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Merge branch 'experimental' of file:///Users/User/code/coding/Aquaria_fg_clean into experimental

This commit is contained in:
fgenesis 2013-06-15 22:41:13 +01:00
commit 61d5e1f93f
10 changed files with 258 additions and 273 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);
if (isEntityDead() && skeletalSprite.getCurrentAnimation()->name != "dead")

View file

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

View file

@ -378,7 +378,6 @@ static void compile_time_assertions()
compile_assert(oo(Path) == oo(Avatar));
compile_assert(oo(Path) == oo(BaseText));
compile_assert(oo(Path) == oo(PauseQuad));
compile_assert(oo(Path) == oo(Shader));
#undef oo
}
#endif
@ -3995,6 +3994,8 @@ luaFunc(entity_damage)
d.attacker = lua_isuserdata(L, 2) ? entity(L, 2) : NULL;
d.damage = lua_tonumber(L, 3);
d.damageType = (DamageType)lua_tointeger(L, 4);
d.effectTime = lua_tonumber(L, 5);
d.useTimer = !getBool(L, 6);
didDamage = e->damage(d);
}
luaReturnBool(didDamage);
@ -7748,6 +7749,7 @@ luaFunc(text_setWidth)
luaFunc(loadShader)
{
int handle = 0;
const char *vertRaw = getCString(L, 1);
const char *fragRaw = getCString(L, 2);
std::string vert, frag;
@ -7755,58 +7757,68 @@ luaFunc(loadShader)
findFile_helper(vertRaw, vert);
if(fragRaw)
findFile_helper(fragRaw, frag);
Shader *sh = new Shader();
sh->load(vert, frag);
if(!sh->isLoaded())
{
delete sh;
sh = NULL;
}
luaReturnPtr(sh);
if(core->afterEffectManager)
handle = core->afterEffectManager->loadShaderFile(vert.c_str(), frag.c_str());
luaReturnInt(handle);
}
luaFunc(createShader)
{
Shader *sh = new Shader();
sh->loadSrc(getCString(L, 1), getCString(L, 2));
if(!sh->isLoaded())
{
delete sh;
sh = NULL;
}
luaReturnPtr(sh);
int handle = 0;
if(core->afterEffectManager)
handle = core->afterEffectManager->loadShaderSrc(getCString(L, 1), getCString(L, 2));
luaReturnInt(handle);
}
luaFunc(shader_setAsAfterEffect)
{
core->afterEffectManager->scriptShader = lua_isuserdata(L, 1) ? getShader(L, 1) : NULL;
int handle = lua_tointeger(L, 1);
int pos = lua_tointeger(L, 2);
bool done = false;
if(core->afterEffectManager)
done = core->afterEffectManager->setShaderPipelinePos(handle, pos);
luaReturnBool(done);
}
luaFunc(shader_setNumAfterEffects)
{
if(core->afterEffectManager)
core->afterEffectManager->setShaderPipelineSize(lua_tointeger(L, 1));
luaReturnNil();
}
luaFunc(shader_setInt)
{
Shader *sh = getShader(L, 1);
const char *name = getCString(L, 2);
if(sh && name)
sh->setInt(name, lua_tointeger(L, 3), lua_tointeger(L, 4), lua_tointeger(L, 5), lua_tointeger(L, 6));
if(core->afterEffectManager)
{
Shader *sh = core->afterEffectManager->getShaderPtr(lua_tointeger(L, 1));
const char *name = getCString(L, 2);
if(sh && name)
sh->setInt(name, lua_tointeger(L, 3), lua_tointeger(L, 4), lua_tointeger(L, 5), lua_tointeger(L, 6));
}
luaReturnNil();
}
luaFunc(shader_setFloat)
{
Shader *sh = getShader(L, 1);
const char *name = getCString(L, 2);
if(sh && name)
sh->setFloat(name, lua_tonumber(L, 3), lua_tonumber(L, 4), lua_tonumber(L, 5), lua_tonumber(L, 6));
if(core->afterEffectManager)
{
Shader *sh = core->afterEffectManager->getShaderPtr(lua_tointeger(L, 1));
const char *name = getCString(L, 2);
if(sh && name)
sh->setFloat(name, lua_tonumber(L, 3), lua_tonumber(L, 4), lua_tonumber(L, 5), lua_tonumber(L, 6));
}
luaReturnNil();
}
luaFunc(shader_delete)
{
Shader *sh = getShader(L);
delete sh;
if(core->afterEffectManager->scriptShader == sh)
core->afterEffectManager->scriptShader = NULL;
if(core->afterEffectManager)
core->afterEffectManager->unloadShader(lua_tointeger(L, 1));
luaReturnNil();
}
@ -8687,6 +8699,7 @@ static const struct {
luaRegister(loadShader),
luaRegister(createShader),
luaRegister(shader_setAsAfterEffect),
luaRegister(shader_setNumAfterEffects),
luaRegister(shader_setFloat),
luaRegister(shader_setInt),
luaRegister(shader_delete),

