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temp commit - work on shaders

This commit is contained in:
fgenesis 2013-06-15 00:58:32 +02:00
parent c698b4128a
commit 3485199bec
7 changed files with 75 additions and 192 deletions

View file

@ -5742,38 +5742,6 @@ void Avatar::onUpdate(float dt)
} }
// setup shader
if (core->afterEffectManager)
{
/*
if (!_isUnderWater)
{
core->afterEffectManager->setActiveShader(AS_WASHOUT);
//core->afterEffectManager->setActiveShader(AS_NONE);
}
else
*/
if (dsq->user.video.shader != AS_NONE)
{
core->afterEffectManager->setActiveShader((ActiveShader)dsq->user.video.shader);
}
else
{
if (damageTimer.isActive() && dsq->isShakingCamera())
{
if (dsq->user.video.blur)
core->afterEffectManager->setActiveShader(AS_BLUR);
}
else
{
core->afterEffectManager->setActiveShader(AS_NONE);
}
}
}
Entity::onUpdate(dt); Entity::onUpdate(dt);
if (isEntityDead() && skeletalSprite.getCurrentAnimation()->name != "dead") if (isEntityDead() && skeletalSprite.getCurrentAnimation()->name != "dead")

View file

@ -10719,11 +10719,6 @@ void Game::removeState()
elementUpdateList.clear(); elementUpdateList.clear();
if (core->afterEffectManager)
{
//core->afterEffectManager->blurShader.setMode(0);
core->afterEffectManager->setActiveShader(AS_NONE);
}
dsq->setCursor(CURSOR_NORMAL); dsq->setCursor(CURSOR_NORMAL);
dsq->darkLayer.toggle(0); dsq->darkLayer.toggle(0);
dsq->shakeCamera(0,0); dsq->shakeCamera(0,0);

View file

@ -3995,6 +3995,8 @@ luaFunc(entity_damage)
d.attacker = lua_isuserdata(L, 2) ? entity(L, 2) : NULL; d.attacker = lua_isuserdata(L, 2) ? entity(L, 2) : NULL;
d.damage = lua_tonumber(L, 3); d.damage = lua_tonumber(L, 3);
d.damageType = (DamageType)lua_tointeger(L, 4); d.damageType = (DamageType)lua_tointeger(L, 4);
d.effectTime = lua_tonumber(L, 5);
d.useTimer = !getBool(L, 6);
didDamage = e->damage(d); didDamage = e->damage(d);
} }
luaReturnBool(didDamage); luaReturnBool(didDamage);
@ -7779,7 +7781,9 @@ luaFunc(createShader)
luaFunc(shader_setAsAfterEffect) luaFunc(shader_setAsAfterEffect)
{ {
core->afterEffectManager->scriptShader = lua_isuserdata(L, 1) ? getShader(L, 1) : NULL; int idx = lua_tointeger(L, 2);
if(idx < core->afterEffectManager->scriptShader.size())
core->afterEffectManager->scriptShader[idx] = lua_isuserdata(L, 1) ? getShader(L, 1) : NULL;
luaReturnNil(); luaReturnNil();
} }
@ -7805,8 +7809,10 @@ luaFunc(shader_delete)
{ {
Shader *sh = getShader(L); Shader *sh = getShader(L);
delete sh; delete sh;
if(core->afterEffectManager->scriptShader == sh) size_t sz = core->afterEffectManager->scriptShader.size();
core->afterEffectManager->scriptShader = NULL; for(size_t i = 0; i < sz; ++i)
if(core->afterEffectManager->scriptShader[i] == sh)
core->afterEffectManager->scriptShader[i] = NULL;
luaReturnNil(); luaReturnNil();
} }

View file

@ -91,12 +91,6 @@ void UserSettings::save()
TiXmlElement xml_video("Video"); TiXmlElement xml_video("Video");
{ {
TiXmlElement xml_shader("Shader");
{
xml_shader.SetAttribute("num", video.shader);
}
xml_video.InsertEndChild(xml_shader);
TiXmlElement xml_blur("Blur"); TiXmlElement xml_blur("Blur");
{ {
xml_blur.SetAttribute("on", video.blur); xml_blur.SetAttribute("on", video.blur);
@ -413,8 +407,6 @@ void UserSettings::load(bool doApply, const std::string &overrideFile)
TiXmlElement *xml_video = doc.FirstChildElement("Video"); TiXmlElement *xml_video = doc.FirstChildElement("Video");
if (xml_video) if (xml_video)
{ {
readInt(xml_video, "Shader", "num", &video.shader);
readInt(xml_video, "Blur", "on", &video.blur); readInt(xml_video, "Blur", "on", &video.blur);
readInt(xml_video, "NoteEffects", "on", &video.noteEffects); readInt(xml_video, "NoteEffects", "on", &video.noteEffects);

