Merge branch 'bitmap_blur'
This commit is contained in:
commit
8baa76541c
1
mkxp.pro
1
mkxp.pro
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@ -104,6 +104,7 @@ EMBED = shader/transSimple.frag \
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shader/simple.vert \
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shader/simpleColor.vert \
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shader/sprite.vert \
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shader/simpleMatrix.vert \
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assets/liberation.ttf
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defineReplace(xxdOutput) {
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@ -0,0 +1,20 @@
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uniform mat4 projMat;
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uniform mat4 matrix;
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uniform vec2 texSizeInv;
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attribute vec2 position;
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attribute vec2 texCoord;
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attribute vec4 color;
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varying vec2 v_texCoord;
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varying vec4 v_color;
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void main()
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{
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gl_Position = projMat * matrix * vec4(position, 0, 1);
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v_texCoord = texCoord * texSizeInv;
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v_color = color;
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}
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@ -31,6 +31,7 @@
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#include "gl-util.h"
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#include "quad.h"
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#include "quadarray.h"
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#include "transform.h"
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#include "exception.h"
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#include "globalstate.h"
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@ -507,6 +508,103 @@ void Bitmap::clearRect(const IntRect &rect)
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modified();
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}
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void Bitmap::radialBlur(int angle, int divisions)
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{
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GUARD_DISPOSED;
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GUARD_MEGA;
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flush();
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angle = clamp<int>(angle, 0, 359);
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divisions = clamp<int>(divisions, 2, 100);
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const int _width = width();
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const int _height = height();
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float angleStep = (float) angle / (divisions-1);
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float opacity = 1.0f / divisions;
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float baseAngle = -((float) angle / 2);
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ColorQuadArray qArray;
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qArray.resize(5);
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QVector<Vertex> &vert = qArray.vertices;
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int i = 0;
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/* Center */
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FloatRect texRect(0, 0, _width, _height);
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FloatRect posRect(0, 0, _width, _height);
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i += Quad::setTexPosRect(&vert[i*4], texRect, posRect);
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/* Upper */
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posRect = FloatRect(0, 0, _width, -_height);
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i += Quad::setTexPosRect(&vert[i*4], texRect, posRect);
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/* Lower */
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posRect = FloatRect(0, _height*2, _width, -_height);
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i += Quad::setTexPosRect(&vert[i*4], texRect, posRect);
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/* Left */
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posRect = FloatRect(0, 0, -_width, _height);
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i += Quad::setTexPosRect(&vert[i*4], texRect, posRect);
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/* Right */
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posRect = FloatRect(_width*2, 0, -_width, _height);
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i += Quad::setTexPosRect(&vert[i*4], texRect, posRect);
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for (int i = 0; i < 4*5; ++i)
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vert[i].color = Vec4(1, 1, 1, opacity);
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qArray.commit();
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TEXFBO newTex = gState->texPool().request(_width, _height);
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FBO::bind(newTex.fbo, FBO::Draw);
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glState.clearColor.pushSet(Vec4());
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glClear(GL_COLOR_BUFFER_BIT);
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Transform trans;
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trans.setOrigin(Vec2(_width / 2.0f, _height / 2.0f));
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trans.setPosition(Vec2(_width / 2.0f, _height / 2.0f));
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glState.blendMode.pushSet(BlendAddition);
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SimpleMatrixShader &shader = gState->simpleMatrixShader();
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shader.bind();
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p->bindTexture(shader);
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TEX::setSmooth(true);
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p->pushSetViewport(shader);
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for (int i = 0; i < divisions; i++)
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{
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trans.setRotation(baseAngle + i*angleStep);
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shader.setMatrix(trans.getMatrix());
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qArray.draw();
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}
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p->popViewport();
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TEX::setSmooth(false);
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glState.blendMode.pop();
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glState.clearColor.pop();
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gState->texPool().release(p->tex);
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p->tex = newTex;
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modified();
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}
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void Bitmap::clear()
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{
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GUARD_DISPOSED;
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@ -74,7 +74,7 @@ public:
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int width, int height);
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void clearRect(const IntRect &rect);
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// void radialBlur(int angle, int divisions);
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void radialBlur(int angle, int divisions);
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// /* ----- */
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void clear();
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@ -69,6 +69,7 @@ struct GlobalStatePrivate
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SimpleColorShader simpleColorShader;
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SimpleAlphaShader simpleAlphaShader;
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SimpleSpriteShader simpleSpriteShader;
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SimpleMatrixShader simpleMatrixShader;
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SpriteShader spriteShader;
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PlaneShader planeShader;
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FlashMapShader flashMapShader;
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@ -188,6 +189,7 @@ GSATT(SimpleShader&, simpleShader)
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GSATT(SimpleColorShader&, simpleColorShader)
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GSATT(SimpleAlphaShader&, simpleAlphaShader)
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GSATT(SimpleSpriteShader&, simpleSpriteShader)
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GSATT(SimpleMatrixShader&, simpleMatrixShader)
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GSATT(SpriteShader&, spriteShader)
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GSATT(PlaneShader&, planeShader)
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GSATT(FlashMapShader&, flashMapShader)
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@ -46,6 +46,7 @@ class SimpleShader;
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class SimpleColorShader;
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class SimpleAlphaShader;
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class SimpleSpriteShader;
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class SimpleMatrixShader;
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class SpriteShader;
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class PlaneShader;
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class FlashMapShader;
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@ -86,6 +87,7 @@ struct GlobalState
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SimpleColorShader &simpleColorShader();
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SimpleAlphaShader &simpleAlphaShader();
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SimpleSpriteShader &simpleSpriteShader();
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SimpleMatrixShader &simpleMatrixShader();
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SpriteShader &spriteShader();
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PlaneShader &planeShader();
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FlashMapShader &flashMapShader();
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@ -40,6 +40,7 @@
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#include "../simple.vert.xxd"
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#include "../simpleColor.vert.xxd"
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#include "../sprite.vert.xxd"
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#include "../simpleMatrix.vert.xxd"
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#define INIT_SHADER(vert, frag) \
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@ -226,6 +227,21 @@ void SimpleSpriteShader::setSpriteMat(const float value[16])
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}
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SimpleMatrixShader::SimpleMatrixShader()
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{
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INIT_SHADER(simpleMatrix, simpleAlpha);
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ShaderBase::init();
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GET_U(matrix);
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}
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void SimpleMatrixShader::setMatrix(const float value[16])
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{
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glUniformMatrix4fv(u_matrix, 1, GL_FALSE, value);
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}
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TransShader::TransShader()
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{
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INIT_SHADER(simple, trans);
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11
src/shader.h
11
src/shader.h
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GLint u_spriteMat;
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};
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class SimpleMatrixShader : public ShaderBase
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{
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public:
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SimpleMatrixShader();
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void setMatrix(const float value[16]);
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private:
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GLint u_matrix;
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};
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class TransShader : public ShaderBase
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{
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public:
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