corregides les scanlines per a paletes amb fondo blanc
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@@ -131,7 +131,11 @@ if(NOT APPLE)
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if(GLSLC_EXE)
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add_custom_command(
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OUTPUT "${SHADER_VERT_H}" "${SHADER_FRAG_H}"
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COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
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COMMAND ${CMAKE_COMMAND}
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-D GLSLC=${GLSLC_EXE}
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-D SHADERS_DIR=${CMAKE_SOURCE_DIR}/data/shaders
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-D HEADERS_DIR=${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu
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-P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.cmake
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DEPENDS "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}"
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WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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COMMENT "Compilando shaders SPIR-V..."
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@@ -101,12 +101,13 @@ void main() {
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// calcular la posición dentro de la fila en coordenadas físicas.
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// 3x: 1 dark + 2 bright. 4x: 1 dark + 3 bright.
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// bright=3.5×, dark floor=0.42 (mantiene aspecto CRT original).
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// ** MOD ** bright=1.0×, dark floor=0.42 (mantiene aspecto CRT original).
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if (u.scanline_strength > 0.0) {
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float ps = max(1.0, round(u.pixel_scale));
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float frac_in_row = fract(uv.y * u.screen_height);
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float row_pos = floor(frac_in_row * ps);
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float is_dark = step(ps - 1.0, row_pos);
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float scan = mix(3.5, 0.42, is_dark);
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float scan = mix(1.0, 0.42, is_dark);
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colour *= mix(1.0, scan, u.scanline_strength);
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}
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File diff suppressed because it is too large
Load Diff
@@ -1445,5 +1445,6 @@ static const uint8_t kpostfx_vert_spv[] = {
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0x38,
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0x00,
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0x01,
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0x00};
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0x00,
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};
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static const size_t kpostfx_vert_spv_size = 1444;
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@@ -135,12 +135,14 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
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// calcular la posición dentro de la fila en coordenadas físicas.
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// 3x: 1 dark + 2 bright. 4x: 1 dark + 3 bright.
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// bright=3.5×, dark floor=0.42 (mantiene aspecto CRT original).
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// ** MOD ** bright=1.0×, dark floor=0.42 (mantiene aspecto CRT original).
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if (u.scanline_strength > 0.0f) {
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float ps = max(1.0f, round(u.pixel_scale));
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float frac_in_row = fract(uv.y * u.screen_height);
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float row_pos = floor(frac_in_row * ps);
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float is_dark = step(ps - 1.0f, row_pos);
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float scan = mix(3.5f, 0.42f, is_dark);
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//float scan = mix(3.5f, 0.42f, is_dark);
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float scan = mix(1.0f, 0.42f, is_dark);
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colour *= mix(1.0f, scan, u.scanline_strength);
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}
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@@ -388,10 +390,10 @@ namespace Rendering {
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std::memcpy(mapped, pixels, static_cast<size_t>(width * height * 4));
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} else {
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// Path con supersampling: expande cada pixel a OS×OS, oscurece última fila.
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// Replica la fórmula del shader: mix(3.5, 0.42, scanline_strength).
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// Replica la fórmula del shader: mix(1.0, 0.42, scanline_strength).
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auto* out = static_cast<Uint32*>(mapped);
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const int OS = oversample_;
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const float BRIGHT_MUL = 1.0F + (baked_scanline_strength_ * 2.5F); // rows 0..OS-2
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const float BRIGHT_MUL = 1.0F; // rows 0..OS-2 (bright = 1.0×, sin amplificación)
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const float DARK_MUL = 1.0F - (baked_scanline_strength_ * 0.58F); // row OS-1
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for (int y = 0; y < height; ++y) {
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55
tools/shaders/compile_spirv.cmake
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55
tools/shaders/compile_spirv.cmake
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@@ -0,0 +1,55 @@
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# compile_spirv.cmake
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# Compila shaders GLSL a SPIR-V y genera headers C++ embebibles.
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# Multiplataforma: Windows, macOS, Linux (no requiere bash, xxd ni /tmp/).
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#
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# Invocado por CMakeLists.txt con:
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# cmake -D GLSLC=<path> -D SHADERS_DIR=<path> -D HEADERS_DIR=<path> -P compile_spirv.cmake
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#
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# También puede ejecutarse manualmente desde la raíz del proyecto:
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# cmake -D GLSLC=glslc -D SHADERS_DIR=data/shaders -D HEADERS_DIR=source/core/rendering/sdl3gpu -P tools/shaders/compile_spirv.cmake
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cmake_minimum_required(VERSION 3.10)
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foreach(SHADER vert frag)
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set(SRC "${SHADERS_DIR}/postfx.${SHADER}")
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set(SPV "${HEADERS_DIR}/postfx_${SHADER}.spv")
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set(HDR "${HEADERS_DIR}/postfx_${SHADER}_spv.h")
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set(VAR "kpostfx_${SHADER}_spv")
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message(STATUS "Compilando ${SRC} ...")
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execute_process(
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COMMAND "${GLSLC}" "${SRC}" -o "${SPV}"
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RESULT_VARIABLE GLSLC_RESULT
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ERROR_VARIABLE GLSLC_ERROR
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)
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if(NOT GLSLC_RESULT EQUAL 0)
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message(FATAL_ERROR "glslc falló para ${SRC}:\n${GLSLC_ERROR}")
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endif()
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# Leer binario SPV como hex (sin separadores: "0302230700...")
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file(READ "${SPV}" HEX_DATA HEX)
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# Dividir en pares de caracteres hex → lista de bytes
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string(REGEX MATCHALL ".." BYTES "${HEX_DATA}")
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list(LENGTH BYTES NUM_BYTES)
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# Construir el cuerpo del array C++ con un byte por línea
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set(ARRAY_BODY "")
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foreach(BYTE ${BYTES})
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string(APPEND ARRAY_BODY " 0x${BYTE},\n")
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endforeach()
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file(WRITE "${HDR}"
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"#pragma once\n"
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"#include <cstddef>\n"
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"#include <cstdint>\n"
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"static const uint8_t ${VAR}[] = {\n"
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"${ARRAY_BODY}"
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"};\n"
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"static const size_t ${VAR}_size = ${NUM_BYTES};\n"
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)
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file(REMOVE "${SPV}")
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message(STATUS " -> ${HDR} (${NUM_BYTES} bytes)")
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endforeach()
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message(STATUS "Shaders SPIR-V compilados correctamente.")
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