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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-11 06:11:50 +09:00
colour grading proof-of-concept on postprocessing
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@@ -236,7 +236,6 @@ public class App implements ApplicationListener {
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public static ShaderProgram shaderHicolour;
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public static ShaderProgram shaderDebugDiff;
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public static ShaderProgram shaderPassthruRGBA;
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public static ShaderProgram shaderDitherRGBA;
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public static ShaderProgram shaderColLUT;
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public static ShaderProgram shaderReflect;
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public static ShaderProgram shaderGhastlyWhite;
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@@ -444,7 +443,6 @@ public class App implements ApplicationListener {
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shaderHicolour = loadShaderFromClasspath("shaders/default.vert", "shaders/hicolour.frag");
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shaderDebugDiff = loadShaderFromClasspath("shaders/default.vert", "shaders/diff.frag");
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shaderPassthruRGBA = SpriteBatch.createDefaultShader();
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shaderDitherRGBA = loadShaderFromClasspath("shaders/default.vert", "shaders/float_to_disp_dither.frag"); // always load the shader regardless of config because the config may cange
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shaderColLUT = loadShaderFromClasspath("shaders/default.vert", "shaders/passthrurgb.frag");
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shaderReflect = loadShaderFromClasspath("shaders/default.vert", "shaders/reflect.frag");
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shaderGhastlyWhite = loadShaderFromClasspath("shaders/default.vert", "shaders/ghastlywhite.frag");
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@@ -592,6 +590,8 @@ public class App implements ApplicationListener {
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KeyToggler.INSTANCE.update(currentScreen instanceof TerrarumIngame);
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// nested FBOs are just not a thing in GL!
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FrameBufferManager.end();
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@@ -38,7 +38,7 @@ object ColorLimiterTest : ApplicationAdapter() {
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override fun create() {
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ShaderProgram.pedantic = false
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shader4096 = ShaderProgram(Gdx.files.internal("assets/shaders/default.vert"), Gdx.files.internal("assets/shaders/float_to_disp_dither.frag"))
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shader4096 = ShaderProgram(Gdx.files.internal("assets/shaders/default.vert"), Gdx.files.internal("assets/shaders/postproc_dither.frag"))
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shader4096.bind()
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shader4096.setUniformf("rcount", 4f)
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shader4096.setUniformf("gcount", 4f)
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@@ -41,6 +41,11 @@ object PostProcessor : Disposable {
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private val functionRowHelper = Texture(Gdx.files.internal("assets/graphics/function_row_help.png"))
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private val shaderPostDither = App.loadShaderFromClasspath("shaders/default.vert", "shaders/postproc_dither.frag")
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private val shaderPostNoDither = App.loadShaderFromClasspath("shaders/default.vert", "shaders/postproc_nodither.frag")
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private val shaderQuant = mapOf(
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8 to 255f,
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10 to 1023f,
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@@ -62,6 +67,8 @@ object PostProcessor : Disposable {
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lutTex.dispose()
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}
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catch (e: UninitializedPropertyAccessException) { }
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shaderPostDither.dispose()
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shaderPostNoDither.dispose()
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}
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fun draw(projMat: Matrix4, fbo: FrameBuffer) {
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@@ -138,26 +145,23 @@ object PostProcessor : Disposable {
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private fun postShader(projMat: Matrix4, fbo: FrameBuffer) {
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if (App.getConfigBoolean("fx_dither")) {
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App.getCurrentDitherTex().bind(1)
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fbo.colorBufferTexture.bind(0)
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val shader = if (App.getConfigBoolean("fx_dither"))
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shaderPostDither
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else
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shaderPostNoDither
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App.shaderDitherRGBA.bind()
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App.shaderDitherRGBA.setUniformMatrix("u_projTrans", projMat)
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App.shaderDitherRGBA.setUniformi("u_texture", 0)
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App.shaderDitherRGBA.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
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App.shaderDitherRGBA.setUniformi("u_pattern", 1)
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App.shaderDitherRGBA.setUniformf("quant", shaderQuant[App.getConfigInt("displaycolourdepth")] ?: 255f)
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App.fullscreenQuad.render(App.shaderDitherRGBA, GL20.GL_TRIANGLES)
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}
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else {
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fbo.colorBufferTexture.bind(0)
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App.shaderPassthruRGBA.bind()
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App.shaderPassthruRGBA.setUniformMatrix("u_projTrans", projMat)
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App.shaderPassthruRGBA.setUniformi("u_texture", 0)
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App.fullscreenQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLES)
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}
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App.getCurrentDitherTex().bind(1)
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fbo.colorBufferTexture.bind(0)
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shader.bind()
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shader.setUniformMatrix("u_projTrans", projMat)
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shader.setUniformi("u_texture", 0)
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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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App.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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