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render.lua
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render.lua
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-- Render function
-- Part of Live Simulator: 2
-- See copyright notice in main.lua
local love = require("love")
local hasffi, ffi = pcall(require, "ffi")
local AudioRender = require("libs.audiorender")
local ls2x = require("libs.ls2x")
local AudioManager = require("audio_manager")
local log = require("logging")
local Util = require("util")
local Vires = require("vires")
local Render = {
width = 0, height = 0,
framerate = 60,
step = 1/60,
offX = 0,
offY = 0,
scaleOverall = 1,
MUL = 1,
framebuffer = nil,
image = nil,
imagePointer = nil,
}
local fxaaShader = [[
/**
Basic FXAA implementation based on the code on geeks3d.com with the
modification that the texture2DLod stuff was removed since it's
unsupported by WebGL.
--
From:
https://github.com/mitsuhiko/webgl-meincraft
Copyright (c) 2011 by Armin Ronacher.
Some rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials provided
with the distribution.
* The names of the contributors may not be used to endorse or
promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/* Modified to be used with LOVE2D + Desktop OpenGL */
#ifdef OPENGL_ES
# ifdef GL_FRAGMENT_PRECISION_HIGH
# define HIGHEST_PRECISION highp
# else
# define HIGHEST_PRECISION mediump
# endif // GL_FRAGMENT_PRECISION_HIGH
precision HIGHEST_PRECISION float
precision HIGHEST_PRECISION vec2;
precision HIGHEST_PRECISION vec3;
precision HIGHEST_PRECISION vec4;
#endif // OPENGL_ES
#ifndef FXAA_REDUCE_MIN
#define FXAA_REDUCE_MIN (1.0/ 64.0)
#endif
#ifndef FXAA_REDUCE_MUL
#define FXAA_REDUCE_MUL 1.0
#endif
#ifndef FXAA_SPAN_MAX
#define FXAA_SPAN_MAX 64.0
#endif
varying vec2 v_rgbNW;
varying vec2 v_rgbNE;
varying vec2 v_rgbSW;
varying vec2 v_rgbSE;
varying vec2 v_rgbM;
void texcoords(vec2 fragCoord, vec2 resolution,
out vec2 v_rgbNW, out vec2 v_rgbNE,
out vec2 v_rgbSW, out vec2 v_rgbSE,
out vec2 v_rgbM) {
vec2 inverseVP = 1.0 / resolution.xy;
v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
v_rgbM = vec2(fragCoord * inverseVP);
}
#if defined(PIXEL)
//optimized version for mobile, where dependent
//texture reads can be a bottleneck
vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,
vec2 v_rgbNW, vec2 v_rgbNE,
vec2 v_rgbSW, vec2 v_rgbSE,
vec2 v_rgbM) {
vec4 color;
vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
vec4 texColor = texture2D(tex, v_rgbM);
vec3 rgbM = texColor.xyz;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
float lumaNE = dot(rgbNE, luma);
float lumaSW = dot(rgbSW, luma);
float lumaSE = dot(rgbSE, luma);
float lumaM = dot(rgbM, luma);
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
(0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * inverseVP;
vec3 rgbA = 0.5 * (
texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
vec3 rgbB = rgbA * 0.5 + 0.25 * (
texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +
texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax))
color = vec4(rgbA, texColor.a);
else
color = vec4(rgbB, texColor.a);
return color;
}
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords)
{
vec2 resolution = vec2(love_ScreenSize.xy);
vec2 fragCoord = texture_coords * resolution;
/*texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);*/
return color * fxaa(texture, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
}
#elif defined(VERTEX)
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) {
vec2 resolution = love_ScreenSize.xy;
vec2 fragCoord = VaryingTexCoord.xy * resolution;
texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);
return clipSpaceFromLocal * localPosition;
}
#endif
]]
---@param w integer
---@param h integer
---@param f love.PixelFormat
---@return love.Canvas
local function newFBO(w, h, f)
if Util.compareLOVEVersion(11, 0) >= 0 then
return love.graphics.newCanvas(w, h, {format = f, dpiscale = 1})
else
return love.graphics.newCanvas(w, h, f)
end
end
---@param n integer
local function dw2strle(n)
return string.char(
n % 256,
math.floor(n / 256) % 256,
math.floor(n / 65536) % 256,
math.floor(n / 16777216) % 256
)
end
---@param renderObj {width:integer,height:integer,fps:integer,output:string,audio:string,audioRenderOk:boolean,rate:integer,fxaa:boolean?}
function Render.initialize(renderObj)
assert(hasffi, "FFI functionality needed to render")
assert(ls2x.libav, "libav functionality missing")
local width, height, fps = renderObj.width, renderObj.height, renderObj.fps
local dpi = math.max(math.floor(height / 640 + 0.5), 1)
log.debugf("render", "starting render, fps=%d, w=%d, h=%d, dpiscale=%d", fps, width, height, dpi)
log.debugf("render", "video=%s audio=%s", renderObj.output, renderObj.audio)
Util.setDefaultFontDPIScale(dpi)
assert(ls2x.libav.startEncodingSession(renderObj.output, width, height, fps), "failed to start encoding session")
if renderObj.audioRenderOk then
Render.audioUpdateNumerator = 0
Render.audioUpdateDenominator = fps
Render.audioRate = renderObj.rate
else
log.warnf("render", "forcing 48KHz and inferior audio mixing technique!")
