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https://gitlab.com/veloren/veloren.git
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Add srgb converion in shaders
This commit is contained in:
parent
43ec7b200b
commit
c09eb77149
@ -23,12 +23,13 @@ uniform u_bones {
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#include <sky.glsl>
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#include <light.glsl>
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#include <srgb.glsl>
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out vec4 tgt_color;
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void main() {
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vec3 light = get_sun_diffuse(f_norm, time_of_day.x) + light_at(f_pos, f_norm);
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vec3 surf_color = model_col.rgb * f_col * 2.0 * light;
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vec3 surf_color = srgb_to_linear(model_col.rgb * f_col) * 2.0 * light;
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float fog_level = fog(f_pos.xy, focus_pos.xy);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
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@ -8,6 +8,8 @@ uniform u_lights {
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Light lights[32];
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};
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#include <srgb.glsl>
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float attenuation_strength(vec3 rpos) {
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return 1.0 / (rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z);
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}
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@ -30,7 +32,7 @@ vec3 light_at(vec3 wpos, vec3 wnorm) {
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float strength = attenuation_strength(difference);
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// Multiply the vec3 only once
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vec3 color = L.light_col.rgb * (strength * L.light_col.a);
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vec3 color = srgb_to_linear(L.light_col.rgb) * (strength * L.light_col.a);
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// This is commented out to avoid conditional branching. See here: https://community.khronos.org/t/glsl-float-multiply-by-zero/104391
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// if (max(max(color.r, color.g), color.b) < 0.002) {
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@ -0,0 +1,8 @@
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//https://gamedev.stackexchange.com/questions/92015/optimized-linear-to-srgb-glsl
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vec3 srgb_to_linear(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(0.04045));
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vec3 higher = pow((srgb + vec3(0.055))/vec3(1.055), vec3(2.4));
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vec3 lower = srgb/vec3(12.92);
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return mix(higher, lower, cutoff);
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}
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@ -170,7 +170,8 @@ void main() {
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hsva_color.y *= 1.45;
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hsva_color.z *= 0.85;
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//hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0);
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vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a);
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vec4 final_color = fxaa_color;
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//vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a);
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tgt_color = vec4(final_color.rgb, 1);
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}
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@ -16,10 +16,11 @@ out vec4 tgt_color;
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#include <sky.glsl>
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#include <light.glsl>
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#include <srgb.glsl>
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void main() {
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vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light + light_at(f_pos, f_norm);
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vec3 surf_color = f_col * light;
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vec3 surf_color = srgb_to_linear(f_col) * light;
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float fog_level = fog(f_pos.xy, focus_pos.xy);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
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@ -38,7 +38,7 @@ void main() {
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float((v_col_light >> 8) & 0xFFu),
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float((v_col_light >> 16) & 0xFFu),
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float((v_col_light >> 24) & 0xFFu)
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) / 200.0;
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) / 255.0;
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f_light = float(v_col_light & 0xFFu) / 255.0;
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@ -1,7 +1,7 @@
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[package]
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name = "veloren-common"
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version = "0.3.0"
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authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>", "Maciej Ćwięka <mckol363@gmail.com>, Imbris <imbrisf@gmail.com>"]
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authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>", "Maciej Ćwięka <mckol363@gmail.com>", "Imbris <imbrisf@gmail.com>"]
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edition = "2018"
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[dependencies]
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@ -121,7 +121,7 @@ pub fn load_watched<A: Asset + 'static>(
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}
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let owned_specifier = specifier.to_string();
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indicator.add(specifier, move || {
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indicator.add(path, move || {
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if let Err(err) = reload::<A>(&owned_specifier) {
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error!("Error reloading {}: {:#?}", &owned_specifier, err);
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}
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@ -149,9 +149,6 @@ impl ReloadIndicator {
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self.paths.push(path.clone());
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};
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let mut path = super::ASSETS_PATH.clone();
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path.push(specifier);
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if WATCHER_TX
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.lock()
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.unwrap()
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@ -1 +1,35 @@
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pub const GIT_HASH: &str = include_str!(concat!(env!("OUT_DIR"), "/githash"));
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use vek::{Rgb, Rgba};
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#[inline(always)]
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pub fn srgb_to_linear(col: Rgb<f32>) -> Rgb<f32> {
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#[inline(always)]
