Merge pull request #6513 from Toocanzs/color-banding

Add toggle for color banding
This commit is contained in:
Adam
2018-11-23 16:18:10 -05:00
committed by GitHub
6 changed files with 143 additions and 80 deletions

View File

@@ -220,6 +220,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
private int uniBlockSmall; private int uniBlockSmall;
private int uniBlockLarge; private int uniBlockLarge;
private int uniBlockMain; private int uniBlockMain;
private int uniSmoothBanding;
@Override @Override
protected void startUp() protected void startUp()
@@ -425,10 +426,16 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
Template template = new Template(resourceLoader); Template template = new Template(resourceLoader);
String source = template.process(resourceLoader.apply("geom.glsl")); String source = template.process(resourceLoader.apply("geom.glsl"));
template = new Template(resourceLoader);
String vertSource = template.process(resourceLoader.apply("vert.glsl"));
template = new Template(resourceLoader);
String fragSource = template.process(resourceLoader.apply("frag.glsl"));
GLUtil.loadShaders(gl, glProgram, glVertexShader, glGeomShader, glFragmentShader, GLUtil.loadShaders(gl, glProgram, glVertexShader, glGeomShader, glFragmentShader,
inputStreamToString(getClass().getResourceAsStream("vert.glsl")), vertSource,
source, source,
inputStreamToString(getClass().getResourceAsStream("frag.glsl"))); fragSource);
glComputeProgram = gl.glCreateProgram(); glComputeProgram = gl.glCreateProgram();
glComputeShader = gl.glCreateShader(gl.GL_COMPUTE_SHADER); glComputeShader = gl.glCreateShader(gl.GL_COMPUTE_SHADER);
@@ -463,6 +470,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
{ {
uniProjectionMatrix = gl.glGetUniformLocation(glProgram, "projectionMatrix"); uniProjectionMatrix = gl.glGetUniformLocation(glProgram, "projectionMatrix");
uniBrightness = gl.glGetUniformLocation(glProgram, "brightness"); uniBrightness = gl.glGetUniformLocation(glProgram, "brightness");
uniSmoothBanding = gl.glGetUniformLocation(glProgram, "smoothBanding");
uniTex = gl.glGetUniformLocation(glUiProgram, "tex"); uniTex = gl.glGetUniformLocation(glUiProgram, "tex");
uniTextures = gl.glGetUniformLocation(glProgram, "textures"); uniTextures = gl.glGetUniformLocation(glProgram, "textures");
@@ -931,6 +939,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
// Brightness happens to also be stored in the texture provider, so we use that // Brightness happens to also be stored in the texture provider, so we use that
gl.glUniform1f(uniBrightness, (float) textureProvider.getBrightness()); gl.glUniform1f(uniBrightness, (float) textureProvider.getBrightness());
gl.glUniform1f(uniSmoothBanding, config.smoothBanding() ? 0f : 1f);
for (int id = 0; id < textures.length; ++id) for (int id = 0; id < textures.length; ++id)
{ {

View File

@@ -34,10 +34,22 @@ public interface GpuPluginConfig extends Config
@ConfigItem( @ConfigItem(
keyName = "drawDistance", keyName = "drawDistance",
name = "Draw Distance", name = "Draw Distance",
description = "Draw distance" description = "Draw distance",
position = 1
) )
default int drawDistance() default int drawDistance()
{ {
return 25; return 25;
} }
@ConfigItem(
keyName = "smoothBanding",
name = "Remove Color Banding",
description = "Smooths out the color banding that is present in the CPU renderer",
position = 2
)
default boolean smoothBanding()
{
return false;
}
} }