AudioManager.setRenderFramerate(fps)
Render.audioRate = 48000
end
Render.useAudioRender = renderObj.audioRenderOk
Render.audio = assert(io.open(renderObj.audio, "wb"))
Render.audioLen = 0
Render.width, Render.height = width, height
Render.step = 1/fps
Render.scaleOverall = math.min(width / Vires.data.virtualW, height / Vires.data.virtualH)
Render.offX = (width - Render.scaleOverall * Vires.data.virtualW) / 2
Render.offY = (height - Render.scaleOverall * Vires.data.virtualH) / 2
Render.image = love.image.newImageData(width, height, "rgba8")
Render.imagePointer = ffi.cast("uint8_t*", Render.image:getPointer())
Render.framebuffer = newFBO(width, height, "normal")
if Util.compareLOVEVersion(11, 0) then
Render.MUL = 255
else
Render.MUL = 1
end
if renderObj.fxaa then
Render.fxaa = love.graphics.newShader(fxaaShader)
Render.fxaaFramebuffer = newFBO(width, height, "normal")
end
Render.audio:write(
"RIFF", -- Header
"\0\0\0\0", -- size
"WAVEfmt ", -- WAVE + format
"\16\0\0\0", -- Size of "fmt " chunk
"\1\0", -- Audio format (PCM)
"\2\0", -- Number of channels, stereo
dw2strle(Render.audioRate),
dw2strle(Render.audioRate * 2 --[[nchannel]] * 2 --[[sizeof(int16_t)]]),
"\4\0", -- NumChannels * BytesPerSample = 2*2
"\16\0", -- Bits per sample (16bits)
"data", -- data format
"\0\0\0\0" -- data size (set later)
)
end
local temp = {stencil = true}
function Render.begin()
if not(Render.framebuffer) then return end
love.graphics.push("all")
temp[1] = Render.framebuffer
love.graphics.setCanvas(temp)
love.graphics.clear({0, 0, 0, 255 / Render.MUL})
love.graphics.origin()
love.graphics.translate(Render.offX, Render.offY)
love.graphics.scale(Render.scaleOverall)
end
function Render.mapPixel(x, y, r, g, b, a)
if a > 0 then
local index = y * Render.width + x
-- Since it's premultipled alpha, we have to divide
-- all color component by alpha value
local alpha = a * Render.MUL
Render.imagePointer[index * 4 + 0] = Util.clamp((r * Render.MUL) / alpha * 255 + 0.5, 0, 255)
Render.imagePointer[index * 4 + 1] = Util.clamp((g * Render.MUL) / alpha * 255 + 0.5, 0, 255)
Render.imagePointer[index * 4 + 2] = Util.clamp((b * Render.MUL) / alpha * 255 + 0.5, 0, 255)
Render.imagePointer[index * 4 + 3] = Util.clamp(alpha + 0.5, 0, 255)
end
return r, g, b, a
end
function Render.commit()
if not(Render.framebuffer) then return end
love.graphics.pop()
-- apply fxaa
if Render.fxaa then
love.graphics.push("all")
love.graphics.setBlendMode("replace", "premultiplied")
love.graphics.setShader(Render.fxaa)
love.graphics.setCanvas(Render.fxaaFramebuffer)
love.graphics.clear()
love.graphics.origin()
love.graphics.draw(Render.framebuffer)
love.graphics.pop()
Render.framebuffer, Render.fxaaFramebuffer = Render.fxaaFramebuffer, Render.framebuffer
end
local id = Render.framebuffer:newImageData()
id:mapPixel(Render.mapPixel)
Util.releaseObject(id)
ls2x.libav.supplyVideoEncoder(Render.imagePointer)
if Render.useAudioRender then
-- Count audio update step
Render.audioUpdateNumerator = Render.audioUpdateNumerator + Render.audioRate
local smp = math.floor(Render.audioUpdateNumerator / Render.audioUpdateDenominator)
Render.audioUpdateNumerator = Render.audioUpdateNumerator % Render.audioUpdateDenominator
local sound = AudioRender.update(smp)
Render.audio:write(sound)
Render.audioLen = Render.audioLen + #sound / 2 / 2
else
local sd = AudioManager.updateRender()
Render.audio:write(sd:getString())
Render.audioLen = Render.audioLen + sd:getSampleCount()
end
-- draw
local s = math.max(960 / Render.width, 640 / Render.height)
--love.graphics.setBlendMode("alpha", "premultiplied")
love.graphics.draw(Render.framebuffer, 480, 320, 0, s, s, Render.width * 0.5, Render.height * 0.5)
--love.graphics.setBlendMode("alpha", "alphamultiply")
end
function Render.getStep()
return Render.step
end
function Render.getDimensions()
return Render.width, Render.height
end
local function dwordu2string(num)
num = num % 4294967296
return string.char(
num % 256,
num / 256 % 256,
num / 65536 % 256,
num / 16777216
)
end
function Render.done()
if not(Render.framebuffer) then return end
-- done encoding
ls2x.libav.endEncodingSession()
AudioManager.setRenderFramerate(0)
-- finalize audio
local cur = Render.audio:seek("cur")
Render.audio:seek("set", 4)
Render.audio:write(dwordu2string(cur - 4))
Render.audio:seek("set", 40)
Render.audio:write(dwordu2string(Render.audioLen * 4))
Render.audio:close()
Render.audio = nil
Render.framebuffer = nil
Render.imagePointer = nil
Render.image = nil
end
return Render