added custom blend feature

This commit is contained in:
shr 2023-12-12 02:23:33 +09:00 committed by Cameron Taylor
parent 90036ee75d
commit 7fcf4c4175
4 changed files with 261 additions and 66 deletions

View file

@ -1,43 +0,0 @@
package funkin.graphics.framebuffer;
import flixel.FlxG;
import openfl.display.Bitmap;
import openfl.display.BitmapData;
import openfl.display.Sprite;
import openfl.filters.BitmapFilter;
/**
* Provides cool stuff for `BitmapData`s that have a hardware texture internally.
*/
class BitmapDataTools
{
/**
* Applies a bitmap filter to a bitmap immediately. The bitmap filter may refer
* the bitmap itself as a shader input.
* @param bitmap the bitmap data
* @param filter the bitmap filter
*/
public static function applyFilter(bitmap:BitmapData, filter:BitmapFilter):Void
{
if (bitmap.readable)
{
FlxG.log.error('do not use `BitmapDataTools` for non-GPU bitmaps!');
}
// man, allow me to use anon structuers for local vars!
static var cache:{sprite:Sprite, bitmap:Bitmap} = null;
if (cache == null)
{
final sprite = new Sprite();
final bitmap = new Bitmap();
sprite.addChild(bitmap);
cache =
{
sprite: sprite,
bitmap: bitmap
}
}
cache.bitmap.bitmapData = bitmap;
cache.sprite.filters = [filter];
bitmap.draw(cache.sprite);
}
}

View file

@ -0,0 +1,123 @@
package funkin.graphics.framebuffer;
import flixel.FlxG;
import openfl.Lib;
import openfl.display.Bitmap;
import openfl.display.BitmapData;
import openfl.display.Sprite;
import openfl.display3D.Context3DTextureFormat;
import openfl.display3D.textures.TextureBase;
import openfl.filters.BitmapFilter;
/**
* Provides cool stuff for `BitmapData`s that have a hardware texture internally.
*/
@:access(openfl.display.BitmapData)
@:access(openfl.display3D.textures.TextureBase)
@:access(openfl.display3D.Context3D)
class BitmapDataUtil
{
static function getCache():{sprite:Sprite, bitmap:Bitmap}
{
static var cache:{sprite:Sprite, bitmap:Bitmap} = null;
if (cache == null)
{
final sprite = new Sprite();
final bitmap = new Bitmap();
sprite.addChild(bitmap);
cache =
{
sprite: sprite,
bitmap: bitmap
}
}
return cache;
}
/**
* Applies a bitmap filter to a bitmap immediately. The bitmap filter may refer
* the bitmap itself as a shader input.
* @param bitmap the bitmap data
* @param filter the bitmap filter
*/
public static function applyFilter(bitmap:BitmapData, filter:BitmapFilter):Void
{
hardwareCheck(bitmap);
final cache = getCache();
cache.bitmap.bitmapData = bitmap;
cache.sprite.filters = [filter];
bitmap.draw(cache.sprite);
}
/**
* Creates a bitmap with a hardware texture.
* @param width the width
* @param height the height
* @param format the format if the internal texture
* @return the bitmap
*/
public static function create(width:Int, height:Int, format:Context3DTextureFormat = BGRA):FixedBitmapData
{
final texture = Lib.current.stage.context3D.createTexture(width, height, format, true);
return FixedBitmapData.fromTexture(texture);
}
/**
* Resizes the bitmap.
* @param bitmap the bitmap data
* @param width the width
* @param height the height
*/
public static function resize(bitmap:BitmapData, width:Int, height:Int):Void
{
hardwareCheck(bitmap);
if (bitmap.width == width && bitmap.height == height) return;
bitmap.width = width;
bitmap.height = height;
resizeTexture(bitmap.__texture, width, height);
}
/**
* Resizes the texture.
* @param texture the texture
* @param width the width
* @param height the height
*/
public static function resizeTexture(texture:TextureBase, width:Int, height:Int):Void
{
if (texture.__width == width && texture.__height == height) return;
texture.__width = width;
texture.__height = height;
final context = texture.__context;
final gl = context.gl;
context.__bindGLTexture2D(texture.__textureID);
gl.texImage2D(gl.TEXTURE_2D, 0, texture.__internalFormat, width, height, 0, texture.__format, gl.UNSIGNED_BYTE, null);
context.__bindGLTexture2D(null);
}
/**
* Copies the content of `src` to `dst`. The destination bitmap `dst` will be resized
* so that it has the same size as `src`.
* @param dst the destination bitmap
* @param src the source bitmap
*/
public static function copy(dst:BitmapData, src:BitmapData):Void
{
hardwareCheck(dst);
hardwareCheck(src);
final cache = getCache();
cache.bitmap.bitmapData = src;
cache.sprite.filters = null;
resize(dst, src.width, src.height);
dst.fillRect(dst.rect, 0);
dst.draw(cache.sprite);
}
static function hardwareCheck(bitmap:BitmapData):Void
{
if (bitmap.readable)
{
FlxG.log.error('do not use `BitmapDataUtil` for non-GPU bitmaps!');
}
}
}

