reimplemented scalers

This commit is contained in:
DaniTheSkunk 2022-12-13 02:23:21 +00:00
parent d59d14e8f8
commit e32fa9e095
12 changed files with 231 additions and 357 deletions

View File

@ -17,7 +17,7 @@ public class Test3D extends BaseGame {
Model model; Model model;
public Test3D() { public Test3D() {
super(new Vec2i(1920, 1080), "Skunkworks 3d test"); super(new Vec2i(1920/4, 1080/4), "Skunkworks 3d test");
System.out.printf("assimp version: %d.%d.%d\n", System.out.printf("assimp version: %d.%d.%d\n",
Assimp.aiGetVersionMajor(), Assimp.aiGetVersionMajor(),
Assimp.aiGetVersionMinor(), Assimp.aiGetVersionMinor(),
@ -47,6 +47,7 @@ public class Test3D extends BaseGame {
@Override @Override
protected void render3D(IRenderContext3D rc) { protected void render3D(IRenderContext3D rc) {
rc.clear(Color.GRAY);
rc.renderModel(model); rc.renderModel(model);
} }

View File

@ -1,35 +1,59 @@
package com.danitheskunk.skunkworks.backends.gl; package com.danitheskunk.skunkworks.backends.gl;
import com.danitheskunk.skunkworks.Vec2f;
import com.danitheskunk.skunkworks.Vec2i; import com.danitheskunk.skunkworks.Vec2i;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL11.glEnd;
import static org.lwjgl.opengl.GL20.glVertexAttrib2f;
public abstract class Filter { public abstract class Filter {
private final boolean resizing; private final boolean resizing;
protected Framebuffer input; protected Framebuffer input;
protected Framebuffer output; protected Framebuffer output;
protected Program program;
protected Vec2f sizeRatio;
public Filter(Framebuffer input, boolean resizing) { public Filter(Framebuffer input, Program program, boolean resizing) {
this.resizing = resizing; this.resizing = resizing;
this.input = input; this.input = input;
this.program = program;
output = new Framebuffer(input.getSize()); output = new Framebuffer(input.getSize());
calcSizeRatio();
} }
public void apply() { public void apply() {
output.bind(); output.bind();
input.bindTexture(); input.bindTexture();
process(); program.use();
preRender();
glViewport(0, 0, output.getSize().getX(), output.getSize().getY());
glBegin(GL_TRIANGLES);
//counterclockwise triangles
glVertex2i(-1, 1);
glVertex2i( 1, -1);
glVertex2i(-1, -1);
glVertex2i( 1, -1);
glVertex2i(-1, 1);
glVertex2i( 1, 1);
glEnd();
} }
public Framebuffer getOutput() { public Framebuffer getOutput() {
return output; return output;
} }
protected abstract void process(); protected void preRender() {
}
public void setInput(Framebuffer input) { public void setInput(Framebuffer input) {
this.input = input; this.input = input;
if(resizing) { if(!resizing) {
output.setSize(input.getSize()); output.setSize(input.getSize());
} }
calcSizeRatio();
} }
public void setOutputSize(Vec2i size) { public void setOutputSize(Vec2i size) {
@ -37,5 +61,10 @@ public abstract class Filter {
throw new RuntimeException("this filter doesn't allow output resizing"); throw new RuntimeException("this filter doesn't allow output resizing");
} }
output.setSize(size); output.setSize(size);
calcSizeRatio();
}
private void calcSizeRatio() {
sizeRatio = Vec2f.div(output.getSize(), input.getSize());
} }
} }

