 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 FullScreenRender fullScreenRender;

        private TimeProvider timeProvider;

        private GraphParticleEffectsImpl particleEffects;

        @Override
        public void initializePipeline(PipelineDataProvider pipelineDataProvider) {
            fullScreenRender = pipelineDataProvider.getFullScreenRender();
            timeProvider = pipelineDataProvider.getTimeProvider();
            particleEffects = pipelineDataProvider.getPrivatePluginData(GraphParticleEffectsImpl.class);
            for (JsonValue shaderDefinition : shaderDefinitions) {
                String tag = shaderDefinition.getString("tag");
                JsonValue shaderGraph = shaderDefinition.get("shader");
                Gdx.app.debug("Shader", "Building shader with tag: " + tag);
                final ParticlesGraphShader graphShader = GraphLoader.loadGraph(shaderGraph, new ParticlesShaderLoaderCallback(tag, pipelineDataProvider.getWhitePixel().texture, configurations), PropertyLocation.Uniform);
                particleShaders.add(graphShader);
            }
            for (ParticlesGraphShader particleShader : particleShaders) {
                particleEffects.registerEffect(particleShader.getTag(), particleShader);
            }
        }

        private boolean usesDepth() {
            for (ParticlesGraphShader particleShader : particleShaders) {
                if (particleShader.isUsingDepthTexture()) {
                    return true;
                }
            }
            return false;
        }

        @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 = usesDepth();
                boolean needsSceneColor = false;
                for (ParticlesGraphShader particleShader : particleShaders) {
                    if (particleShader.isUsingColorTexture()) {
                        needsSceneColor = true;
                        break;
                    }
                }
                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 (ParticlesGraphShader particleShader : particleShaders) {
                    String tag = particleShader.getTag();
                    if (particleEffects.hasEffects(tag)) {
                        shaderContext.setGlobalPropertyContainer(particleEffects.getGlobalPropertyContainer(tag));
                        particleShader.begin(shaderContext, pipelineRenderingContext.getRenderContext());
                        for (GraphParticleEffectImpl particleEffect : particleEffects.getParticleEffects(tag)) {
                            if (particleEffect.getRenderableParticleEffect().isRendered(shaderContext.getCamera(), tag)) {
                                shaderContext.setLocalPropertyContainer(particleEffect.getPropertyContainer());
                                particleEffect.render(particleShader, shaderContext);
                            }
                        }
                        particleShader.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 (ParticlesGraphShader particleShader : particleShaders) {
                particleShader.dispose();
            }
        }
    };
}
Also used : ShaderContextImpl(com.gempukku.libgdx.graph.pipeline.producer.rendering.producer.ShaderContextImpl) FullScreenRender(com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender) ObjectMap(com.badlogic.gdx.utils.ObjectMap) Camera(com.badlogic.gdx.graphics.Camera) TimeProvider(com.gempukku.libgdx.graph.time.TimeProvider) RenderPipelineBuffer(com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer) JsonValue(com.badlogic.gdx.utils.JsonValue) PipelineRenderingContext(com.gempukku.libgdx.graph.pipeline.producer.PipelineRenderingContext) Array(com.badlogic.gdx.utils.Array) GraphParticleEffectImpl(com.gempukku.libgdx.graph.plugin.particles.impl.GraphParticleEffectImpl) GraphParticleEffectsImpl(com.gempukku.libgdx.graph.plugin.particles.impl.GraphParticleEffectsImpl) RenderPipeline(com.gempukku.libgdx.graph.pipeline.RenderPipeline)

Example 2 with FullScreenRender

use of com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender 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 3 with FullScreenRender

use of com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender 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 4 with FullScreenRender

use of com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender 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 5 with FullScreenRender

use of com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender 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)

Aggregations

ObjectMap (com.badlogic.gdx.utils.ObjectMap)8 RenderPipeline (com.gempukku.libgdx.graph.pipeline.RenderPipeline)8 RenderPipelineBuffer (com.gempukku.libgdx.graph.pipeline.RenderPipelineBuffer)8 FullScreenRender (com.gempukku.libgdx.graph.pipeline.producer.FullScreenRender)8 PipelineRenderingContext (com.gempukku.libgdx.graph.pipeline.producer.PipelineRenderingContext)8 Camera (com.badlogic.gdx.graphics.Camera)4 ShaderProgram (com.badlogic.gdx.graphics.glutils.ShaderProgram)4 OpenGLContext (com.gempukku.libgdx.graph.libgdx.context.OpenGLContext)4 Array (com.badlogic.gdx.utils.Array)3 JsonValue (com.badlogic.gdx.utils.JsonValue)3 ShaderContextImpl (com.gempukku.libgdx.graph.pipeline.producer.rendering.producer.ShaderContextImpl)3 TimeProvider (com.gempukku.libgdx.graph.time.TimeProvider)3 Vector2 (com.badlogic.gdx.math.Vector2)2 RenderOrder (com.gempukku.libgdx.graph.pipeline.RenderOrder)1 GraphModelsImpl (com.gempukku.libgdx.graph.plugin.models.impl.GraphModelsImpl)1 GraphParticleEffectImpl (com.gempukku.libgdx.graph.plugin.particles.impl.GraphParticleEffectImpl)1 GraphParticleEffectsImpl (com.gempukku.libgdx.graph.plugin.particles.impl.GraphParticleEffectsImpl)1 GraphShader (com.gempukku.libgdx.graph.shader.GraphShader)1 WhitePixel (com.gempukku.libgdx.graph.util.WhitePixel)1