mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
colour grading proof-of-concept on postprocessing
This commit is contained in:
@@ -236,7 +236,6 @@ public class App implements ApplicationListener {
|
||||
public static ShaderProgram shaderHicolour;
|
||||
public static ShaderProgram shaderDebugDiff;
|
||||
public static ShaderProgram shaderPassthruRGBA;
|
||||
public static ShaderProgram shaderDitherRGBA;
|
||||
public static ShaderProgram shaderColLUT;
|
||||
public static ShaderProgram shaderReflect;
|
||||
public static ShaderProgram shaderGhastlyWhite;
|
||||
@@ -444,7 +443,6 @@ public class App implements ApplicationListener {
|
||||
shaderHicolour = loadShaderFromClasspath("shaders/default.vert", "shaders/hicolour.frag");
|
||||
shaderDebugDiff = loadShaderFromClasspath("shaders/default.vert", "shaders/diff.frag");
|
||||
shaderPassthruRGBA = SpriteBatch.createDefaultShader();
|
||||
shaderDitherRGBA = loadShaderFromClasspath("shaders/default.vert", "shaders/float_to_disp_dither.frag"); // always load the shader regardless of config because the config may cange
|
||||
shaderColLUT = loadShaderFromClasspath("shaders/default.vert", "shaders/passthrurgb.frag");
|
||||
shaderReflect = loadShaderFromClasspath("shaders/default.vert", "shaders/reflect.frag");
|
||||
shaderGhastlyWhite = loadShaderFromClasspath("shaders/default.vert", "shaders/ghastlywhite.frag");
|
||||
@@ -592,6 +590,8 @@ public class App implements ApplicationListener {
|
||||
|
||||
KeyToggler.INSTANCE.update(currentScreen instanceof TerrarumIngame);
|
||||
|
||||
|
||||
|
||||
// nested FBOs are just not a thing in GL!
|
||||
FrameBufferManager.end();
|
||||
|
||||
|
||||
@@ -38,7 +38,7 @@ object ColorLimiterTest : ApplicationAdapter() {
|
||||
override fun create() {
|
||||
ShaderProgram.pedantic = false
|
||||
|
||||
shader4096 = ShaderProgram(Gdx.files.internal("assets/shaders/default.vert"), Gdx.files.internal("assets/shaders/float_to_disp_dither.frag"))
|
||||
shader4096 = ShaderProgram(Gdx.files.internal("assets/shaders/default.vert"), Gdx.files.internal("assets/shaders/postproc_dither.frag"))
|
||||
shader4096.bind()
|
||||
shader4096.setUniformf("rcount", 4f)
|
||||
shader4096.setUniformf("gcount", 4f)
|
||||
|
||||
@@ -41,6 +41,11 @@ object PostProcessor : Disposable {
|
||||
|
||||
private val functionRowHelper = Texture(Gdx.files.internal("assets/graphics/function_row_help.png"))
|
||||
|
||||
|
||||
private val shaderPostDither = App.loadShaderFromClasspath("shaders/default.vert", "shaders/postproc_dither.frag")
|
||||
private val shaderPostNoDither = App.loadShaderFromClasspath("shaders/default.vert", "shaders/postproc_nodither.frag")
|
||||
|
||||
|
||||
private val shaderQuant = mapOf(
|
||||
8 to 255f,
|
||||
10 to 1023f,
|
||||
@@ -62,6 +67,8 @@ object PostProcessor : Disposable {
|
||||
lutTex.dispose()
|
||||
}
|
||||
catch (e: UninitializedPropertyAccessException) { }
|
||||
shaderPostDither.dispose()
|
||||
shaderPostNoDither.dispose()
|
||||
}
|
||||
|
||||
fun draw(projMat: Matrix4, fbo: FrameBuffer) {
|
||||
@@ -138,26 +145,23 @@ object PostProcessor : Disposable {
|
||||
|
||||
private fun postShader(projMat: Matrix4, fbo: FrameBuffer) {
|
||||
|
||||
if (App.getConfigBoolean("fx_dither")) {
|
||||
App.getCurrentDitherTex().bind(1)
|
||||
fbo.colorBufferTexture.bind(0)
|
||||
val shader = if (App.getConfigBoolean("fx_dither"))
|
||||
shaderPostDither
|
||||
else
|
||||
shaderPostNoDither
|
||||
|
||||
App.shaderDitherRGBA.bind()
|
||||
App.shaderDitherRGBA.setUniformMatrix("u_projTrans", projMat)
|
||||
App.shaderDitherRGBA.setUniformi("u_texture", 0)
|
||||