View file

@ -1,16 +1,22 @@
package funkin.graphics.framebuffer;
import flash.geom.ColorTransform;
import flixel.FlxCamera;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxFrame;
import flixel.math.FlxMatrix;
import flixel.math.FlxRect;
import flixel.system.FlxAssets.FlxShader;
import funkin.shaderslmfao.RuntimeCustomBlendShader;
import openfl.Lib;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.display3D.textures.TextureBase;
import openfl.filters.BitmapFilter;
import openfl.filters.ShaderFilter;
/**
* A camera, but grabbable.
* A camera, but grabbable. Also supports several additional blend modes.
*/
@:access(openfl.display.DisplayObject)
@:access(openfl.display.BitmapData)
@ -27,6 +33,12 @@ class GrabbableCamera extends FlxCamera
final bgBitmap:BitmapData;
final bgFrame:FlxFrame;
final customBlendShader:RuntimeCustomBlendShader;
final customBlendFilter:ShaderFilter;
var filtersApplied:Bool = false;
var bgItemCount:Int = 0;
public function new(x:Int = 0, y:Int = 0, width:Int = 0, height:Int = 0, zoom:Float = 0)
{
super(x, y, width, height, zoom);
@ -35,41 +47,75 @@ class GrabbableCamera extends FlxCamera
bgFrame = new FlxFrame(new FlxGraphic('', null));
bgFrame.parent.bitmap = bgBitmap;
bgFrame.frame = new FlxRect();
customBlendShader = new RuntimeCustomBlendShader();
customBlendFilter = new ShaderFilter(customBlendShader);
}
/**
* Grabs the camera screen and returns it as a `BitmapData`. The returned bitmap
* will not be referred by the camera, so changing it will not affect the scene.
* @param applyFilters if this is `true`, the camera's filters will be applied to the grabbed bitmap
* will not be referred by the camera so, changing it will not affect the scene.
* The returned bitmap **will be reused in the next frame**, so the content is available
* only in the current frame.
* @param applyFilters if this is `true`, the camera's filters will be applied to the grabbed bitmap,
* and the camera's filters will be disabled until the beginning of the next frame
* @param isolate if this is `true`, sprites to be rendered will only be rendered to the grabbed bitmap,
* and the grabbed bitmap will not include any previously rendered sprites
* @return the grabbed bitmap data
*/
public function grabScreen(applyFilters:Bool):BitmapData
public function grabScreen(applyFilters:Bool, isolate:Bool = false):BitmapData
{
final texture = pickTexture(width, height);
final bitmap = FixedBitmapData.fromTexture(texture);
squashTo(bitmap, applyFilters);
squashTo(bitmap, applyFilters, isolate);
grabbed.push(bitmap);
return bitmap;
}
function squashTo(bitmap:BitmapData, applyFilters:Bool):Void
/**
* Applies the filter immediately to the camera. This will be done independently from
* the camera's filters. This method can only be called after the first `grabScreen`
* in the frame.
* @param filter the filter
*/
public function applyFilter(filter:BitmapFilter):Void
{
if (grabbed.length == 0)
{
FlxG.log.error('grab screen before you can apply a filter!');
return;
}
BitmapDataUtil.applyFilter(bgBitmap, filter);
}
function squashTo(bitmap:BitmapData, applyFilters:Bool, isolate:Bool):Void
{
if (applyFilters && isolate)
{
FlxG.log.error('cannot apply filters while isolating!');
}
if (filtersApplied && applyFilters)
{
FlxG.log.warn('filters already applied!');
}
static final matrix = new FlxMatrix();
// resize the background bitmap if needed
if (bgTexture.__width != width || bgTexture.__height != height)
{
resizeTexture(bgTexture, width, height);
BitmapDataUtil.resizeTexture(bgTexture, width, height);