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@ -1,318 +0,0 @@
package com.danitheskunk.skunkworks.backends.gl;
import com.danitheskunk.skunkworks.backends.gl.Filter;
import com.danitheskunk.skunkworks.backends.gl.Framebuffer;
import com.danitheskunk.skunkworks.backends.gl.Program;
import com.danitheskunk.skunkworks.backends.gl.ProgramCopy;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.glUniform2f;
public class FilterFXAA extends Filter {
private static String vertexSource = """
layout(location = 0) in vec2 pos;
layout(location = 1) out vec2 out_texCoord;
void main() {
gl_Position = vec4(pos, 0.0f, 1.0f);
out_texCoord = vec2(pos.x * 0.5 + 0.5, pos.y * 0.5 + 0.5);
}
""";
private static String fragmentSource = """
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define COMPAT_TEXTURE texture2D
#define FragColor gl_FragColor
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
layout(binding = 0) uniform sampler2D Texture;
layout(location = 1) COMPAT_VARYING vec2 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
/*
FXAA_PRESET - Choose compile-in knob preset 0-5.
------------------------------------------------------------------------------
FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required
to apply algorithm.
1.0/3.0 - too little
1.0/4.0 - good start
1.0/8.0 - applies to more edges
1.0/16.0 - overkill
------------------------------------------------------------------------------
FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks.
Perf optimization.
1.0/32.0 - visible limit (smaller isn't visible)
1.0/16.0 - good compromise
1.0/12.0 - upper limit (seeing artifacts)
------------------------------------------------------------------------------
FXAA_SEARCH_STEPS - Maximum number of search steps for end of span.
------------------------------------------------------------------------------
FXAA_SEARCH_THRESHOLD - Controls when to stop searching.
1.0/4.0 - seems to be the best quality wise
------------------------------------------------------------------------------
FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal.
1.0/2.0 - low removal
1.0/3.0 - medium removal
1.0/4.0 - default removal
1.0/8.0 - high removal
0.0 - complete removal
------------------------------------------------------------------------------
FXAA_SUBPIX_CAP - Insures fine detail is not completely removed.
This is important for the transition of sub-pixel detail,
like fences and wires.
3.0/4.0 - default (medium amount of filtering)
7.0/8.0 - high amount of filtering
1.0 - no capping of sub-pixel aliasing removal
*/
#ifndef FXAA_PRESET
#define FXAA_PRESET 5
#endif
#if (FXAA_PRESET == 3)
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)
#define FXAA_SEARCH_STEPS 16
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX_CAP (3.0/4.0)
#define FXAA_SUBPIX_TRIM (1.0/4.0)
#endif
#if (FXAA_PRESET == 4)
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
#define FXAA_SEARCH_STEPS 24
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX_CAP (3.0/4.0)
#define FXAA_SUBPIX_TRIM (1.0/4.0)
#endif
#if (FXAA_PRESET == 5)
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
#define FXAA_SEARCH_STEPS 32
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX_CAP (3.0/4.0)
#define FXAA_SUBPIX_TRIM (1.0/4.0)
#endif
#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
// Return the luma, the estimation of luminance from rgb inputs.
// This approximates luma using one FMA instruction,
// skipping normalization and tossing out blue.
// FxaaLuma() will range 0.0 to 2.963210702.
COMPAT_PRECISION float FxaaLuma(vec3 rgb) {
return rgb.y * (0.587/0.299) + rgb.x;
}
vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA) {
return (vec3(-amountOfA) * b) + ((a * vec3(amountOfA)) + b);
}
vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame) {
float x = pos.x + float(off.x) * rcpFrame.x;
float y = pos.y + float(off.y) * rcpFrame.y;
return COMPAT_TEXTURE(tex, vec2(x, y));
}
// pos is the output of FxaaVertexShader interpolated across screen.
// xy -> actual texture position {0.0 to 1.0}
// rcpFrame should be a uniform equal to {1.0/frameWidth, 1.0/frameHeight}
vec3 FxaaPixelShader(vec2 pos, sampler2D tex, vec2 rcpFrame)
{
vec3 rgbN = FxaaTexOff(tex, pos.xy, ivec2( 0,-1), rcpFrame).xyz;
vec3 rgbW = FxaaTexOff(tex, pos.xy, ivec2(-1, 0), rcpFrame).xyz;
vec3 rgbM = FxaaTexOff(tex, pos.xy, ivec2( 0, 0), rcpFrame).xyz;
vec3 rgbE = FxaaTexOff(tex, pos.xy, ivec2( 1, 0), rcpFrame).xyz;
vec3 rgbS = FxaaTexOff(tex, pos.xy, ivec2( 0, 1), rcpFrame).xyz;
float lumaN = FxaaLuma(rgbN);
float lumaW = FxaaLuma(rgbW);
float lumaM = FxaaLuma(rgbM);
float lumaE = FxaaLuma(rgbE);
float lumaS = FxaaLuma(rgbS);
float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;
if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD))
{
return rgbM;
}
vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
blendL = min(FXAA_SUBPIX_CAP, blendL);
vec3 rgbNW = FxaaTexOff(tex, pos.xy, ivec2(-1,-1), rcpFrame).xyz;
vec3 rgbNE = FxaaTexOff(tex, pos.xy, ivec2( 1,-1), rcpFrame).xyz;
vec3 rgbSW = FxaaTexOff(tex, pos.xy, ivec2(-1, 1), rcpFrame).xyz;
vec3 rgbSE = FxaaTexOff(tex, pos.xy, ivec2( 1, 1), rcpFrame).xyz;
rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
rgbL *= vec3(1.0/9.0);
float lumaNW = FxaaLuma(rgbNW);
float lumaNE = FxaaLuma(rgbNE);
float lumaSW = FxaaLuma(rgbSW);
float lumaSE = FxaaLuma(rgbSE);
float edgeVert =
abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
float edgeHorz =
abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
bool horzSpan = edgeHorz >= edgeVert;
float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
if(!horzSpan)
{
lumaN = lumaW;
lumaS = lumaE;
}
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN = (lumaN + lumaM) * 0.5;
lumaS = (lumaS + lumaM) * 0.5;
if (gradientN < gradientS)
{
lumaN = lumaS;
lumaN = lumaS;
gradientN = gradientS;
lengthSign *= -1.0;
}
vec2 posN;
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
gradientN *= FXAA_SEARCH_THRESHOLD;
vec2 posP = posN;
vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y);
float lumaEndN = lumaN;
float lumaEndP = lumaN;
bool doneN = false;
bool doneP = false;
posN += offNP * vec2(-1.0, -1.0);
posP += offNP * vec2( 1.0, 1.0);
for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
if(!doneN)
{
lumaEndN = FxaaLuma(COMPAT_TEXTURE(tex, posN.xy).xyz);
}
if(!doneP)
{
lumaEndP = FxaaLuma(COMPAT_TEXTURE(tex, posP.xy).xyz);
}
doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
if(doneN && doneP)
{
break;
}
if(!doneN)
{
posN -= offNP;
}
if(!doneP)
{
posP += offNP;
}
}
float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
bool directionN = dstN < dstP;
lumaEndN = directionN ? lumaEndN : lumaEndP;
if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
{
lengthSign = 0.0;
}
float spanLength = (dstP + dstN);
dstN = directionN ? dstN : dstP;
float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
vec3 rgbF = COMPAT_TEXTURE(tex, vec2(
pos.x + (horzSpan ? 0.0 : subPixelOffset),
pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
return FxaaLerp3(rgbL, rgbF, blendL);
}
void main()
{
FragColor = vec4(FxaaPixelShader(vTexCoord, Source, vec2(SourceSize.z, SourceSize.w)), 1.0) * 1.0;
}
""";
private Program program;
public FilterFXAA(Framebuffer input) {
super(input, false);
program = new Program(vertexSource, fragmentSource);
}
@Override
protected void process() {
program.use();
//ProgramCopy.getInstance().use();
var size = input.getSize();
glUniform2f(program.getUniformLocation("OutputSize"), size.getX(), size.getY());
glUniform2f(program.getUniformLocation("TextureSize"), size.getX(), size.getY());
glUniform2f(program.getUniformLocation("InputSize"), size.getX(), size.getY());
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_TRIANGLES);
//counterclockwise triangles
glVertex2i(-1, 1);
glVertex2i( 1, -1);
glVertex2i(-1, -1);
glVertex2i( 1, -1);
glVertex2i(-1, 1);
glVertex2i( 1, 1);
glEnd();
}
}

