nous postfx
This commit is contained in:
@@ -342,9 +342,17 @@ auto OpenGLShader::init(SDL_Window* window,
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scanlines_location_ = glGetUniformLocation(program_id_, "uScanlines");
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chroma_location_ = glGetUniformLocation(program_id_, "uChroma");
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output_height_location_ = glGetUniformLocation(program_id_, "uOutputHeight");
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if (vignette_location_ != -1) { glUniform1f(vignette_location_, postfx_vignette_); }
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if (scanlines_location_ != -1) { glUniform1f(scanlines_location_, postfx_scanlines_); }
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if (chroma_location_ != -1) { glUniform1f(chroma_location_, postfx_chroma_); }
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mask_location_ = glGetUniformLocation(program_id_, "uMask");
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gamma_location_ = glGetUniformLocation(program_id_, "uGamma");
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curvature_location_ = glGetUniformLocation(program_id_, "uCurvature");
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bleeding_location_ = glGetUniformLocation(program_id_, "uBleeding");
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if (vignette_location_ != -1) { glUniform1f(vignette_location_, postfx_vignette_); }
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if (scanlines_location_ != -1) { glUniform1f(scanlines_location_, postfx_scanlines_); }
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if (chroma_location_ != -1) { glUniform1f(chroma_location_, postfx_chroma_); }
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if (mask_location_ != -1) { glUniform1f(mask_location_, postfx_mask_); }
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if (gamma_location_ != -1) { glUniform1f(gamma_location_, postfx_gamma_); }
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if (curvature_location_ != -1) { glUniform1f(curvature_location_, postfx_curvature_); }
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if (bleeding_location_ != -1) { glUniform1f(bleeding_location_, postfx_bleeding_); }
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glUseProgram(0);
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is_initialized_ = true;
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@@ -400,9 +408,13 @@ void OpenGLShader::render() {
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checkGLError("glUseProgram");
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// Pasar uniforms PostFX
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if (vignette_location_ != -1) { glUniform1f(vignette_location_, postfx_vignette_); }
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if (scanlines_location_ != -1) { glUniform1f(scanlines_location_, postfx_scanlines_); }
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if (chroma_location_ != -1) { glUniform1f(chroma_location_, postfx_chroma_); }
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if (vignette_location_ != -1) { glUniform1f(vignette_location_, postfx_vignette_); }
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if (scanlines_location_ != -1) { glUniform1f(scanlines_location_, postfx_scanlines_); }
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if (chroma_location_ != -1) { glUniform1f(chroma_location_, postfx_chroma_); }
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if (mask_location_ != -1) { glUniform1f(mask_location_, postfx_mask_); }
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if (gamma_location_ != -1) { glUniform1f(gamma_location_, postfx_gamma_); }
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if (curvature_location_ != -1) { glUniform1f(curvature_location_, postfx_curvature_); }
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if (bleeding_location_ != -1) { glUniform1f(bleeding_location_, postfx_bleeding_); }
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// Configurar viewport (obtener tamaño lógico de SDL)
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int logical_w;
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@@ -469,10 +481,14 @@ void OpenGLShader::render() {
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glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
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}
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void OpenGLShader::setPostFXParams(float vignette, float scanlines, float chroma) {
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postfx_vignette_ = vignette;
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postfx_scanlines_ = scanlines;
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postfx_chroma_ = chroma;
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void OpenGLShader::setPostFXParams(const PostFXParams& p) {
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postfx_vignette_ = p.vignette;
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postfx_scanlines_ = p.scanlines;
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postfx_chroma_ = p.chroma;
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postfx_mask_ = p.mask;
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postfx_gamma_ = p.gamma;
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postfx_curvature_ = p.curvature;
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postfx_bleeding_ = p.bleeding;
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}
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void OpenGLShader::setTextureSize(float width, float height) {
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@@ -30,7 +30,7 @@ class OpenGLShader : public ShaderBackend {
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void render() override;
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void setTextureSize(float width, float height) override;
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void setPostFXParams(float vignette, float scanlines, float chroma) override;
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void setPostFXParams(const PostFXParams& p) override;
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void cleanup() final;
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[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
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@@ -60,11 +60,19 @@ class OpenGLShader : public ShaderBackend {
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GLint scanlines_location_ = -1;
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GLint chroma_location_ = -1;
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GLint output_height_location_ = -1;
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GLint mask_location_ = -1;
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GLint gamma_location_ = -1;
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GLint curvature_location_ = -1;
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GLint bleeding_location_ = -1;
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// Valores cacheados de PostFX
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float postfx_vignette_ = 0.6F;
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float postfx_scanlines_ = 0.7F;
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float postfx_chroma_ = 0.15F;
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float postfx_mask_ = 0.0F;
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float postfx_gamma_ = 0.0F;
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float postfx_curvature_ = 0.0F;
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float postfx_bleeding_ = 0.0F;