bgBitmap.__resize(width, height);
bgFrame.parent.bitmap = bgBitmap;
}
// grab the bitmap
render();
renderSkipping(isolate ? bgItemCount : 0);
bitmap.fillRect(bitmap.rect, 0);
matrix.setTo(1, 0, 0, 1, flashSprite.x, flashSprite.y);
if (applyFilters)
{
bitmap.draw(flashSprite, matrix);
flashSprite.filters = null;
filtersApplied = true;
}
else
{
@ -79,9 +125,12 @@ class GrabbableCamera extends FlxCamera
flashSprite.filters = tmp;
}
if (!isolate)
{
// also copy to the background bitmap
bgBitmap.fillRect(bgBitmap.rect, 0);
bgBitmap.draw(bitmap);
}
// clear graphics data
super.clearDrawStack();
@ -91,17 +140,54 @@ class GrabbableCamera extends FlxCamera
bgFrame.frame.set(0, 0, width, height);
matrix.setTo(viewWidth / width, 0, 0, viewHeight / height, viewMarginLeft, viewMarginTop);
drawPixels(bgFrame, matrix);
// count background draw items for future isolation
bgItemCount = 0;
{
var item = _headOfDrawStack;
while (item != null)
{
item = item.next;
bgItemCount++;
}
}
}
function resizeTexture(texture:TextureBase, width:Int, height:Int):Void
function renderSkipping(count:Int):Void
{
texture.__width = width;
texture.__height = height;
final context = texture.__context;
final gl = context.gl;
context.__bindGLTexture2D(texture.__textureID);
gl.texImage2D(gl.TEXTURE_2D, 0, texture.__internalFormat, width, height, 0, texture.__format, gl.UNSIGNED_BYTE, null);
context.__bindGLTexture2D(null);
var item = _headOfDrawStack;
while (item != null)
{
if (--count < 0) item.render(this);
item = item.next;
}
}
override function drawPixels(?frame:FlxFrame, ?pixels:BitmapData, matrix:FlxMatrix, ?transform:ColorTransform, ?blend:BlendMode, ?smoothing:Bool = false,
?shader:FlxShader):Void
{
if ( switch blend
{
case DARKEN | HARDLIGHT | LIGHTEN | OVERLAY: true;
case _: false;
})
{
// squash the screen
grabScreen(false);
// render without blend
super.drawPixels(frame, pixels, matrix, transform, null, smoothing, shader);
// get the isolated bitmap
final isolated = grabScreen(false, true);
// apply fullscreen blend
customBlendShader.blend = blend;
customBlendShader.source = isolated;
customBlendShader.updateViewInfo(FlxG.width, FlxG.height, this);
applyFilter(customBlendFilter);
}
else
{
super.drawPixels(frame, pixels, matrix, transform, blend, smoothing, shader);
}
}
override function destroy():Void
@ -120,6 +206,9 @@ class GrabbableCamera extends FlxCamera
bitmap.dispose(); // this doesn't release the texture
}
grabbed.clear();
// clear filters applied flag
filtersApplied = false;
bgItemCount = 0;
}
function pickTexture(width:Int, height:Int):TextureBase
@ -130,10 +219,7 @@ class GrabbableCamera extends FlxCamera
if (texturePool.length > 0)
{
final res = texturePool.pop();
if (res.__width != width || res.__height != height)
{
resizeTexture(res, width, height);
}
BitmapDataUtil.resizeTexture(res, width, height);
return res;
}
return Lib.current.stage.context3D.createTexture(width, height, BGRA, true);

View file

@ -0,0 +1,29 @@
package funkin.shaderslmfao;
import openfl.display.BitmapData;
import openfl.display.BlendMode;
import openfl.utils.Assets;
class RuntimeCustomBlendShader extends RuntimePostEffectShader
{
public var source(default, set):BitmapData;
function set_source(value:BitmapData):BitmapData
{
this.setBitmapData("source", value);
return source = value;
}
public var blend(default, set):BlendMode;
function set_blend(value:BlendMode):BlendMode
{
this.setInt("blendMode", cast value);
return blend = value;
}
public function new()
{
super(Assets.getText("assets/shaders/customBlend.frag"));
}
}