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@ -22,6 +22,17 @@ class RenderContext extends BaseRenderContext implements IRenderContext {
windowSizeIndex = program.getUniformLocation("windowSize"); windowSizeIndex = program.getUniformLocation("windowSize");
} }
@Override
public void clear(Color color) {
float inv = 1.0f / 255.0f;
glClearColor(color.getR() * inv,
color.getG() * inv,
color.getB() * inv,
color.getA() * inv
);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
@Override @Override
public void drawNineSlice(NineSlice slice, Recti rect) { public void drawNineSlice(NineSlice slice, Recti rect) {
var centerWidth = Math.max(0, var centerWidth = Math.max(0,
@ -37,17 +48,15 @@ class RenderContext extends BaseRenderContext implements IRenderContext {
var pos = rect.getPos(); var pos = rect.getPos();
drawTexture(pos, slice.getTopLeft()); drawTexture(pos, slice.getTopLeft());
drawTexture(new Vec2i(pos.getX() +
slice.getLeft().getWidth() +
centerWidth,
pos.getY()
), slice.getTopRight());
drawTexture( drawTexture(
new Vec2i(pos.getX(), new Vec2i(pos.getX() + slice.getLeft().getWidth() + centerWidth,
pos.getY() + slice.getTop().getHeight() + centerHeight pos.getY()
), ),
slice.getBottomLeft() slice.getTopRight()
); );
drawTexture(new Vec2i(pos.getX(),
pos.getY() + slice.getTop().getHeight() + centerHeight
), slice.getBottomLeft());
drawTexture(Vec2i.add(pos, drawTexture(Vec2i.add(pos,
slice.getTopLeft().getSize(), slice.getTopLeft().getSize(),
new Vec2i(centerWidth, centerHeight) new Vec2i(centerWidth, centerHeight)

