postprocessor for 3dlut colcorr; dithering should be managed in "dirty" way

dirty way: loads dithered/passthru shader according to the game's config (boolean fxdither)
This commit is contained in:
minjaesong
2017-11-02 17:47:52 +09:00
parent bb8fc25d14
commit f1359386b9
9 changed files with 158 additions and 35 deletions

View File

@@ -10,9 +10,9 @@ uniform sampler2D u_texture;
// "steps" of R, G and B. Must be integer && equal or greater than 2
uniform float rcount = 4.0;
uniform float gcount = 4.0;
uniform float bcount = 4.0;
uniform float rcount = 64.0;
uniform float gcount = 64.0;
uniform float bcount = 64.0;
uniform float acount = 1.0;
@@ -65,15 +65,9 @@ vec4 nearestColour(vec4 incolor) {
color.r = floor((rgbaCounts.r - 1.0) * color.r + 0.5) / (rgbaCounts.r - 1.0);
color.g = floor((rgbaCounts.g - 1.0) * color.g + 0.5) / (rgbaCounts.g - 1.0);
color.b = floor((rgbaCounts.b - 1.0) * color.b + 0.5) / (rgbaCounts.b - 1.0);
color.a = 1.0;//floor((rgbaCounts.a - 1.0) * color.a + 0.5) / (rgbaCounts.a - 1.0);
if (rgbaCounts.a >= 2.0) {
color.a = floor((rgbaCounts.a - 1.0) * color.a + 0.5) / (rgbaCounts.a - 1.0);
}
else {
color.a = 1.0;
}
return (color);
return color;
}
void main(void) {
@@ -87,4 +81,5 @@ void main(void) {
gl_FragColor = nearestColour(inColor + spread * (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
//gl_FragColor = nearestColour(inColor);
//gl_FragColor = inColor;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 MiB

14
assets/passthru.frag Normal file
View File

@@ -0,0 +1,14 @@
#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main(void) {
gl_FragColor = texture2D(u_texture, v_texCoords);
}

38
assets/skyboxfill.frag Normal file
View File

@@ -0,0 +1,38 @@
#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec3 topColor;
uniform vec3 bottomColor;
uniform float parallax = 0.0; // +1.0: all top col, -1.0: all bototm col, 0.0: normal grad
uniform float parallax_size = 1.0/3.0; // 0: no parallax
void main(void) {
float scale = v_texCoords.y * (1.0 - parallax_size) + (parallax_size / 2.0) + (parallax * parallax_size / 2.0);
float inR = mix(bottomColor.r, topColor.r, scale);
float inG = mix(bottomColor.g, topColor.g, scale);
float inB = mix(bottomColor.b, topColor.b, scale);
gl_FragColor = vec4(inR, inG, inB, 1.0);
}
/*
UV mapping coord.y
-+ <- 1.0 =
D| = // parallax of +1
i| = =
s| = // parallax of 0
p| = =
.| = // parallax of -1
-+ <- 0.0 =
*/

View File

@@ -84,6 +84,13 @@ object DefaultConfig {
jsonObject.addProperty("useamericanunit", false) // Metric Masterrace -- Filthy imperials.
// "fancy" graphics settings
jsonObject.addProperty("fxdither", true)
jsonObject.addProperty("fx3dlut", false)
return jsonObject
}
}

View File

@@ -0,0 +1,29 @@
package net.torvald.terrarum
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.FrameBuffer
object PostProcessor {
private val batch = SpriteBatch()
fun draw(screenTexHolder: FrameBuffer) {
//Gdx.gl.glClearColor(.094f, .094f, .094f, 1f)
//Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
batch.shader = null
batch.inUse {
val texture = screenTexHolder.colorBufferTexture
batch.shader.setUniformMatrix("u_projTrans", batch.projectionMatrix)
batch.draw(texture, 0f, 0f, texture.width.toFloat(), texture.height.toFloat())
}
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me
}
}