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fn to_linear(x: f32) -> f32 {
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if x <= 0.04045 {
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x / 12.92
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} else {
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((x + 0.055) / 1.055).powf(2.4)
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}
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}
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col.map(to_linear)
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}
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#[inline(always)]
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pub fn linear_to_srgb(col: Rgb<f32>) -> Rgb<f32> {
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#[inline(always)]
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fn to_srgb(x: f32) -> f32 {
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if x <= 0.0031308 {
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x * 12.92
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} else {
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x.powf(1.0 / 2.4) * 1.055 - 0.055
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}
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}
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col.map(to_srgb)
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}
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#[inline(always)]
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pub fn srgba_to_linear(col: Rgba<f32>) -> Rgba<f32> {
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Rgba::from_translucent(srgb_to_linear(Rgb::from(col)), col.a)
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}
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#[inline(always)]
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pub fn linear_to_srgba(col: Rgba<f32>) -> Rgba<f32> {
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Rgba::from_translucent(linear_to_srgb(Rgb::from(col)), col.a)
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}
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@ -1,7 +1,7 @@
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[package]
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name = "veloren-voxygen"
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version = "0.3.0"
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authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
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authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>", "Imbris <imbrisf@gmail.com>"]
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edition = "2018"
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default-run = "veloren-voxygen"
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@ -4,6 +4,7 @@ use crate::{
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};
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use common::{
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figure::Segment,
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util::{linear_to_srgb, srgb_to_linear},
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vol::{ReadVol, SizedVol},
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};
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use vek::*;
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@ -28,7 +29,12 @@ impl Meshable for Segment {
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offs + pos.map(|e| e as f32),
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col,
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|origin, norm, col, ao, light| {
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FigureVertex::new(origin, norm, col * ao * light, 0)
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FigureVertex::new(
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origin,
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norm,
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linear_to_srgb(srgb_to_linear(col) * ao * light),
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0,
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)
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},
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true,
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&[[[1.0; 3]; 3]; 3],
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@ -54,9 +54,9 @@ impl Vertex {
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| ((pos.z.max(0.0).min((1 << 13) as f32) as u32) & 0x1FFF) << 16
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| ((norm_bits as u32) & 0x7) << 29,
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col_light: 0
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| ((col.r.mul(200.0) as u32) & 0xFF) << 8
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| ((col.g.mul(200.0) as u32) & 0xFF) << 16
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| ((col.b.mul(200.0) as u32) & 0xFF) << 24
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| ((col.r.mul(255.0) as u32) & 0xFF) << 8
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| ((col.g.mul(255.0) as u32) & 0xFF) << 16
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| ((col.b.mul(255.0) as u32) & 0xFF) << 24
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| ((light.mul(255.0) as u32) & 0xFF) << 0,
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}
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}
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@ -18,7 +18,7 @@ use log::error;
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use vek::*;
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/// Represents the format of the pre-processed color target.
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pub type TgtColorFmt = gfx::format::Rgba16F;
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pub type TgtColorFmt = gfx::format::Srgba8;
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/// Represents the format of the pre-processed depth target.
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pub type TgtDepthFmt = gfx::format::Depth;
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@ -476,11 +476,15 @@ fn create_pipelines(
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let light =
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assets::load_watched::<String>("voxygen.shaders.include.light", shader_reload_indicator)
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.unwrap();
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let srgb =
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assets::load_watched::<String>("voxygen.shaders.include.srgb", shader_reload_indicator)
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.unwrap();
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let mut include_ctx = IncludeContext::new();
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include_ctx.include("globals.glsl", &globals);
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include_ctx.include("sky.glsl", &sky);
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include_ctx.include("light.glsl", &light);
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include_ctx.include("srgb.glsl", &srgb);
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// Construct a pipeline for rendering skyboxes
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let skybox_pipeline = create_pipeline(
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@ -1,6 +1,6 @@
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use super::super::{linear_to_srgb, srgb_to_linear};
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use common::{
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figure::Segment,
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util::{linear_to_srgba, srgba_to_linear},
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vol::{ReadVol, SizedVol, Vox},