View file

@ -91,12 +91,6 @@ void UserSettings::save()
TiXmlElement xml_video("Video");
{
TiXmlElement xml_shader("Shader");
{
xml_shader.SetAttribute("num", video.shader);
}
xml_video.InsertEndChild(xml_shader);
TiXmlElement xml_blur("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");
if (xml_video)
{
readInt(xml_video, "Shader", "num", &video.shader);
readInt(xml_video, "Blur", "on", &video.blur);
readInt(xml_video, "NoteEffects", "on", &video.noteEffects);

View file

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

View file

@ -32,10 +32,9 @@ Effect::Effect()
AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
{
active = false;
activeShader = AS_NONE;
numEffects = 0;
bRenderGridPoints = true;
scriptShader = 0;
shaderPipeline.resize(10, 0);
screenWidth = core->getWindowWidth();
screenHeight = core->getWindowHeight();
@ -44,46 +43,11 @@ AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
this->yDivs = 0;
drawGrid = 0;
#ifdef BBGE_BUILD_OPENGL
this->xDivs = xDivs;
this->yDivs = yDivs;
//cameraPointer = nCameraPointer;
//Asssuming the resolutions values are > 256 and < 2048
//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();
reloadDevice();
if (xDivs != 0 && yDivs != 0)
{
@ -99,14 +63,9 @@ AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
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");
*/
deleteShaders();
// ...Load shaders here...
}
AfterEffectManager::~AfterEffectManager()
@ -121,6 +80,7 @@ AfterEffectManager::~AfterEffectManager()
delete[] drawGrid;
}
deleteEffects();
deleteShaders();
}
void AfterEffectManager::deleteEffects()
@ -138,6 +98,21 @@ void AfterEffectManager::deleteEffects()
openSpots.pop();
}
void AfterEffectManager::deleteShaders()
{
for(size_t i = 0; i < shaderPipeline.size(); ++i)
shaderPipeline[i] = 0;
for(size_t i = 0; i < loadedShaders.size(); ++i)
{
if(loadedShaders[i])
{
delete loadedShaders[i];
loadedShaders[i] = 0;
}
}
}
void AfterEffectManager::clear()
{
deleteEffects();
@ -191,49 +166,20 @@ void AfterEffectManager::destroyEffect(int 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()
{
assert(core->frameBuffer.isInited());
#ifdef BBGE_BUILD_OPENGL
glPushMatrix();
//glDisable(GL_BLEND);
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDisable (GL_ALPHA_TEST);
glDisable(GL_BLEND);
capture();
core->frameBuffer.endCapture();
glTranslatef(core->cameraPos.x, core->cameraPos.y, 0);
glScalef(core->invGlobalScale, core->invGlobalScale,0);
/*
static float angle;
angle += 0.03f;
*/
//glRotatef(angle, 0, 0, 1);
//glColor4f(1,1,1,0.75);
glColor4f(1,1,1,1);
renderGrid();
//renderGridPoints();
@ -241,97 +187,49 @@ void AfterEffectManager::render()
#endif
}
void AfterEffectManager::setActiveShader(ActiveShader as)
{
activeShader = as;
}
void AfterEffectManager::renderGrid()
{
#ifdef BBGE_BUILD_OPENGL
//glBindTexture(GL_TEXTURE_2D, texture);
if (core->frameBuffer.isInited())
core->frameBuffer.bindTexture();
else
glBindTexture(GL_TEXTURE_2D, texture);
//bwShader.bind();
Shader *activeShader=0;
if (core->frameBuffer.isInited())
int firstShader = -1;
int lastShader = -1;
Shader *activeShader = 0;
for (size_t i = 0; i < shaderPipeline.size(); ++i)
{
switch(this->activeShader)
if(shaderPipeline[i])
{
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(firstShader < 0)
{
firstShader = i;
activeShader = shaderPipeline[i];
}
lastShader = i;
}
if(scriptShader)
activeShader = scriptShader;
}
if (activeShader)
{
//while(glGetError() != GL_NO_ERROR) {}
activeShader->bind();
activeShader->setInt("tex", 0);
}
screenWidth = core->getWindowWidth();
screenHeight = core->getWindowHeight();
/*
float percentX, percentY;
percentX = 1;
percentY = 0.5;
*/
/*
percentX = (float)textureWidth/(float)screenWidth;
percentY = (float)textureHeight/(float)screenHeight;
*/
float percentX, percentY;
percentX = (float)screenWidth/(float)textureWidth;
percentY = (float)screenHeight/(float)textureHeight;
/*
if (screenWidth <= textureWidth)
{
percentX = (float)screenWidth/(float)textureWidth;
percentY = (float)screenHeight/(float)textureHeight;
}
else
{
percentY = 10;
}
*/