App.shaderDitherRGBA.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
|
||||
App.shaderDitherRGBA.setUniformi("u_pattern", 1)
|
||||
App.shaderDitherRGBA.setUniformf("quant", shaderQuant[App.getConfigInt("displaycolourdepth")] ?: 255f)
|
||||
App.fullscreenQuad.render(App.shaderDitherRGBA, GL20.GL_TRIANGLES)
|
||||
}
|
||||
else {
|
||||
fbo.colorBufferTexture.bind(0)
|
||||
|
||||
App.shaderPassthruRGBA.bind()
|
||||
App.shaderPassthruRGBA.setUniformMatrix("u_projTrans", projMat)
|
||||
App.shaderPassthruRGBA.setUniformi("u_texture", 0)
|
||||
App.fullscreenQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLES)
|
||||
}
|
||||
App.getCurrentDitherTex().bind(1)
|
||||
fbo.colorBufferTexture.bind(0)
|
||||
|
||||
shader.bind()
|
||||
shader.setUniformMatrix("u_projTrans", projMat)
|
||||
shader.setUniformi("u_texture", 0)
|
||||
shader.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
|
||||
shader.setUniformi("u_pattern", 1)
|
||||
shader.setUniformf("quant", shaderQuant[App.getConfigInt("displaycolourdepth")] ?: 255f)
|
||||
App.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
|
||||
|
||||
|
||||
|
||||
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
|
||||
|
||||
75
src/shaders/postproc_dither.frag
Normal file
75
src/shaders/postproc_dither.frag
Normal file
@@ -0,0 +1,75 @@
|
||||
/**
|
||||
* Blue Noise texture created by Christoph Peters, released under CC0
|
||||
* http://momentsingraphics.de/BlueNoise.html
|
||||
*/
|
||||
|
||||
#version 130
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
|
||||
vec4 gammaIn(vec4 col) {
|
||||
return pow(col, vec4(2.2));
|
||||
}
|
||||
|
||||
vec4 gammaOut(vec4 col) {
|
||||
return pow(col, vec4(1.0 / 2.2));
|
||||
}
|
||||
|
||||
varying vec4 v_color; // unused!
|
||||
varying vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_pattern;
|
||||
uniform ivec2 rnd = ivec2(0,0);
|
||||
|
||||
uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
|
||||
|
||||
vec2 boolean = vec2(0.0, 1.0);
|
||||
vec4 halfvec = vec4(0.5);
|
||||
|
||||
vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
|
||||
|
||||
mat4 rgb_to_ycocg = mat4(
|
||||
0.25, 1.0, -0.5, 0.0,
|
||||
0.5, 0.0, 1.0, 0.0,
|
||||
0.25, -1.0, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
mat4 ycocg_to_rgb = mat4(
|
||||
1.0, 1.0, 1.0, 0.0,
|
||||
0.5, 0.0, -0.5, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
|
||||
vec4 nearestColour(vec4 inColor) {
|
||||
return floor(vec4(quant) * inColor + halfvec) * vec4(1.0 / quant);
|
||||
}
|
||||
|
||||
vec4 getDitherredDot(vec4 inColor) {
|
||||
vec4 bayerThreshold = vec4(texture2D(u_pattern, (gl_FragCoord.xy + rnd) * patternsize) - 0.5);
|
||||
return nearestColour(bayerThreshold * vec4(1.0 / quant) + inColor);
|
||||
}
|
||||
|
||||
|
||||
uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
|
||||
|
||||
void main(void) {
|
||||
// convert input RGB into YCoCg
|
||||
vec4 incolour = texture2D(u_texture, v_texCoords);
|
||||
vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
|
||||
|
||||
// Do colour-grading magic
|
||||
vec4 sgn = sign(yog);
|
||||
vec4 absval = abs(yog);
|
||||
vec4 raised = pow(absval, boolean.yyyy / vibrancy);
|
||||
vec4 newColour = sgn * raised;
|
||||
|
||||
// Dither the output
|
||||
vec4 graded = ycocg_to_rgb * newColour;
|
||||
vec4 selvec = getDitherredDot(graded);
|
||||
gl_FragColor = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
|
||||
}
|
||||
@@ -5,7 +5,7 @@
|
||||
|
||||
#version 130
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@ vec4 gammaOut(vec4 col) {
|
||||
return pow(col, vec4(1.0 / 2.2));
|
||||
}
|
||||
|
||||
varying vec4 v_color;
|
||||
varying vec4 v_color; // unused!