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};
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use euc::{buffer::Buffer2d, rasterizer, Pipeline};
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@ -46,13 +46,13 @@ impl<'a> Pipeline for Voxel {
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}: &Self::Vertex,
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) -> ([f32; 3], Self::VsOut) {
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let light = Rgba::from_opaque(Rgb::from(*ao_level as f32 / 4.0 + 0.25));
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let color = light * srgb_to_linear(Rgba::from_opaque(*col));
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let color = light * srgba_to_linear(Rgba::from_opaque(*col));
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let position = Vec3::from(self.mvp * Vec4::from_point(*pos)).into_array();
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(position, color)
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}
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#[inline(always)]
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fn frag(&self, color: &Self::VsOut) -> Self::Pixel {
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linear_to_srgb(*color)
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linear_to_srgba(*color)
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.map(|e| (e * 255.0) as u8)
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.into_array()
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}
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@ -2,7 +2,6 @@ mod cache;
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mod event;
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mod graphic;
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mod scale;
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mod util;
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mod widgets;
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#[macro_use]
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pub mod img_ids;
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@ -28,7 +27,7 @@ use crate::{
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Error,
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};
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use cache::Cache;
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use common::assets;
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use common::{assets, util::srgba_to_linear};
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use conrod_core::{
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event::Input,
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graph::Graph,
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@ -48,7 +47,6 @@ use std::{
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sync::Arc,
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time::Duration,
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};
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use util::{linear_to_srgb, srgb_to_linear};
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use vek::*;
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use widgets::tooltip::TooltipManager;
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@ -406,7 +404,7 @@ impl Ui {
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}
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let color =
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srgb_to_linear(color.unwrap_or(conrod_core::color::WHITE).to_fsa().into());
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srgba_to_linear(color.unwrap_or(conrod_core::color::WHITE).to_fsa().into());
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let resolution = Vec2::new(
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(rect.w() * p_scale_factor).round() as u16,
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@ -485,7 +483,7 @@ impl Ui {
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})
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.unwrap();
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let color = srgb_to_linear(color.to_fsa().into());
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let color = srgba_to_linear(color.to_fsa().into());
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for g in positioned_glyphs {
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if let Ok(Some((uv_rect, screen_rect))) =
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@ -514,7 +512,7 @@ impl Ui {
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}
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}
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PrimitiveKind::Rectangle { color } => {
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let color = srgb_to_linear(color.to_fsa().into());
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let color = srgba_to_linear(color.to_fsa().into());
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// Don't draw a transparent rectangle.
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if color[3] == 0.0 {
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continue;
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@ -534,7 +532,7 @@ impl Ui {
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}
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PrimitiveKind::TrianglesSingleColor { color, triangles } => {
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// Don't draw transparent triangle or switch state if there are actually no triangles.
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let color = srgb_to_linear(Rgba::from(Into::<[f32; 4]>::into(color)));
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let color = srgba_to_linear(Rgba::from(Into::<[f32; 4]>::into(color)));
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if triangles.is_empty() || color[3] == 0.0 {
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continue;
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}
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@ -1,36 +0,0 @@
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use vek::*;
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#[inline(always)]
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pub fn srgb_to_linear(c: Rgba<f32>) -> Rgba<f32> {
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#[inline(always)]
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fn to_linear(x: f32) -> f32 {
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if x <= 0.04045 {
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x / 12.92
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} else {
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((x + 0.055) / 1.055).powf(2.4)
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}
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}
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Rgba {
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r: to_linear(c.r),
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g: to_linear(c.g),
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b: to_linear(c.b),
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a: c.a,
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}
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}
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#[inline(always)]
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pub fn linear_to_srgb(c: Rgba<f32>) -> Rgba<f32> {
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#[inline(always)]
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fn to_srgb(x: f32) -> f32 {
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if x <= 0.0031308 {
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x * 12.92
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} else {
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x.powf(1.0 / 2.4) * 1.055 - 0.055
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}
