Minor graphics fixes
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@ -40,10 +40,10 @@ function Client.init()
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scheduleEvent(function()
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g_window.show()
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-- play startup music
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--g_sounds.playMusic("startup.ogg", 3)
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--connect(g_game, { onGameStart = function() g_sounds.stopMusic(3) end })
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--connect(g_game, { onGameEnd= function() g_sounds.playMusic("startup.ogg", 3) end })
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-- Play startup music (The Silver Tree, by Mattias Westlund)
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g_sounds.playMusic("startup.ogg", 3)
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connect(g_game, { onGameStart = function() g_sounds.stopMusic(3) end })
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connect(g_game, { onGameEnd= function() g_sounds.playMusic("startup.ogg", 3) end })
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end, 0)
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end, 0)
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end
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@ -1,6 +1,6 @@
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local skin = {
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name = 'Example',
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styles = {
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'topmenu.otui'
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}
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@ -25,7 +25,6 @@ local shadersPanel
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function Shaders.init()
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importStyle 'shaders.otui'
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Keyboard.bindKeyDown(HOTKEY, Shaders.toggle)
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shadersPanel = createWidget('ShadersPanel', GameInterface.getMapPanel())
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@ -37,6 +36,8 @@ function Shaders.init()
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map:setMapShader(g_shaders.getShader(option))
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end
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if not g_graphics.canUseShaders() then return end
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for _i,opts in pairs(MAP_SHADERS) do
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local shader = g_shaders.createFragmentShader(opts.name, opts.frag)
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@ -7,9 +7,6 @@ const float sampleStrength = 2.2;
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void main(void)
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{
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// some sample positions
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float samples[] = { -0.08,-0.05,-0.03,-0.02,-0.01,0.01,0.02,0.03,0.05,0.08 };
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// 0.5,0.5 is the center of the screen
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// so substracting v_TexCoord from it will result in
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// a vector pointing to the middle of the screen
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@ -29,8 +26,16 @@ void main(void)
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// take 10 additional blur samples in the direction towards
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// the center of the screen
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for(int i = 0; i < 10; i++)
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sum += texture2D(u_Tex0, v_TexCoord + dir * samples[i] * sampleDist);
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sum += texture2D(u_Tex0, v_TexCoord - 0.08 * dir * sampleDist);
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sum += texture2D(u_Tex0, v_TexCoord - 0.05 * dir * sampleDist);
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sum += texture2D(u_Tex0, v_TexCoord - 0.03 * dir * sampleDist);
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sum += texture2D(u_Tex0, v_TexCoord - 0.02 * dir * sampleDist);
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sum += texture2D(u_Tex0, v_TexCoord - 0.01 * dir * sampleDist);
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sum += texture2D(u_Tex0, v_TexCoord + 0.01 * dir * sampleDist);
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sum += texture2D(u_Tex0, v_TexCoord + 0.02 * dir * sampleDist);
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sum += texture2D(u_Tex0, v_TexCoord + 0.03 * dir * sampleDist);
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sum += texture2D(u_Tex0, v_TexCoord + 0.05 * dir * sampleDist);
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sum += texture2D(u_Tex0, v_TexCoord + 0.08 * dir * sampleDist);
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// we have taken eleven samples
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sum *= 1.0/11.0;
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@ -42,4 +47,4 @@ void main(void)
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//Blend the original color with the averaged pixels
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gl_FragColor = mix(color, sum, t);
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}
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}
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@ -23,6 +23,8 @@
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#include "painter.h"
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#include "graphics.h"
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#include <framework/platform/platformwindow.h>
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Painter *g_painter = nullptr;
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Painter::Painter()
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@ -35,6 +37,7 @@ Painter::Painter()
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m_shaderProgram = nullptr;
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m_texture = nullptr;
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m_alphaWriting = false;
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setResolution(g_window.getSize());
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}
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void Painter::resetState()
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@ -50,11 +53,11 @@ void Painter::resetState()
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void Painter::refreshState()
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{
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updateGlViewport();
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updateGlCompositionMode();
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updateGlClipRect();
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updateGlTexture();
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updateGlAlphaWriting();
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updateGlViewport();
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}
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void Painter::saveState()
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@ -20,7 +20,7 @@
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* THE SOFTWARE.
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*/
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#ifndef OPENGL_ES
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#if !defined(OPENGL_ES) || OPENGL_ES==1
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#include "painterogl1.h"
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#include "graphics.h"
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@ -562,6 +562,7 @@ void Application::registerLuaFunctions()
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g_lua.bindSingletonFunction("g_graphics", "isPainterEngineAvailable", &Graphics::isPainterEngineAvailable, &g_graphics);
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g_lua.bindSingletonFunction("g_graphics", "selectPainterEngine", &Graphics::selectPainterEngine, &g_graphics);
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g_lua.bindSingletonFunction("g_graphics", "canCacheBackbuffer", &Graphics::canCacheBackbuffer, &g_graphics);
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g_lua.bindSingletonFunction("g_graphics", "canUseShaders", &Graphics::canUseShaders, &g_graphics);
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g_lua.bindSingletonFunction("g_graphics", "getPainterEngine", &Graphics::getPainterEngine, &g_graphics);
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g_lua.bindSingletonFunction("g_graphics", "getViewportSize", &Graphics::getViewportSize, &g_graphics);
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g_lua.bindSingletonFunction("g_graphics", "getVendor", &Graphics::getVendor, &g_graphics);
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