mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
vibrancy is applied to the world only, as it should be
This commit is contained in:
@@ -191,4 +191,25 @@ public class HQRNG extends Random {
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state0 = 1L;
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}
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/**
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* Returns a random value whose probability is distributed in triangular manner, of which 0.5 is the most and 0.0 and 1.0 are the least likely.
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*/
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public double nextTriangular() {
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return (nextDouble() + nextDouble()) / 2.0;
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}
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/**
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* Returns a random value whose probability is distributed in triangular manner, of which 0.0 is the most and 1.0 is the least likely.
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*/
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public double nextBrown() {
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return Math.abs(nextDouble() + nextDouble() - 1);
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}
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/**
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* Returns a random value whose probability is distributed in triangular manner, of which 1.0 is the most and 0.0 is the least likely.
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*/
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public double nextBlue() {
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return 1.0 - nextBrown();
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}
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}
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@@ -237,13 +237,6 @@ object TerrarumPostProcessor : Disposable {
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else
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shaderPostNoDither
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val (vo, vg) = INGAME.world.weatherbox.let {
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if (it.currentWeather.identifier == "titlescreen")
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1f to 1f
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else
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it.currentVibrancy.x to it.currentVibrancy.y
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}
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App.getCurrentDitherTex().bind(1)
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fbo.colorBufferTexture.bind(0)
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@@ -253,7 +246,6 @@ object TerrarumPostProcessor : Disposable {
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shader.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
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shader.setUniformi("u_pattern", 1)
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shader.setUniformf("quant", shaderQuant[App.getConfigInt("displaycolourdepth")] ?: 255f)
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shader.setUniformf("vibrancy", 1f, vo, vg, 1f)
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shader.setUniformMatrix4fv("swizzler", swizzler, rng.nextInt(24), 16*4)
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App.fullscreenQuad.render(shader, GL20.GL_TRIANGLE_FAN)
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@@ -7,6 +7,7 @@ import net.torvald.terrarum.*
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import net.torvald.terrarum.App.printdbg
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.Fluid
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import net.torvald.terrarum.concurrent.ThreadExecutor
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import net.torvald.terrarum.gameactors.ActorID
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import net.torvald.terrarum.gameitems.ItemID
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import net.torvald.terrarum.itemproperties.ItemRemapTable
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@@ -88,6 +88,8 @@ object IngameRenderer : Disposable {
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val shaderForActors: ShaderProgram
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val shaderDemultiply: ShaderProgram
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val shaderVibrancy: ShaderProgram
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private val WIDTH = App.scr.width
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private val HEIGHT = App.scr.height
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private val WIDTHF = WIDTH.toFloat()
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@@ -131,6 +133,8 @@ object IngameRenderer : Disposable {
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shaderKawaseDown = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawasedown.frag")
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shaderKawaseUp = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawaseup.frag")
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shaderVibrancy = App.loadShaderFromClasspath("shaders/default.vert", "shaders/vibrancy.frag")
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if (!shaderBlendGlow.isCompiled) {
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Gdx.app.log("shaderBlendGlow", shaderBlendGlow.log)
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exitProcess(1)
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@@ -352,17 +356,20 @@ object IngameRenderer : Disposable {
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blendNormalStraightAlpha(batch)
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batch.inUse {
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// it's no use applying dithering here: colours are no longer "floats" once they're written to the FBO
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// proof: disable dithering on skybox and enable dither here -- banding is still visible
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// it would work if GDX supported HDR, or GL_RGBA32F as a texture format, but alas.
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// but mixedOutTex is still needed for the screen capturing
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//batch.shader = if (App.getConfigBoolean("fx_dither")) IngameRenderer.shaderBayer else null
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batch.shader = null
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batch.drawFlipped(mixedOutTex, 0f, 0f)
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val (vo, vg) = world.weatherbox.let {
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if (it.currentWeather.identifier == "titlescreen")
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1f to 1f
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else
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it.currentVibrancy.x to it.currentVibrancy.y
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}
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mixedOutTex.texture.bind(0)
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shaderVibrancy.bind()
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shaderVibrancy.setUniformMatrix("u_projTrans", camera.combined)
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shaderVibrancy.setUniformi("u_texture", 0)
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shaderVibrancy.setUniformf("vibrancy", 1f, vo, vg, 1f)
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fullscreenQuad.render(shaderVibrancy, GL20.GL_TRIANGLE_FAN)
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///////////////////////////////////////////////////////////////////////
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@@ -899,6 +906,8 @@ object IngameRenderer : Disposable {
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shaderForActors.dispose()
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shaderDemultiply.dispose()
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shaderVibrancy.dispose()
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if (::fboRGBexport.isInitialized) fboRGBexport.tryDispose()
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}
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@@ -7,6 +7,7 @@ import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.OrthographicCamera
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.App
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import net.torvald.terrarum.App.printdbg
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.TerrarumAppConfiguration
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import net.torvald.terrarum.ccE
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@@ -249,7 +250,7 @@ class ConsoleWindow : UICanvas() {
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override fun doOpening(delta: Float) {
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Terrarum.ingame?.let {
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println("Game was paused beforehand: ${it.paused}")
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// printdbg(this, "Game was paused beforehand: ${it.paused}")
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if (!it.paused) {
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iMadeTheGameToPause = true
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it.pause()
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@@ -257,7 +258,7 @@ class ConsoleWindow : UICanvas() {
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else {