int vw = core->getVirtualWidth();
int vh = core->getVirtualHeight();
int offx = -core->getVirtualOffX();
int offy = -core->getVirtualOffY();
core->frameBuffer.bindTexture();
if(activeShader)
{
activeShader->bind();
activeShader->setInt("tex", 0);
if(firstShader != lastShader)
backupBuffer.startCapture();
}
//float div = xDivs;
for (int i = 0; i < (xDivs-1); i++)
{
@ -359,6 +257,56 @@ void AfterEffectManager::renderGrid()
}
}
if (activeShader)
activeShader->unbind();
float width2 = float(vw)/2;
float height2 = float(vh)/2;
if(firstShader != lastShader)
{
// From here on: secondary shader passes.
// We just outputted to the backup buffer...
FrameBuffer *fbIn = &core->frameBuffer;
FrameBuffer *fbOut = &backupBuffer;
for(int i = firstShader + 1; i <= lastShader; ++i)
{
activeShader = shaderPipeline[i];
if(!activeShader)
continue;
// Swap and exchange framebuffers. The old output buffer serves as texture input for the other one
fbOut->endCapture();
std::swap(fbIn, fbOut);
fbIn->bindTexture();
// If this is the last pass, do not render to a frame buffer again
if(i != lastShader)
fbOut->startCapture();
activeShader->bind();
activeShader->setInt("tex", 0);
// note that offx, offy are negative here!
glBegin(GL_QUADS);
glTexCoord2d(0.0f, 0.0f);
glVertex3f(offx, vh+offy, 0.0f);
glTexCoord2d(percentX, 0.0f);
glVertex3f( vw+offx, vh+offy, 0.0f);
glTexCoord2d(percentX, percentY);
glVertex3f( vw+offx, offy, 0.0f);
glTexCoord2d(0.0f, percentY);
glVertex3f(offx, offy, 0.0f);
glEnd();
activeShader->unbind();
}
}
// uncomment to render grid points
/*
glBindTexture(GL_TEXTURE_2D, 0);
@ -394,9 +342,6 @@ void AfterEffectManager::renderGrid()
//glDisable(GL_TEXTURE_2D);
RenderObject::lastTextureApplied = 0;
glBindTexture(GL_TEXTURE_2D, 0);
if (activeShader)
activeShader->unbind();
//bwShader.unbind();
//glActiveTextureARB(GL_TEXTURE0_ARB);
@ -427,8 +372,8 @@ void AfterEffectManager::renderGridPoints()
void AfterEffectManager::unloadDevice()
{
if (texture)
glDeleteTextures(1,&texture);
backupBuffer.unloadDevice();
deleteShaders();
}
void AfterEffectManager::reloadDevice()
@ -443,22 +388,18 @@ void AfterEffectManager::reloadDevice()
}
else
{
if (screenWidth <= 1024)
textureWidth = 1024;
else
textureWidth = 2048;
if (screenHeight <= 1024)
textureHeight = 1024;
else
textureHeight = 2048;
textureWidth = screenWidth;
sizePowerOf2Texture(textureWidth);
textureHeight = screenHeight;
sizePowerOf2Texture(textureHeight);
}
//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);
if(backupBuffer.isInited())
backupBuffer.reloadDevice();
else
backupBuffer.init(-1, -1, true);
loadShaders();
}
void AfterEffectManager::addEffect(Effect *e)
@ -610,3 +551,79 @@ void RippleEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs)
}
}
}
int AfterEffectManager::loadShaderFile(const char *vert, const char *frag)
{
Shader *sh = new Shader();
sh->load(vert, frag);
if(!sh->isLoaded())
{
delete sh;
return 0;
}
return _insertShader(sh);
}
int AfterEffectManager::loadShaderSrc(const char *vert, const char *frag)
{
Shader *sh = new Shader();
sh->loadSrc(vert, frag);
if(!sh->isLoaded())
{
delete sh;
return 0;
}
return _insertShader(sh);
}
Shader *AfterEffectManager::getShaderPtr(int handle)
{
size_t idx = handle - 1;
return idx < loadedShaders.size() ? loadedShaders[idx] : 0;
}
void AfterEffectManager::setShaderPipelineSize(size_t size)
{
shaderPipeline.resize(size, 0);
}
bool AfterEffectManager::setShaderPipelinePos(int handle, size_t pos)
{
if(pos < shaderPipeline.size())
{
shaderPipeline[pos] = getShaderPtr(handle);
return true;
}
return false;
}
// returns handle (= index + 1)
int AfterEffectManager::_insertShader(Shader *sh)
{
for(size_t i = 0; i < loadedShaders.size(); ++i)
{
if(!loadedShaders[i])
{
loadedShaders[i] = sh;
return i+1;
}
}
loadedShaders.push_back(sh);
return loadedShaders.size();
}
void AfterEffectManager::unloadShader(int handle)
{
Shader *sh = getShaderPtr(handle);
if(!sh)
return;
for(size_t i = 0; i < shaderPipeline.size(); ++i)
if(shaderPipeline[i] == sh)
shaderPipeline[i] = 0;
size_t idx = handle - 1;
loadedShaders[idx] = 0;
delete sh;
}