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}
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Rgba {
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r: to_srgb(c.r),
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g: to_srgb(c.g),
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b: to_srgb(c.b),
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a: c.a,
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}
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}
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@ -7,6 +7,7 @@ use crate::{
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};
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use common::{
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terrain::{structure::StructureBlock, Block, Structure},
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util::linear_to_srgb,
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vol::{ReadVol, Vox},
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};
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use noise::NoiseFn;
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@ -208,7 +209,8 @@ impl<'a> BlockGen<'a> {
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// Sample blocks
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let stone_col = Rgb::new(240, 230, 220);
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// let stone_col = Rgb::new(240, 230, 220);
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let stone_col = Rgb::new(248, 243, 239);
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// let dirt_col = Rgb::new(79, 67, 60);
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let air = Block::empty();
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@ -217,12 +219,13 @@ impl<'a> BlockGen<'a> {
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// let dirt = Block::new(1, dirt_col);
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// let sand = Block::new(1, Rgb::new(180, 150, 50));
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// let warm_stone = Block::new(1, Rgb::new(165, 165, 130));
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let water = Block::new(1, Rgb::new(100, 150, 255));
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// let water = Block::new(1, Rgb::new(100, 150, 255));
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let water = Block::new(1, Rgb::new(168, 202, 255));
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let grass_depth = 1.5 + 2.0 * chaos;
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let block = if (wposf.z as f32) < height - grass_depth {
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let col = Lerp::lerp(
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sub_surface_color.map(|e| (e * 255.0) as u8),
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linear_to_srgb(sub_surface_color).map(|e| (e * 255.0) as u8),
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stone_col,
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(height - grass_depth - wposf.z as f32) * 0.15,
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);
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@ -242,7 +245,10 @@ impl<'a> BlockGen<'a> {
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.powf(0.5),
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);
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// Surface
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Some(Block::new(1, col.map(|e| (e * 255.0) as u8)))
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Some(Block::new(
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1,
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linear_to_srgb(col).map(|e| (e * 255.0) as u8),
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))
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} else if (wposf.z as f32) < water_height {
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// Ocean
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Some(water)
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@ -279,9 +285,9 @@ impl<'a> BlockGen<'a> {
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1,
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stone_col
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- Rgb::new(
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field0.get(wpos) as u8 % 32,
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field1.get(wpos) as u8 % 32,
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field2.get(wpos) as u8 % 32,
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field0.get(wpos) as u8 % 16,
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field1.get(wpos) as u8 % 16,
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field2.get(wpos) as u8 % 16,
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),
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))
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} else {
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@ -407,7 +413,7 @@ impl StructureInfo {
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.map(|e: i32| (e.abs() / 2) * 2)
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.reduce_max()
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{
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Some(Block::new(2, Rgb::new(180, 140, 90)))
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Some(Block::new(2, Rgb::new(219, 196, 160)))
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} else {
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None
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}
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@ -445,19 +451,27 @@ fn block_from_structure(
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match sblock {
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StructureBlock::TemperateLeaves => Some(Block::new(
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1,
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Lerp::lerp(Rgb::new(0.0, 70.0, 35.0), Rgb::new(100.0, 140.0, 0.0), lerp)
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.map(|e| e as u8),
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Lerp::lerp(
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Rgb::new(0.00, 143.0, 103.6),
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Rgb::new(168.1, 195.5, 0.0),
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lerp,
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)
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.map(|e| e as u8),
|
||||
)),
|
||||
StructureBlock::PineLeaves => Some(Block::new(
|
||||
1,
|
||||
Lerp::lerp(Rgb::new(0.0, 60.0, 50.0), Rgb::new(30.0, 100.0, 10.0), lerp)
|
||||
.map(|e| e as u8),
|
||||
Lerp::lerp(
|
||||
Rgb::new(0.00, 133.2, 122.4),
|
||||
Rgb::new(96.3, 168.1, 55.8),
|
||||
lerp,
|
||||
)
|
||||
.map(|e| e as u8),
|
||||
)),
|
||||
StructureBlock::PalmLeaves => Some(Block::new(
|
||||
1,
|
||||
Lerp::lerp(
|
||||
Rgb::new(15.0, 100.0, 30.0),
|
||||
Rgb::new(55.0, 220.0, 0.0),
|
||||
Rgb::new(68.6, 168.1, 96.3),
|
||||
Rgb::new(128.0, 239.0, 0.00),
|
||||
lerp,
|
||||
)
|
||||
.map(|e| e as u8),
|
||||
@ -465,16 +479,20 @@ fn block_from_structure(
|
||||
StructureBlock::Acacia => Some(Block::new(
|
||||
1,
|
||||
Lerp::lerp(
|
||||
Rgb::new(35.0, 100.0, 10.0),
|
||||
Rgb::new(70.0, 190.0, 25.0),
|
||||
Rgb::new(103.6, 168.1, 55.8),
|
||||
Rgb::new(143.0, 224.0, 88.2),
|
||||
lerp,
|
||||
)
|
||||
.map(|e| e as u8),
|
||||
)),
|
||||
StructureBlock::Fruit => Some(Block::new(
|
||||
1,
|
||||
Lerp::lerp(Rgb::new(255.0, 0.0, 0.0), Rgb::new(200.0, 255.0, 6.0), lerp)
|
||||
.map(|e| e as u8),
|
||||
Lerp::lerp(
|
||||
Rgb::new(255.0, 0.0, 0.0),
|
||||
Rgb::new(229.1, 255.0, 42.4),
|
||||
lerp,
|
||||
)
|
||||
.map(|e| e as u8),
|
||||
)),
|
||||
StructureBlock::Hollow => Some(Block::empty()),
|
||||
StructureBlock::Block(block) => Some(block).filter(|block| !block.is_empty()),
|
||||
|
Loading…
Reference in New Issue
Block a user