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iMadeTheGameToPause = false
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}
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println("I made the game to pause: $iMadeTheGameToPause")
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// printdbg(this, "I made the game to pause: $iMadeTheGameToPause")
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}
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/*openingTimeCounter += delta
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drawOffY = MovementInterpolator.fastPullOut(openingTimeCounter.toFloat() / openCloseTime.toFloat(),
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@@ -282,10 +283,10 @@ class ConsoleWindow : UICanvas() {
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}
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override fun endClosing(delta: Float) {
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println("Close -- I made the game to pause: $iMadeTheGameToPause")
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// printdbg(this, "Close -- I made the game to pause: $iMadeTheGameToPause")
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if (iMadeTheGameToPause) {
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Terrarum.ingame?.resume()
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println("Close -- resume game")
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// printdbg(this, "Close -- resume game")
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}
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iMadeTheGameToPause = false
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Terrarum.ingame?.setTooltipMessage(null)
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@@ -41,20 +41,6 @@ const vec4 matrixNormaliser = vec4(0.5 / 256.0);
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const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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const mat4 rgb_to_ycocg = mat4(
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0.25, 1.0, -0.5, 0.0,
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0.5, 0.0, 1.0, 0.0,
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0.25, -1.0, -0.5, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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const mat4 ycocg_to_rgb = mat4(
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1.0, 1.0, 1.0, 0.0,
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0.5, 0.0, -0.5, 0.0,
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-0.5, 0.5, -0.5, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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vec4 nearestColour(vec4 inColor) {
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return floor(quantVec * inColor) * invQuant;
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@@ -65,23 +51,9 @@ vec4 getDitherredDot(vec4 inColor) {
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return nearestColour(fma(bayerThreshold, invQuant, inColor));
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}
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uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
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void main(void) {
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// convert input RGB into YCoCg
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vec4 incolour = texture(u_texture, v_texCoords);
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vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
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// Do colour-grading magic
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vec4 sgn = sign(yog);
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vec4 absval = abs(yog);
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vec4 raised = pow(absval, boolean.yyyy / vibrancy);
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vec4 newColour = sgn * raised;
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// Dither the output
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vec4 graded = ycocg_to_rgb * newColour;
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vec4 selvec = getDitherredDot(graded);
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vec4 selvec = getDitherredDot(incolour);
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vec4 outcol = fma(selvec, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
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fragColor = outcol;
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@@ -28,37 +28,9 @@ uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
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const vec2 boolean = vec2(0.0, 1.0);
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const mat4 rgb_to_ycocg = mat4(
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0.25, 1.0, -0.5, 0.0,
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0.5, 0.0, 1.0, 0.0,
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0.25, -1.0, -0.5, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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const mat4 ycocg_to_rgb = mat4(
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1.0, 1.0, 1.0, 0.0,
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0.5, 0.0, -0.5, 0.0,
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-0.5, 0.5, -0.5, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
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out vec4 fragColor;
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void main(void) {
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// convert input RGB into YCoCg
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vec4 incolour = texture(u_texture, v_texCoords);
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vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
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// Do colour-grading magic
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vec4 sgn = sign(yog);
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vec4 absval = abs(yog);
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vec4 raised = pow(absval, boolean.yyyy / vibrancy);
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vec4 newColour = sgn * raised;
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// Dither the output
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vec4 graded = ycocg_to_rgb * newColour;
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fragColor = fma(graded, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
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fragColor = fma(incolour, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
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}
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55
src/shaders/vibrancy.frag
Normal file
55
src/shaders/vibrancy.frag
Normal file
@@ -0,0 +1,55 @@
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#version 400
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#ifdef GL_ES
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precision mediump float;
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#endif
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vec4 gammaIn(vec4 col) {
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return pow(col, vec4(2.2));
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}
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vec4 gammaOut(vec4 col) {
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return pow(col, vec4(1.0 / 2.2));
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}
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in vec4 v_color; // unused!
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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const vec2 boolean = vec2(0.0, 1.0);
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const mat4 rgb_to_ycocg = mat4(
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0.25, 1.0, -0.5, 0.0,
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0.5, 0.0, 1.0, 0.0,
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0.25, -1.0, -0.5, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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const mat4 ycocg_to_rgb = mat4(
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1.0, 1.0, 1.0, 0.0,
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0.5, 0.0, -0.5, 0.0,
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-0.5, 0.5, -0.5, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
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out vec4 fragColor;
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void main(void) {
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// convert input RGB into YCoCg
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vec4 incolour = texture(u_texture, v_texCoords);
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vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
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// Do colour-grading magic
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vec4 sgn = sign(yog);
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vec4 absval = abs(yog);
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vec4 raised = pow(absval, boolean.yyyy / vibrancy);
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vec4 newColour = sgn * raised;
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// Dither the output
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vec4 graded = ycocg_to_rgb * newColour;
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fragColor = fma(graded, boolean.yyyx, boolean.xxxy); // use quantised RGB but not the A
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}
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