ACES color correction

main
Cameron Murphy Reikes 12 months ago
parent 866cfffb56
commit 1dd9e18e32

@ -2650,6 +2650,7 @@ static struct
sg_image threedee_pass_depth_image;
sg_pipeline twodee_outline_pip;
sg_pipeline twodee_colorcorrect_pip;
Shadow_State shadows;
} state;
@ -3299,9 +3300,34 @@ void init(void)
.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.op_alpha = SG_BLENDOP_ADD,
},
.label = "quad-pipeline",
.label = "twodee-outline",
});
state.twodee_colorcorrect_pip = sg_make_pipeline(&(sg_pipeline_desc)
{
.shader = sg_make_shader(threedee_twodee_colorcorrect_shader_desc(sg_query_backend())),
.depth = {
.compare = SG_COMPAREFUNC_LESS_EQUAL,
.write_enabled = true
},
.layout = {
.attrs =
{
[ATTR_threedee_vs_twodee_position].format = SG_VERTEXFORMAT_FLOAT3,
[ATTR_threedee_vs_twodee_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
}
},
.colors[0].blend = (sg_blend_state) { // allow transparency
.enabled = true,
.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.op_rgb = SG_BLENDOP_ADD,
.src_factor_alpha = SG_BLENDFACTOR_ONE,
.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
.op_alpha = SG_BLENDOP_ADD,
},
.label = "twodee-color-correct",
});
desc = threedee_mesh_shader_desc(sg_query_backend());
assert(desc);
@ -5665,7 +5691,7 @@ void frame(void)
flush_all_drawn_things(light_dir, cam_pos, facing, right);
// draw the 3d render
draw_quad((DrawParams){quad_at(V2(0.0, screen_size().y), screen_size()), IMG(state.threedee_pass_image), WHITE, .layer = LAYER_WORLD });
draw_quad((DrawParams){quad_at(V2(0.0, screen_size().y), screen_size()), IMG(state.threedee_pass_image), WHITE, .layer = LAYER_WORLD, .custom_pipeline = state.twodee_colorcorrect_pip });
// draw the freaking outline. Play ball!
draw_quad((DrawParams){quad_at(V2(0.0, screen_size().y), screen_size()), IMG(state.outline_pass_image), WHITE, .layer = LAYER_UI_FG, .custom_pipeline = state.twodee_outline_pip, .layer = LAYER_UI});
@ -6764,6 +6790,7 @@ void frame(void)
quad_centered(bubble_center, size),
IMG(image_dialog_bubble),
blendalpha(WHITE, bubble_factor),
.layer = LAYER_UI_FG,
});
AABB placing_text_in = aabb_centered(AddV2(bubble_center, V2(0,10.0f)), V2(size.x*0.8f, size.y*0.15f));

@ -361,6 +361,47 @@ void main() {
}
@end
@fs fs_twodee_color_correction
uniform sampler2D twodee_tex;
uniform twodee_fs_params {
vec4 tint;
// both in clip space
vec2 clip_ul;
vec2 clip_lr;
float alpha_clip_threshold;
vec2 tex_size;
};
in vec2 uv;
in vec2 pos;
out vec4 frag_color;
// Black Box From https://github.com/armory3d/armory/blob/master/Shaders/std/tonemap.glsl
vec3 acesFilm(const vec3 x) {
const float a = 2.51;
const float b = 0.03;
const float c = 2.43;
const float d = 0.59;
const float e = 0.14;
return clamp((x * (a * x + b)) / (x * (c * x + d ) + e), 0.0, 1.0);
}
void main() {
// clip space is from [-1,1] [left, right]of screen on X, and [-1,1] [bottom, top] of screen on Y
if(pos.x < clip_ul.x || pos.x > clip_lr.x || pos.y < clip_lr.y || pos.y > clip_ul.y) discard;
vec4 col = texture(twodee_tex, uv);
col.rgb = acesFilm(col.rgb);
frag_color = col;
}
@end
@fs fs_outline
uniform sampler2D tex;
@ -395,4 +436,4 @@ void main() {
@program twodee vs_twodee fs_twodee
@program twodee_outline vs_twodee fs_twodee_outline
@program twodee_colorcorrect vs_twodee fs_twodee_color_correction

Loading…
Cancel
Save