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@ -11,22 +11,43 @@ import com.danitheskunk.skunkworks.gfx.threedee.Model;
import static org.lwjgl.opengl.GL46.*; import static org.lwjgl.opengl.GL46.*;
public class RenderContext3D extends BaseRenderContext3D { public class RenderContext3D extends BaseRenderContext3D {
public static final Class INTERFACE = IRenderContext3D.class;
private final int texCoordIndex; private final int texCoordIndex;
private final int tintIndex; private final int tintIndex;
private TextureAtlas textureAtlas; private TextureAtlas textureAtlas;
public static final Class INTERFACE = IRenderContext3D.class;
public RenderContext3D(Program program) { public RenderContext3D(Program program) {
texCoordIndex = program.getAttribLocation("texCoord"); texCoordIndex = program.getAttribLocation("texCoord");
tintIndex = program.getUniformLocation("tint"); tintIndex = program.getUniformLocation("tint");
} }
@Override
public void clear(Color color) {
float inv = 1.0f / 255.0f;
glClearColor(
color.getR() * inv,
color.getG() * inv,
color.getB() * inv,
color.getA() * inv
);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
@Override @Override
public void clearDepth() { public void clearDepth() {
glClear(GL_DEPTH_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT);
} }
@Override
public void preFrame() {
}
@Override
public void renderMesh(Mesh mesh) {
renderMesh(mesh, Color.WHITE);
}
@Override @Override
public void renderMesh(Mesh mesh, Color tint) { public void renderMesh(Mesh mesh, Color tint) {
var tex = (Texture) mesh.getTexture(); var tex = (Texture) mesh.getTexture();
@ -76,8 +97,10 @@ public class RenderContext3D extends BaseRenderContext3D {
} }
@Override @Override
public void renderMesh(Mesh mesh) { public void renderModel(Model model, Color tint) {
renderMesh(mesh, Color.WHITE); for(var i = 0; i < model.getMeshCount(); ++i) {
renderMesh(model.getMesh(i), tint);
}
} }
@Override @Override
@ -85,13 +108,6 @@ public class RenderContext3D extends BaseRenderContext3D {
renderModel(model, Color.WHITE); renderModel(model, Color.WHITE);
} }
@Override
public void renderModel(Model model, Color tint) {
for(var i = 0; i < model.getMeshCount(); ++i) {
renderMesh(model.getMesh(i), tint);
}
}
@Override @Override
public void renderTriangle(Vec3f p1, Vec3f p2, Vec3f p3) { public void renderTriangle(Vec3f p1, Vec3f p2, Vec3f p3) {
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
@ -103,11 +119,6 @@ public class RenderContext3D extends BaseRenderContext3D {
glEnd(); glEnd();
} }
@Override
public void preFrame() {
}
public void setTextureAtlas(TextureAtlas textureAtlas) { public void setTextureAtlas(TextureAtlas textureAtlas) {
this.textureAtlas = textureAtlas; this.textureAtlas = textureAtlas;
} }