View File

@@ -27,14 +27,23 @@
uniform sampler2DArray textures; uniform sampler2DArray textures;
uniform vec2 textureOffsets[64]; uniform vec2 textureOffsets[64];
uniform float brightness; uniform float brightness;
uniform float smoothBanding;
in vec4 Color; in vec4 Color;
in float fHsl;
in vec4 fUv; in vec4 fUv;
out vec4 FragColor; out vec4 FragColor;
#include hsl_to_rgb.glsl
void main() { void main() {
float n = fUv.x; float n = fUv.x;
int hsl = int(fHsl);
vec3 rgb = hslToRgb(hsl) * smoothBanding + Color.rgb * (1.f - smoothBanding);
vec4 smoothColor = vec4(rgb, Color.a);
if (n > 0.0) { if (n > 0.0) {
n -= 1.0; n -= 1.0;
int textureIdx = int(n); int textureIdx = int(n);
@@ -45,8 +54,8 @@ void main() {
vec4 textureColor = texture(textures, vec3(animatedUv, n)); vec4 textureColor = texture(textures, vec3(animatedUv, n));
vec4 textureColorBrightness = pow(textureColor, vec4(brightness, brightness, brightness, 1.0f)); vec4 textureColorBrightness = pow(textureColor, vec4(brightness, brightness, brightness, 1.0f));
FragColor = textureColorBrightness * Color; FragColor = textureColorBrightness * smoothColor;
} else { } else {
FragColor = Color; FragColor = smoothColor;
} }
} }

View File

@@ -47,9 +47,11 @@ uniform mat4 projectionMatrix;
in ivec3 vPosition[]; in ivec3 vPosition[];
in vec4 vColor[]; in vec4 vColor[];
in float vHsl[];
in vec4 vUv[]; in vec4 vUv[];
out vec4 Color; out vec4 Color;
out float fHsl;
out vec4 fUv; out vec4 fUv;
#include to_screen.glsl #include to_screen.glsl
@@ -67,18 +69,21 @@ void main() {
vec4 tmp = vec4(screenA.xyz, 1.0); vec4 tmp = vec4(screenA.xyz, 1.0);
Color = vColor[0]; Color = vColor[0];
fHsl = vHsl[0];
fUv = vUv[0]; fUv = vUv[0];
gl_Position = projectionMatrix * tmp; gl_Position = projectionMatrix * tmp;
EmitVertex(); EmitVertex();
tmp = vec4(screenB.xyz, 1.0); tmp = vec4(screenB.xyz, 1.0);
Color = vColor[1]; Color = vColor[1];
fHsl = vHsl[1];
fUv = vUv[1]; fUv = vUv[1];
gl_Position = projectionMatrix * tmp; gl_Position = projectionMatrix * tmp;
EmitVertex(); EmitVertex();
tmp = vec4(screenC.xyz, 1.0); tmp = vec4(screenC.xyz, 1.0);
Color = vColor[2]; Color = vColor[2];
fHsl = vHsl[2];
fUv = vUv[2]; fUv = vUv[2];
gl_Position = projectionMatrix * tmp; gl_Position = projectionMatrix * tmp;
EmitVertex(); EmitVertex();

View File

@@ -0,0 +1,100 @@
/*
* Copyright (c) 2018, Adam <Adam@sigterm.info>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
vec3 hslToRgb(int hsl) {
int var5 = hsl / 128;
float var6 = float(var5 >> 3) / 64.0f + 0.0078125f;
float var8 = float(var5 & 7) / 8.0f + 0.0625f;
int var10 = hsl % 128;
float var11 = float(var10) / 128.0f;
float var13 = var11;
float var15 = var11;
float var17 = var11;
if(var8 != 0.0f) {
float var19;
if(var11 < 0.5f) {
var19 = var11 * (1.0f + var8);
} else {
var19 = var11 + var8 - var11 * var8;
}
float var21 = 2.0f * var11 - var19;
float var23 = var6 + 0.3333333333333333f;
if(var23 > 1.0f) {
var23 -= 1.f;
}
float var27 = var6 - 0.3333333333333333f;
if(var27 < 0.0f) {
var27 += 1.f;
}
if(6.0f * var23 < 1.0f) {
var13 = var21 + (var19 - var21) * 6.0f * var23;
} else if(2.0f * var23 < 1.0f) {
var13 = var19;
} else if(3.0f * var23 < 2.0f) {
var13 = var21 + (var19 - var21) * (0.6666666666666666f - var23) * 6.0f;
} else {
var13 = var21;
}
if(6.0f * var6 < 1.0f) {
var15 = var21 + (var19 - var21) * 6.0f * var6;
} else if(2.0f * var6 < 1.0f) {
var15 = var19;
} else if(3.0f * var6 < 2.0f) {
var15 = var21 + (var19 - var21) * (0.6666666666666666f - var6) * 6.0f;
} else {
var15 = var21;
}
if(6.0f * var27 < 1.0f) {
var17 = var21 + (var19 - var21) * 6.0f * var27;
} else if(2.0f * var27 < 1.0f) {
var17 = var19;
} else if(3.0f * var27 < 2.0f) {
var17 = var21 + (var19 - var21) * (0.6666666666666666f - var27) * 6.0f;
} else {
var17 = var21;
}
}
vec3 rgb = vec3(
pow(var13, brightness),
pow(var15, brightness),
pow(var17, brightness)
);
// I don't think we actually need this
if (rgb == vec3(0, 0, 0)) {
rgb = vec3(0, 0, 1/255.f);
}
return rgb;
}