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// Tamaños
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int window_width_ = 0;
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@@ -482,7 +482,9 @@ void Screen::loadShaders() {
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void Screen::applyCurrentPostFXPreset() {
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if (shader_backend_ && !Options::postfx_presets.empty()) {
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const auto& p = Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)];
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shader_backend_->setPostFXParams(p.vignette, p.scanlines, p.chroma);
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Rendering::PostFXParams params{p.vignette, p.scanlines, p.chroma,
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p.mask, p.gamma, p.curvature, p.bleeding};
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shader_backend_->setPostFXParams(params);
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}
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}
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@@ -48,32 +48,110 @@ struct PostFXUniforms {
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float chroma_strength;
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float scanline_strength;
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float screen_height;
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float mask_strength;
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float gamma_strength;
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float curvature;
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float bleeding;
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};
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// YCbCr helpers for NTSC bleeding
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static float3 rgb_to_ycc(float3 rgb) {
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return float3(
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0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b,
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-0.169f*rgb.r - 0.331f*rgb.g + 0.500f*rgb.b + 0.5f,
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0.500f*rgb.r - 0.419f*rgb.g - 0.081f*rgb.b + 0.5f
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);
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}
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static float3 ycc_to_rgb(float3 ycc) {
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float y = ycc.x;
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float cb = ycc.y - 0.5f;
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float cr = ycc.z - 0.5f;
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return clamp(float3(
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y + 1.402f*cr,
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y - 0.344f*cb - 0.714f*cr,
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y + 1.772f*cb
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), 0.0f, 1.0f);
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}
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fragment float4 postfx_fs(PostVOut in [[stage_in]],
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texture2d<float> scene [[texture(0)]],
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sampler samp [[sampler(0)]],
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constant PostFXUniforms& u [[buffer(0)]]) {
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float ca = u.chroma_strength * 0.005;
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float4 color;
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color.r = scene.sample(samp, in.uv + float2( ca, 0.0)).r;
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color.g = scene.sample(samp, in.uv).g;
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color.b = scene.sample(samp, in.uv - float2( ca, 0.0)).b;
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color.a = scene.sample(samp, in.uv).a;
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float2 uv = in.uv;
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// Curvatura barrel CRT
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if (u.curvature > 0.0f) {
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float2 c = uv - 0.5f;
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float rsq = dot(c, c);
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float2 dist = float2(0.05f, 0.1f) * u.curvature;
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float2 barrelScale = 1.0f - 0.23f * dist;
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c += c * (dist * rsq);
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c *= barrelScale;
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if (abs(c.x) >= 0.5f || abs(c.y) >= 0.5f) {
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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uv = c + 0.5f;
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}
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// Muestra base
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float3 base = scene.sample(samp, uv).rgb;
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// Sangrado NTSC — difuminado horizontal de crominancia
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float3 colour;
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if (u.bleeding > 0.0f) {
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float tw = float(scene.get_width());
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float3 ycc = rgb_to_ycc(base);
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float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f/tw, 0.0f)).rgb);
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float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f/tw, 0.0f)).rgb);
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float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f/tw, 0.0f)).rgb);
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float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f/tw, 0.0f)).rgb);
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ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f;
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colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
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} else {
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colour = base;
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}
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// Aberración cromática
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float ca = u.chroma_strength * 0.005f;
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colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r;
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colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b;
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// Corrección gamma (linealizar antes de scanlines, codificar después)
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if (u.gamma_strength > 0.0f) {
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float3 lin = pow(colour, float3(2.4f));
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colour = mix(colour, lin, u.gamma_strength);
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}
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// Scanlines
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float texHeight = float(scene.get_height());
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float scaleY = u.screen_height / texHeight;
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float screenY = in.uv.y * u.screen_height;