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@ -6,7 +6,9 @@ import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.glVertexAttrib2f; import static org.lwjgl.opengl.GL20.glVertexAttrib2f;
import static org.lwjgl.opengl.GL41.glProgramUniform2f; import static org.lwjgl.opengl.GL41.glProgramUniform2f;
public class Scaler extends Filter { //todo: remove
public class Scaler {
/*
private static final String fragmentSource = """ private static final String fragmentSource = """
#version 450 #version 450
layout(location = 1) in vec2 texCoord; layout(location = 1) in vec2 texCoord;
@ -44,7 +46,7 @@ public class Scaler extends Filter {
} }
@Override @Override
protected void process() { protected void preRender() {
var outputSize = output.getSize(); var outputSize = output.getSize();
var inputSize = input.getSize(); var inputSize = input.getSize();
glViewport(0, 0, outputSize.getX(), outputSize.getY()); glViewport(0, 0, outputSize.getX(), outputSize.getY());
@ -129,4 +131,6 @@ public class Scaler extends Filter {
public void setStretchMode(WindowStretchMode stretchMode) { public void setStretchMode(WindowStretchMode stretchMode) {
this.stretchMode = stretchMode; this.stretchMode = stretchMode;
} }
*/
} }

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@ -0,0 +1,62 @@
package com.danitheskunk.skunkworks.backends.gl;
import static org.lwjgl.opengl.GL46.glUniform1f;
import static org.lwjgl.opengl.GL46.glUniform2f;
public class ScalerAspect extends Filter {
private static final String fragmentSource = """
#version 450
layout(location = 1) in vec2 texCoord;
layout(binding = 0) uniform sampler2D tex;
layout(location = 2) uniform float scale;
layout(location = 3) uniform vec2 offset;
layout(location = 4) uniform vec2 sizeRatio;
out vec4 color;
void main() {
vec2 tc = (texCoord-offset)*sizeRatio/scale;
vec4 col = vec4(0,0,0,0);
if(tc.x <= 1.0 && tc.y <= 1.0 && tc.x >= 0.0 && tc.y >= 0.0) {
col = texture(tex, tc);
}
if(col.a > 0.0) {
color = col;
}
}
""";
private static final String vertexSource = """
#version 450
layout(location = 0) in vec2 pos;
layout(location = 1) out vec2 out_texCoord;
void main() {
gl_Position = vec4(pos, 0.0f, 1.0f);
out_texCoord = vec2(pos.x * 0.5 + 0.5, pos.y * 0.5 + 0.5);
}
""";
public ScalerAspect(Framebuffer input) {
super(input, new Program(vertexSource, fragmentSource), true);
}
@Override
protected void preRender() {
float scalex = (float) output.getSize().getX() /
(float) input.getSize().getX();
float scaley = (float) output.getSize().getY() /
(float) input.getSize().getY();
float scale = Math.min(scalex, scaley);
float xoff = (
output.getSize().getX() - input.getSize().getX() * scale
) / 2 / output.getSize().getX();
float yoff = (
output.getSize().getY() - input.getSize().getY() * scale
) / 2 / output.getSize().getY();
glUniform1f(program.getUniformLocation("scale"), scale);
glUniform2f(program.getUniformLocation("offset"), xoff, yoff);
glUniform2f(
program.getUniformLocation("sizeRatio"),
(float)sizeRatio.getX(),
(float)sizeRatio.getY()
);
}
}

