diff --git a/src/net/torvald/terrarum/App.java b/src/net/torvald/terrarum/App.java index 94c6d30f9..7a72885e3 100644 --- a/src/net/torvald/terrarum/App.java +++ b/src/net/torvald/terrarum/App.java @@ -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(); diff --git a/src/net/torvald/terrarum/ColorLimiterTest.kt b/src/net/torvald/terrarum/ColorLimiterTest.kt index 1e60c2658..458bd4336 100644 --- a/src/net/torvald/terrarum/ColorLimiterTest.kt +++ b/src/net/torvald/terrarum/ColorLimiterTest.kt @@ -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) diff --git a/src/net/torvald/terrarum/PostProcessor.kt b/src/net/torvald/terrarum/PostProcessor.kt index 0e118ace4..c5e256a55 100644 --- a/src/net/torvald/terrarum/PostProcessor.kt +++ b/src/net/torvald/terrarum/PostProcessor.kt @@ -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 diff --git a/src/shaders/postproc_dither.frag b/src/shaders/postproc_dither.frag new file mode 100644 index 000000000..b3c70ebc1 --- /dev/null +++ b/src/shaders/postproc_dither.frag @@ -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 +} \ No newline at end of file diff --git a/src/shaders/float_to_disp_dither.frag b/src/shaders/postproc_nodither.frag similarity index 51% rename from src/shaders/float_to_disp_dither.frag rename to src/shaders/postproc_nodither.frag index c28a005fc..fec37c568 100644 --- a/src/shaders/float_to_disp_dither.frag +++ b/src/shaders/postproc_nodither.frag @@ -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 } \ No newline at end of file diff --git a/src/shaders/ycocg_grading.frag b/src/shaders/ycocg_grading.frag index 6716c617f..8efb02f43 100644 --- a/src/shaders/ycocg_grading.frag +++ b/src/shaders/ycocg_grading.frag @@ -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); } \ No newline at end of file