View file

@ -72,16 +72,6 @@ public:
float time;
};
enum ActiveShader
{
AS_NONE = 0,
AS_BLUR ,
AS_BW ,
AS_WASHOUT ,
AS_MOTIONBLUR ,
AS_GLOW
};
class AfterEffectManager
{
public:
@ -96,12 +86,12 @@ public:
void resetGrid();
void capture();
void render();
void renderGrid();
void renderGridPoints();
void loadShaders();
void deleteShaders();
void unloadDevice();
void reloadDevice();
@ -111,12 +101,6 @@ public:
bool active;
void setActiveShader(ActiveShader as);
#ifdef BBGE_BUILD_OPENGL
GLuint texture;
#endif
bool bRenderGridPoints;
int numEffects;
@ -124,12 +108,23 @@ public:
int screenWidth, screenHeight;
int textureWidth, textureHeight;
Shader blurShader, bwShader, washoutShader, motionBlurShader, glowShader;
Shader *scriptShader;
Vector ** drawGrid;
Vector ** drawGrid;
// returns handle > 0 on success
int loadShaderFile(const char *vert, const char *frag);
int loadShaderSrc(const char *vert, const char *frag);
Shader *getShaderPtr(int handle);
void setShaderPipelineSize(size_t size);
bool setShaderPipelinePos(int handle, size_t pos);
void unloadShader(int handle);
protected:
int _insertShader(Shader *sh);
std::vector<Shader*> shaderPipeline; // Shaders are applied in this order. Can contain the same pointer more than once.
std::vector<Shader*> loadedShaders;
FrameBuffer backupBuffer;
ActiveShader activeShader;
};

View file

@ -3852,10 +3852,6 @@ void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
int i = renderObjectLayerOrder[c];
if (i == -1) continue;
if ((startLayer != -1 && endLayer != -1) && (i < startLayer || i > endLayer)) continue;
if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer)
{
afterEffectManager->render();
}
if (i == postProcessingFx.layer)
{
@ -3885,6 +3881,11 @@ void Core::render(int startLayer, int endLayer, bool useFrameBufferIfAvail)
}
}
if (afterEffectManager && afterEffectManager->active && i == afterEffectManagerLayer)
{
afterEffectManager->render();
}
RenderObjectLayer *r = &renderObjectLayers[i];
RenderObject::rlayer = r;
if (r->visible)

View file

@ -131,7 +131,6 @@ end:
Shader::Shader()
{
addType(SCO_SHADER);
numUniforms = -1;
uniformsDirty = false;
@ -192,6 +191,13 @@ unsigned int Shader::_compileShader(int type, const char *src, char *errbuf, siz
#ifdef BBGE_BUILD_SHADERS
GLint compiled = 0;
GLhandleARB handle = glCreateShaderObjectARB(type);
if(!handle)
{
std::ostringstream os;
os << "Failed to create shader object of type " << type;
debugLog(os.str());
return 0;
}
glShaderSourceARB( handle, 1, &src, NULL );
glCompileShaderARB( handle);

View file

@ -24,7 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "Base.h"
#include "ScriptObject.h"
class Shader : public ScriptObject
class Shader
{
public:
Shader();