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@ -0,0 +1,64 @@
package com.danitheskunk.skunkworks.backends.gl;
import static org.lwjgl.opengl.GL46.glUniform1f;
import static org.lwjgl.opengl.GL46.glUniform2f;
public class ScalerInteger extends Filter {
private static final String fragmentSource = """
#version 450
layout(location = 1) in vec2 texCoord;
layout(binding = 0) uniform sampler2D tex;
layout(location = 2) uniform float scale;
layout(location = 3) uniform vec2 offset;
layout(location = 4) uniform vec2 sizeRatio;
out vec4 color;
void main() {
vec2 tc = (texCoord-offset)*sizeRatio/scale;
vec4 col = vec4(0,0,0,0);
if(tc.x <= 1.0 && tc.y <= 1.0 && tc.x >= 0.0 && tc.y >= 0.0) {
col = texture(tex, tc);
}
if(col.a > 0.0) {
color = col;
}
}
""";
private static final String vertexSource = """
#version 450
layout(location = 0) in vec2 pos;
layout(location = 1) out vec2 out_texCoord;
void main() {
gl_Position = vec4(pos, 0.0f, 1.0f);
out_texCoord = vec2(pos.x * 0.5 + 0.5, pos.y * 0.5 + 0.5);
}
""";
public ScalerInteger(Framebuffer input) {
super(input, new Program(vertexSource, fragmentSource), true);
}
@Override
protected void preRender() {
float scalex = (float) output.getSize().getX() /
(float) input.getSize().getX();
float scaley = (float) output.getSize().getY() /
(float) input.getSize().getY();
float scale = Math.min(scalex, scaley);
//scale = 1.0f / (int)(1.0f / scale);
scale = Math.max(1.0f, (int)scale);
float xoff = (
output.getSize().getX() - input.getSize().getX() * scale
) / 2 / output.getSize().getX();
float yoff = (
output.getSize().getY() - input.getSize().getY() * scale
) / 2 / output.getSize().getY();
glUniform1f(program.getUniformLocation("scale"), scale);
glUniform2f(program.getUniformLocation("offset"), xoff, yoff);
glUniform2f(
program.getUniformLocation("sizeRatio"),
(float)sizeRatio.getX(),
(float)sizeRatio.getY()
);
}
}

View File

@ -0,0 +1,7 @@
package com.danitheskunk.skunkworks.backends.gl;
public class ScalerStretch extends Filter {
public ScalerStretch(Framebuffer input) {
super(input, ProgramCopy.getInstance(), true);
}
}

View File

@ -28,8 +28,8 @@ public class Window extends BaseWindow {
private Vec2i windowSize; private Vec2i windowSize;
private final Pipeline2D pipeline2D; private final Pipeline2D pipeline2D;
private final Pipeline3D pipeline3D; private final Pipeline3D pipeline3D;
private final Scaler scaler; private final Filter scaler;
private final FilterFXAA fxaa; //private final FilterFXAA fxaa;
public Window(Vec2i size, String title, Engine engine) { public Window(Vec2i size, String title, Engine engine) {
super(engine); super(engine);
@ -69,8 +69,9 @@ public class Window extends BaseWindow {
pipeline2D = new Pipeline2D(framebuffer, textureAtlas); pipeline2D = new Pipeline2D(framebuffer, textureAtlas);
pipeline3D = new Pipeline3D(framebuffer, textureAtlas); pipeline3D = new Pipeline3D(framebuffer, textureAtlas);
fxaa = new FilterFXAA(framebuffer); //fxaa = new FilterFXAA(framebuffer);
scaler = new Scaler(fxaa.getOutput()); //scaler = new Scaler(framebuffer);
scaler = new ScalerInteger(framebuffer);
shouldClose = false; shouldClose = false;
@ -200,8 +201,8 @@ public class Window extends BaseWindow {
@Override @Override
public void runScaler() { public void runScaler() {
fxaa.apply(); //fxaa.apply();
scaler.setStretchMode(stretchMode); //scaler.setStretchMode(stretchMode);
scaler.apply(); scaler.apply();
scaler.getOutput().copyToScreen(); scaler.getOutput().copyToScreen();
} }

View File

@ -28,6 +28,8 @@ public interface IRenderContext {
Recti rect, ITexture texture, Color color, boolean repeat Recti rect, ITexture texture, Color color, boolean repeat
); );
void clear(Color color);
void preFrame(); void preFrame();
//todo: drawTextureRectangleRepeat //todo: drawTextureRectangleRepeat
} }

View File

@ -4,8 +4,12 @@ import com.danitheskunk.skunkworks.Vec3f;
import com.danitheskunk.skunkworks.gfx.Color; import com.danitheskunk.skunkworks.gfx.Color;
public interface IRenderContext3D { public interface IRenderContext3D {
void clear(Color color);
void clearDepth(); void clearDepth();
void preFrame();
void renderMesh(Mesh mesh, Color tint); void renderMesh(Mesh mesh, Color tint);
void renderMesh(Mesh mesh); void renderMesh(Mesh mesh);
@ -15,6 +19,4 @@ public interface IRenderContext3D {
void renderModel(Model model); void renderModel(Model model);
void renderTriangle(Vec3f p1, Vec3f p2, Vec3f p3); void renderTriangle(Vec3f p1, Vec3f p2, Vec3f p3);
void preFrame();
} }