View File

@@ -32,83 +32,10 @@ uniform float brightness;
out ivec3 vPosition; out ivec3 vPosition;
out vec4 vColor; out vec4 vColor;
out float vHsl;
out vec4 vUv; out vec4 vUv;
vec3 hslToRgb(int hsl) { #include hsl_to_rgb.glsl
int var5 = hsl/128;
float var6 = float(var5 >> 3) / 64.0f + 0.0078125f;
float var8 = float(var5 & 7) / 8.0f + 0.0625f;
int var10 = hsl % 128;
float var11 = float(var10) / 128.0f;
float var13 = var11;
float var15 = var11;
float var17 = var11;
if(var8 != 0.0f) {
float var19;
if(var11 < 0.5f) {
var19 = var11 * (1.0f + var8);
} else {
var19 = var11 + var8 - var11 * var8;
}
float var21 = 2.0f * var11 - var19;
float var23 = var6 + 0.3333333333333333f;
if(var23 > 1.0f) {
var23 -= 1.f;
}
float var27 = var6 - 0.3333333333333333f;
if(var27 < 0.0f) {
var27 += 1.f;
}
if(6.0f * var23 < 1.0f) {
var13 = var21 + (var19 - var21) * 6.0f * var23;
} else if(2.0f * var23 < 1.0f) {
var13 = var19;
} else if(3.0f * var23 < 2.0f) {
var13 = var21 + (var19 - var21) * (0.6666666666666666f - var23) * 6.0f;
} else {
var13 = var21;
}
if(6.0f * var6 < 1.0f) {
var15 = var21 + (var19 - var21) * 6.0f * var6;
} else if(2.0f * var6 < 1.0f) {
var15 = var19;
} else if(3.0f * var6 < 2.0f) {
var15 = var21 + (var19 - var21) * (0.6666666666666666f - var6) * 6.0f;
} else {
var15 = var21;
}
if(6.0f * var27 < 1.0f) {
var17 = var21 + (var19 - var21) * 6.0f * var27;
} else if(2.0f * var27 < 1.0f) {
var17 = var19;
} else if(3.0f * var27 < 2.0f) {
var17 = var21 + (var19 - var21) * (0.6666666666666666f - var27) * 6.0f;
} else {
var17 = var21;
}
}
vec3 rgb = vec3(
pow(var13, brightness),
pow(var15, brightness),
pow(var17, brightness)
);
// I don't think we actually need this
if (rgb == vec3(0, 0, 0)) {
rgb = vec3(0, 0, 1/255.f);
}
return rgb;
}
void main() void main()
{ {
@@ -121,5 +48,6 @@ void main()
vPosition = vertex; vPosition = vertex;
vColor = vec4(rgb, 1.f - a); vColor = vec4(rgb, 1.f - a);
vHsl = float(hsl);
vUv = uv; vUv = uv;
} }