View File

@@ -236,7 +236,7 @@ object Terrarum : Screen {
lateinit var shaderBlur: ShaderProgram
lateinit var shaderBayer: ShaderProgram
lateinit var shaderBayerSkyboxFill: ShaderProgram
lateinit var shaderSkyboxFill: ShaderProgram
lateinit var shaderBlendGlow: ShaderProgram
lateinit var shaderRGBOnly: ShaderProgram
lateinit var shaderAtoGrey: ShaderProgram
@@ -384,14 +384,27 @@ object Terrarum : Screen {
ShaderProgram.pedantic = false
shaderBlur = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
shaderBayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer.frag"))
shaderBayer.begin()
shaderBayer.setUniformf("rcount", 16f)
shaderBayer.setUniformf("gcount", 16f)
shaderBayer.setUniformf("bcount", 16f)
shaderBayer.end()
shaderBayerSkyboxFill = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer_skyboxfill.frag"))
if (getConfigBoolean("fxdither")) {
shaderBayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer.frag"))
shaderBayer.begin()
shaderBayer.setUniformf("rcount", 64f)
shaderBayer.setUniformf("gcount", 64f)
shaderBayer.setUniformf("bcount", 64f)
shaderBayer.end()
shaderSkyboxFill = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer_skyboxfill.frag"))
shaderSkyboxFill.begin()
shaderSkyboxFill.setUniformf("rcount", 64f)
shaderSkyboxFill.setUniformf("gcount", 64f)
shaderSkyboxFill.setUniformf("bcount", 64f)
shaderSkyboxFill.end()
}
else {
shaderBayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/passthru.frag"))
shaderSkyboxFill = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/skyboxfill.frag"))
}
shaderBlendGlow = ShaderProgram(Gdx.files.internal("assets/blendGlow.vert"), Gdx.files.internal("assets/blendGlow.frag"))
@@ -405,14 +418,16 @@ object Terrarum : Screen {
}
if (!shaderBayer.isCompiled) {
Gdx.app.log("shaderBayer", shaderBayer.log)
System.exit(1)
}
if (getConfigBoolean("fxdither")) {
if (!shaderBayer.isCompiled) {
Gdx.app.log("shaderBayer", shaderBayer.log)
System.exit(1)
}
if (!shaderBayerSkyboxFill.isCompiled) {
Gdx.app.log("shaderBayerSkyboxFill", shaderBayerSkyboxFill.log)
System.exit(1)
if (!shaderSkyboxFill.isCompiled) {
Gdx.app.log("shaderSkyboxFill", shaderSkyboxFill.log)
System.exit(1)
}
}
@@ -479,7 +494,7 @@ object Terrarum : Screen {
shaderBayer.dispose()
shaderBayerSkyboxFill.dispose()
shaderSkyboxFill.dispose()
shaderBlur.dispose()
shaderBlendGlow.dispose()

View File

@@ -8,6 +8,7 @@ import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.badlogic.gdx.graphics.*;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.FrameBuffer;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import net.torvald.terrarumsansbitmap.gdx.GameFontBase;
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack;
@@ -97,6 +98,8 @@ public class TerrarumAppLoader implements ApplicationListener {
private float loadTimer = 0f;
private final float showupTime = 50f / 1000f;
private FrameBuffer renderFBO;
@Override
public void create() {
batch = new SpriteBatch();
@@ -135,6 +138,11 @@ public class TerrarumAppLoader implements ApplicationListener {
@Override
public void render() {
renderFBO.begin();
Gdx.gl.glClearColor(0f,0f,0f,0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if (screen == null) {
shaderBayerSkyboxFill.begin();
shaderBayerSkyboxFill.setUniformMatrix("u_projTrans", camera.combined);
@@ -169,6 +177,10 @@ public class TerrarumAppLoader implements ApplicationListener {
else {
screen.render(Gdx.graphics.getDeltaTime());
}
renderFBO.end();
PostProcessor.INSTANCE.draw(renderFBO);
GLOBAL_RENDER_TIMER += 1;
@@ -181,6 +193,19 @@ public class TerrarumAppLoader implements ApplicationListener {
Terrarum.INSTANCE.resize(width, height);
if (screen != null) screen.resize(width, height);
if (renderFBO == null ||
(renderFBO.getWidth() != Terrarum.INSTANCE.getWIDTH() ||
renderFBO.getHeight() != Terrarum.INSTANCE.getHEIGHT())
) {
renderFBO = new FrameBuffer(
Pixmap.Format.RGBA8888,
Terrarum.INSTANCE.getWIDTH(),
Terrarum.INSTANCE.getHEIGHT(),
false
);
}
System.out.println("[AppLoader] Resize event");
}

View File

@@ -131,14 +131,14 @@ object WeatherMixer {
//Terrarum.textureWhiteSquare.bind(0)
Terrarum.shaderBayerSkyboxFill.begin()
Terrarum.shaderBayerSkyboxFill.setUniformMatrix("u_projTrans", camera.combined)
Terrarum.shaderBayerSkyboxFill.setUniformf("topColor", topCol.r, topCol.g, topCol.b)
Terrarum.shaderBayerSkyboxFill.setUniformf("bottomColor", bottomCol.r, bottomCol.g, bottomCol.b)
Terrarum.shaderBayerSkyboxFill.setUniformf("parallax", parallax)
Terrarum.shaderBayerSkyboxFill.setUniformf("parallax_size", 1f/3f)
Terrarum.fullscreenQuad.render(Terrarum.shaderBayerSkyboxFill, GL20.GL_TRIANGLES)
Terrarum.shaderBayerSkyboxFill.end()
Terrarum.shaderSkyboxFill.begin()
Terrarum.shaderSkyboxFill.setUniformMatrix("u_projTrans", camera.combined)
Terrarum.shaderSkyboxFill.setUniformf("topColor", topCol.r, topCol.g, topCol.b)
Terrarum.shaderSkyboxFill.setUniformf("bottomColor", bottomCol.r, bottomCol.g, bottomCol.b)
Terrarum.shaderSkyboxFill.setUniformf("parallax", parallax)
Terrarum.shaderSkyboxFill.setUniformf("parallax_size", 1f/3f)
Terrarum.fullscreenQuad.render(Terrarum.shaderSkyboxFill, GL20.GL_TRIANGLES)
Terrarum.shaderSkyboxFill.end()
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me