|
||||
varying vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_pattern;
|
||||
@@ -30,6 +30,21 @@ vec4 halfvec = vec4(0.5);
|
||||
|
||||
vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
|
||||
|
||||
mat4 rgb_to_ycocg = mat4(
|
||||
0.25, 1.0, -0.5, 0.0,
|
||||
0.5, 0.0, 1.0, 0.0,
|
||||
0.25, -1.0, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
mat4 ycocg_to_rgb = mat4(
|
||||
1.0, 1.0, 1.0, 0.0,
|
||||
0.5, 0.0, -0.5, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
|
||||
vec4 nearestColour(vec4 inColor) {
|
||||
return floor(vec4(quant) * inColor + halfvec) * vec4(1.0 / quant);
|
||||
}
|
||||
@@ -40,11 +55,20 @@ vec4 getDitherredDot(vec4 inColor) {
|
||||
}
|
||||
|
||||
|
||||
void main(void) {
|
||||
// create texture coordinates based on pixelSize //
|
||||
vec4 inColor = v_color * texture2D(u_texture, v_texCoords);
|
||||
vec4 selvec = getDitherredDot(inColor);
|
||||
uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
|
||||
|
||||
// gl_FragColor = inColor * boolean.yyyx + boolean.xxxy;
|
||||
gl_FragColor = selvec * boolean.yyyx + inColor * boolean.xxxy; // use quantised RGB but not the A
|
||||
void main(void) {
|
||||
// convert input RGB into YCoCg
|
||||
vec4 incolour = texture2D(u_texture, v_texCoords);
|
||||
vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
|
||||
|
||||
// Do colour-grading magic
|
||||
vec4 sgn = sign(yog);
|
||||
vec4 absval = abs(yog);
|
||||
vec4 raised = pow(absval, boolean.yyyy / vibrancy);
|
||||
vec4 newColour = sgn * raised;
|
||||
|
||||
// Dither the output
|
||||
vec4 graded = ycocg_to_rgb * newColour;
|
||||
gl_FragColor = graded * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
|
||||
}
|
||||
@@ -8,17 +8,17 @@ varying vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
mat4 rgb_to_ycocg = mat4(
|
||||
0.25, 0.5, 0.25, 1.0,
|
||||
1.0, 0.0, -1.0, 1.0,
|
||||
-0.5, 1.0, -0.5, 1.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
0.25, 1.0, -0.5, 0.0,
|
||||
0.5, 0.0, 1.0, 0.0,
|
||||
0.25, -1.0, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
mat4 ycocg_to_rgb = mat4(
|
||||
1.0, 0.5, -0.5, 1.0,
|
||||
1.0, 0.0, 0.5, 1.0,
|
||||
1.0, -0.5, -0.5, 1.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
1.0, 1.0, 1.0, 0.0,
|
||||
0.5, 0.0, -0.5, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
|
||||
vec2 boolean = vec2(0.0, 1.0);
|
||||
@@ -27,5 +27,7 @@ void main() {
|
||||
vec4 incolour = texture2D(u_texture, v_texCoords);
|
||||
vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1]
|
||||
|
||||
gl_FragColor = ycocg_to_rgb * yog;
|
||||
vec4 scalar = vec4(1.0, 2.0, 2.0, 1.0);
|
||||
|
||||
gl_FragColor = ycocg_to_rgb * (yog * scalar);
|
||||
}
|
||||
Reference in New Issue
Block a user