colour grading proof-of-concept on postprocessing

This commit is contained in:
minjaesong
2022-04-08 16:47:54 +09:00
parent 6238e92f65
commit 9b2d85c640
6 changed files with 143 additions and 38 deletions

View File

@@ -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();

View File

@@ -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)

View File

@@ -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

View 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
}

View File

@@ -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
}

View File

@@ -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);
}