View file

@ -100,7 +100,6 @@ public:
numParticles = 2048; numParticles = 2048;
parallaxOn0 = parallaxOn1 = parallaxOn2 = 1; parallaxOn0 = parallaxOn1 = parallaxOn2 = 1;
saveSlotScreens = 1; saveSlotScreens = 1;
shader = 0;
blur = 1; blur = 1;
noteEffects = 0; noteEffects = 0;
fpsSmoothing = 30; fpsSmoothing = 30;
@ -115,7 +114,6 @@ public:
displaylists = 0; displaylists = 0;
worldMapRevealMethod = 0; worldMapRevealMethod = 0;
} }
int shader;
int blur; int blur;
int noteEffects; int noteEffects;
int fpsSmoothing; int fpsSmoothing;

View file

@ -32,10 +32,9 @@ Effect::Effect()
AfterEffectManager::AfterEffectManager(int xDivs, int yDivs) AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
{ {
active = false; active = false;
activeShader = AS_NONE;
numEffects = 0; numEffects = 0;
bRenderGridPoints = true; bRenderGridPoints = true;
scriptShader = 0; scriptShader.resize(10, 0);
screenWidth = core->getWindowWidth(); screenWidth = core->getWindowWidth();
screenHeight = core->getWindowHeight(); screenHeight = core->getWindowHeight();
@ -45,45 +44,10 @@ AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
drawGrid = 0; drawGrid = 0;
#ifdef BBGE_BUILD_OPENGL
this->xDivs = xDivs; this->xDivs = xDivs;
this->yDivs = yDivs; this->yDivs = yDivs;
//cameraPointer = nCameraPointer;
//Asssuming the resolutions values are > 256 and < 2048 reloadDevice();
//Set the texture heights and widths
if (core->frameBuffer.isInited())
{
textureWidth = core->frameBuffer.getWidth();
textureHeight = core->frameBuffer.getHeight();
}
else
{
if (screenWidth <= 512)
textureWidth = 512;
else if (screenWidth <= 1024)
textureWidth = 1024;
else
textureWidth = 2048;
if (screenHeight <= 512)
textureHeight = 512;
else if (screenHeight <= 1024)
textureHeight = 1024;
else
textureHeight = 2048;
}
//create our texture
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, textureWidth, textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#endif
//BuildMip();
if (xDivs != 0 && yDivs != 0) if (xDivs != 0 && yDivs != 0)
{ {
@ -99,14 +63,6 @@ AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
void AfterEffectManager::loadShaders() void AfterEffectManager::loadShaders()
{ {
/*
blurShader.load("data/shaders/stan.vert", "data/shaders/blur.frag");
bwShader.load("data/shaders/stan.vert", "data/shaders/bw.frag");
washoutShader.load("data/shaders/stan.vert", "data/shaders/washout.frag");
//motionBlurShader.load("data/shaders/stan.vert", "data/shaders/hoblur.frag");
motionBlurShader.load("data/shaders/stan.vert", "data/shaders/blur.frag");
glowShader.load("data/shaders/stan.vert", "data/shaders/glow.frag");
*/
} }
AfterEffectManager::~AfterEffectManager() AfterEffectManager::~AfterEffectManager()
@ -191,29 +147,6 @@ void AfterEffectManager::destroyEffect(int id)
openSpots.push(id); openSpots.push(id);
} }
void AfterEffectManager::capture()
{
/*
#ifdef BBGE_BUILD_OPENGL
glBindTexture(GL_TEXTURE_2D,texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth, screenHeight);
#endif
*/
if (core->frameBuffer.isInited())
{
core->frameBuffer.endCapture();
//core->enable2D(core->pixelScale);
}
else
{
#ifdef BBGE_BUILD_OPENGL
glBindTexture(GL_TEXTURE_2D,texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth, screenHeight);
#endif
}
//glDisable(GL_TEXTURE_2D);
}
void AfterEffectManager::render() void AfterEffectManager::render()
{ {
#ifdef BBGE_BUILD_OPENGL #ifdef BBGE_BUILD_OPENGL
@ -225,7 +158,7 @@ void AfterEffectManager::render()
glDisable (GL_ALPHA_TEST); glDisable (GL_ALPHA_TEST);
glDisable(GL_BLEND); glDisable(GL_BLEND);
capture(); core->frameBuffer.endCapture();
glTranslatef(core->cameraPos.x, core->cameraPos.y, 0); glTranslatef(core->cameraPos.x, core->cameraPos.y, 0);
glScalef(core->invGlobalScale, core->invGlobalScale,0); glScalef(core->invGlobalScale, core->invGlobalScale,0);
/* /*
@ -241,48 +174,33 @@ void AfterEffectManager::render()
#endif #endif
} }
void AfterEffectManager::setActiveShader(ActiveShader as)
{
activeShader = as;
}
void AfterEffectManager::renderGrid() void AfterEffectManager::renderGrid()
{ {
#ifdef BBGE_BUILD_OPENGL #ifdef BBGE_BUILD_OPENGL
//glBindTexture(GL_TEXTURE_2D, texture);
int shadersOn = 0;
int firstShader = -1;
int lastShader = -1;
for (size_t i = 0; i < scriptShader.size(); ++i)
{
if(scriptShader[i])
{
++shadersOn;
if(firstShader < 0)
firstShader = i;
lastShader = i;
}
}
if (core->frameBuffer.isInited()) if (core->frameBuffer.isInited())
core->frameBuffer.bindTexture(); core->frameBuffer.bindTexture();
else
glBindTexture(GL_TEXTURE_2D, texture);
//bwShader.bind();
Shader *activeShader=0; Shader *activeShader=0;
if (core->frameBuffer.isInited()) if (core->frameBuffer.isInited())
{ {
switch(this->activeShader) if(scriptShader.size() && scriptShader[0])
{ activeShader = scriptShader[0];
case AS_BLUR:
activeShader = &blurShader;
break;
case AS_BW:
activeShader = &bwShader;
break;
case AS_WASHOUT:
activeShader = &washoutShader;
break;
case AS_MOTIONBLUR:
activeShader = &motionBlurShader;
break;
case AS_GLOW:
activeShader = &glowShader;
break;
}
if(scriptShader)
activeShader = scriptShader;
} }
@ -359,6 +277,40 @@ void AfterEffectManager::renderGrid()
} }
} }
if (activeShader)
activeShader->unbind();
float width2 = float(vw)/2;
float height2 = float(vh)/2;
/*
for(size_t i = 1; i < scriptShader.size(); ++i)
{
if(scriptShader[i])
{
if (core->frameBuffer.isInited())
core->frameBuffer.startCapture();
scriptShader[i]->bind();
scriptShader[i]->setInt("tex", 0);
glBegin(GL_QUADS);
glTexCoord2d(0.0f, 0.0f);
glVertex3f(-width2, height2, 0.0f);
glTexCoord2d(percentX, 0.0f);
glVertex3f( width2, height2, 0.0f);
glTexCoord2d(percentX, percentY);
glVertex3f( width2, -height2, 0.0f);
glTexCoord2d(0.0f, percentY);
glVertex3f(-width2, -height2, 0.0f);
glEnd();
scriptShader[i]->unbind();
capture();
}
}
*/
// uncomment to render grid points // uncomment to render grid points
/* /*
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
@ -395,9 +347,6 @@ void AfterEffectManager::renderGrid()
RenderObject::lastTextureApplied = 0; RenderObject::lastTextureApplied = 0;
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
if (activeShader)
activeShader->unbind();
//bwShader.unbind(); //bwShader.unbind();
//glActiveTextureARB(GL_TEXTURE0_ARB); //glActiveTextureARB(GL_TEXTURE0_ARB);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
@ -427,8 +376,7 @@ void AfterEffectManager::renderGridPoints()
void AfterEffectManager::unloadDevice() void AfterEffectManager::unloadDevice()
{ {
if (texture) backupBuffer.unloadDevice();
glDeleteTextures(1,&texture);
} }
void AfterEffectManager::reloadDevice() void AfterEffectManager::reloadDevice()
@ -443,22 +391,16 @@ void AfterEffectManager::reloadDevice()
} }
else else
{ {
if (screenWidth <= 1024) textureWidth = screenWidth;
textureWidth = 1024; sizePowerOf2Texture(textureWidth);
else textureHeight = screenHeight;
textureWidth = 2048; sizePowerOf2Texture(textureHeight);
if (screenHeight <= 1024)
textureHeight = 1024;
else
textureHeight = 2048;
} }
//create our texture if(backupBuffer.isInited())
glGenTextures(1,&texture); backupBuffer.reloadDevice();
glBindTexture(GL_TEXTURE_2D,texture); else
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); backupBuffer.init(-1, -1, true);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, textureWidth, textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
} }
void AfterEffectManager::addEffect(Effect *e) void AfterEffectManager::addEffect(Effect *e)

