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();
}
}
};
}
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();
}
};
}
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);
}
};
}
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();
}
};
}
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();
}
};
}
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