[add] Added PostEffect.
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3ac1293e06
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148
sjplayer/src/sjplayer/PostEffect.d
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148
sjplayer/src/sjplayer/PostEffect.d
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/// License: MIT
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module sjplayer.PostEffect;
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import gl4d;
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///
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class PostEffect {
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public:
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///
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this(PostEffectProgram program, vec2i sz) {
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size_ = sz;
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program_ = program;
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fb_ = Framebuffer.Create();
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tex_ = TextureRect.Create();
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sampler_ = Sampler.Create();
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TextureRectAllocator allocator;
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with (allocator) {
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internalFormat = GL_RGB;
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size = sz;
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format = GL_RED;
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type = GL_UNSIGNED_BYTE;
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data = null;
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Allocate(tex_);
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}
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SamplerConfigurer configurer;
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with (configurer) {
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filterMin = GL_NEAREST;
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filterMag = GL_NEAREST;
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Configure(sampler_);
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}
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fb_.Bind();
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fb_.attachment!(GL_COLOR_ATTACHMENT0, 0, GL_TEXTURE_RECTANGLE) = tex_;
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fb_.attachmentOrder = [GL_COLOR_ATTACHMENT0];
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fb_.Validate();
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fb_.Unbind();
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}
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///
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void BindFramebuffer() {
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fb_.Bind();
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}
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///
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void UnbindFramebuffer() {
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fb_.Unbind();
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}
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///
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void DrawFramebuffer() {
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program_.Draw(tex_, sampler_, size_);
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}
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private:
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const vec2i size_;
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PostEffectProgram program_;
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FramebufferRef fb_;
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TextureRectRef tex_;
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SamplerRef sampler_;
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}
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///
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class PostEffectProgram {
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public:
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///
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enum ShaderHeader = "#version 330 core
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#extension GL_ARB_explicit_uniform_location : enable";
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///
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enum VertexShaderSrc = ShaderHeader ~ q{
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layout(location = 0) in vec2 vert;
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out vec2 uv_;
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void main() {
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uv_ = (vert+vec2(1, 1)) / 2;
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gl_Position = vec4(vert, 0, 1);
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}
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};
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///
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enum FragmentShaderSrc = ShaderHeader ~ q{
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layout(location = 0) uniform sampler2DRect fb;
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layout(location = 1) uniform ivec2 fb_size;
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in vec2 uv_;
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out vec4 pixel_;
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void main() {
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pixel_ = texture(fb, fb_size * uv_);
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}
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};
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///
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this() {
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ProgramLinker linker;
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linker.vertex = VertexShader.Compile(VertexShaderSrc);
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linker.fragment = FragmentShader.Compile(FragmentShaderSrc);
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program_ = linker.Link();
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program_.Validate();
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vao_ = VertexArray.Create();
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verts_ = ArrayBuffer.Create();
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vao_.Bind();
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VertexArrayAttacher attacher;
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with (attacher) {
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index = 0;
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type = GL_FLOAT;
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dimension = 2;
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Attach(vao_, verts_);
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}
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (verts_allocator) {
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const v = [vec2(-1, 1), vec2(1, 1), vec2(1, -1), vec2(-1, -1),];
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data = v.ptr;
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size = typeof(v[0]).sizeof * v.length;
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usage = GL_STATIC_DRAW;
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Allocate(verts_);
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}
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}
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///
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void Draw(ref TextureRectRef fb, ref SamplerRef sampler, vec2i size) {
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program_.Use();
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fb.BindToUnit(GL_TEXTURE0);
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sampler.Bind(0);
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program_.uniform!0 = 0;
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program_.uniform!1 = size;
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vao_.Bind();
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gl.DrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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private:
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ProgramRef program_;
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ArrayBufferRef verts_;
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VertexArrayRef vao_;
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}
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@ -6,7 +6,8 @@ import std.meta,
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import sjplayer.Actor,
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sjplayer.Background,
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sjplayer.CircleElement;
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sjplayer.CircleElement,
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sjplayer.PostEffect;
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///
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class ProgramSet {
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@ -15,7 +16,8 @@ class ProgramSet {
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alias Programs = Tuple!(
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ActorProgram,
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BackgroundProgram,
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CircleElementProgram
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CircleElementProgram,
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PostEffectProgram,
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);
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///
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