2023-12-18 20:49:01 -05:00
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package funkin.graphics.shaders;
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2023-09-11 11:10:08 -04:00
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2023-09-13 17:28:59 -04:00
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import flixel.FlxCamera;
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import flixel.FlxG;
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import flixel.addons.display.FlxRuntimeShader;
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import lime.graphics.opengl.GLProgram;
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import lime.utils.Log;
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class RuntimePostEffectShader extends FlxRuntimeShader
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{
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@:glVertexHeader('
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// normalized screen coord
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// (0, 0) is the top left of the window
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// (1, 1) is the bottom right of the window
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varying vec2 screenCoord;
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', true)
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@:glVertexBody('
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screenCoord = vec2(
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openfl_TextureCoord.x > 0.0 ? 1.0 : 0.0,
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openfl_TextureCoord.y > 0.0 ? 1.0 : 0.0
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);
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')
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@:glFragmentHeader('
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// normalized screen coord
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// (0, 0) is the top left of the window
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// (1, 1) is the bottom right of the window
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varying vec2 screenCoord;
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// equals (FlxG.width, FlxG.height)
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uniform vec2 uScreenResolution;
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// equals (camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom)
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uniform vec4 uCameraBounds;
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// screen coord -> world coord conversion
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// returns world coord in px
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vec2 screenToWorld(vec2 screenCoord) {
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float left = uCameraBounds.x;
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float top = uCameraBounds.y;
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float right = uCameraBounds.z;
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float bottom = uCameraBounds.w;
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vec2 scale = vec2(right - left, bottom - top);
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vec2 offset = vec2(left, top);
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return screenCoord * scale + offset;
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}
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// world coord -> screen coord conversion
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// returns normalized screen coord
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vec2 worldToScreen(vec2 worldCoord) {
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float left = uCameraBounds.x;
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float top = uCameraBounds.y;
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float right = uCameraBounds.z;
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float bottom = uCameraBounds.w;
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vec2 scale = vec2(right - left, bottom - top);
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vec2 offset = vec2(left, top);
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return (worldCoord - offset) / scale;
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}
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// internally used to get the maximum `openfl_TextureCoordv`
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vec2 bitmapCoordScale() {
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return openfl_TextureCoordv / screenCoord;
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}
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// internally used to compute bitmap coord
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vec2 screenToBitmap(vec2 screenCoord) {
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return screenCoord * bitmapCoordScale();
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}
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// samples the frame buffer using a screen coord
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vec4 sampleBitmapScreen(vec2 screenCoord) {
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return texture2D(bitmap, screenToBitmap(screenCoord));
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}
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// samples the frame buffer using a world coord
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vec4 sampleBitmapWorld(vec2 worldCoord) {
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return sampleBitmapScreen(worldToScreen(worldCoord));
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}
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', true)
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public function new(fragmentSource:String = null, glVersion:String = null)
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{
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super(fragmentSource, null, glVersion);
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uScreenResolution.value = [FlxG.width, FlxG.height];
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}
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// basically `updateViewInfo(FlxG.width, FlxG.height, FlxG.camera)` is good
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public function updateViewInfo(screenWidth:Float, screenHeight:Float, camera:FlxCamera):Void
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{
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uScreenResolution.value = [screenWidth, screenHeight];
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uCameraBounds.value = [camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom];
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}
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override function __createGLProgram(vertexSource:String, fragmentSource:String):GLProgram
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{
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try
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{
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final res = super.__createGLProgram(vertexSource, fragmentSource);
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return res;
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}
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catch (error)
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{
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Log.warn(error); // prevent the app from dying immediately
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return null;
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}
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}
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}
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