View file

@ -72,16 +72,6 @@ public:
float time; float time;
}; };
enum ActiveShader
{
AS_NONE = 0,
AS_BLUR ,
AS_BW ,
AS_WASHOUT ,
AS_MOTIONBLUR ,
AS_GLOW
};
class AfterEffectManager class AfterEffectManager
{ {
public: public:
@ -96,7 +86,6 @@ public:
void resetGrid(); void resetGrid();
void capture();
void render(); void render();
void renderGrid(); void renderGrid();
void renderGridPoints(); void renderGridPoints();
@ -111,12 +100,6 @@ public:
bool active; bool active;
void setActiveShader(ActiveShader as);
#ifdef BBGE_BUILD_OPENGL
GLuint texture;
#endif
bool bRenderGridPoints; bool bRenderGridPoints;
int numEffects; int numEffects;
@ -124,12 +107,11 @@ public:
int screenWidth, screenHeight; int screenWidth, screenHeight;
int textureWidth, textureHeight; int textureWidth, textureHeight;
Shader blurShader, bwShader, washoutShader, motionBlurShader, glowShader; std::vector<Shader*> scriptShader;
Shader *scriptShader;
Vector ** drawGrid; Vector ** drawGrid;
ActiveShader activeShader; FrameBuffer backupBuffer;
}; };