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float screenY = uv.y * u.screen_height;
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float posInRow = fmod(screenY, scaleY);
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float scanLineDY = posInRow / scaleY - 0.5;
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float scan = max(1.0 - scanLineDY * scanLineDY * 6.0, 0.12) * 3.5;
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color.rgb *= mix(1.0, scan, u.scanline_strength);
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float scanLineDY = posInRow / scaleY - 0.5f;
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float scan = max(1.0f - scanLineDY * scanLineDY * 6.0f, 0.12f) * 3.5f;
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colour *= mix(1.0f, scan, u.scanline_strength);
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float2 d = in.uv - float2(0.5, 0.5);
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float vignette = 1.0 - dot(d, d) * u.vignette_strength;
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color.rgb *= clamp(vignette, 0.0, 1.0);
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if (u.gamma_strength > 0.0f) {
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float3 enc = pow(colour, float3(1.0f/2.2f));
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colour = mix(colour, enc, u.gamma_strength);
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}
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return color;
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// Viñeta
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float2 d = uv - 0.5f;
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float vignette = 1.0f - dot(d, d) * u.vignette_strength;
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colour *= clamp(vignette, 0.0f, 1.0f);
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// Máscara de fósforo RGB
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if (u.mask_strength > 0.0f) {
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float whichMask = fract(in.pos.x * 0.3333333f);
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float3 mask = float3(0.80f);
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if (whichMask < 0.3333333f) mask.x = 1.0f;
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else if (whichMask < 0.6666667f) mask.y = 1.0f;
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else mask.z = 1.0f;
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colour = mix(colour, colour * mask, u.mask_strength);
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}
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return float4(colour, 1.0f);
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}
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)";
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// NOLINTEND(readability-identifier-naming)
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@@ -423,10 +501,14 @@ auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device,
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return shader;
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}
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void SDL3GPUShader::setPostFXParams(float vignette, float scanlines, float chroma) {
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uniforms_.vignette_strength = vignette;
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uniforms_.scanline_strength = scanlines;
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uniforms_.chroma_strength = chroma;
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void SDL3GPUShader::setPostFXParams(const PostFXParams& p) {
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uniforms_.vignette_strength = p.vignette;
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uniforms_.scanline_strength = p.scanlines;
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uniforms_.chroma_strength = p.chroma;
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uniforms_.mask_strength = p.mask;
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uniforms_.gamma_strength = p.gamma;
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uniforms_.curvature = p.curvature;
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uniforms_.bleeding = p.bleeding;
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}
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} // namespace Rendering
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@@ -7,11 +7,16 @@
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// PostFX uniforms pushed to fragment stage each frame.
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// Must match the MSL struct and GLSL uniform block layout.
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// 8 floats = 32 bytes — meets Metal/Vulkan 16-byte alignment requirement.
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struct PostFXUniforms {
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float vignette_strength; // 0 = none, ~0.8 = subtle
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float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration
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float scanline_strength; // 0 = off, 1 = full
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float screen_height; // logical height in pixels (for resolution-independent scanlines)
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float mask_strength; // 0 = off, 1 = full phosphor dot mask
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float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
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float curvature; // 0 = flat, 1 = max barrel distortion
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float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
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};
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namespace Rendering {
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@@ -42,7 +47,7 @@ class SDL3GPUShader : public ShaderBackend {
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void uploadPixels(const Uint32* pixels, int width, int height) override;
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// Actualiza los parámetros de intensidad de los efectos PostFX
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void setPostFXParams(float vignette, float scanlines, float chroma) override;
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void setPostFXParams(const PostFXParams& p) override;
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private:
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static auto createShaderMSL(SDL_GPUDevice* device,
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@@ -6,6 +6,20 @@
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namespace Rendering {
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/**
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* @brief Parámetros de intensidad de los efectos PostFX
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* Definido a nivel de namespace para facilitar el uso desde subclases y screen.cpp
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*/
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struct PostFXParams {
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float vignette = 0.0F; // Intensidad de la viñeta
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float scanlines = 0.0F; // Intensidad de las scanlines
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float chroma = 0.0F; // Aberración cromática
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float mask = 0.0F; // Máscara de fósforo RGB
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float gamma = 0.0F; // Corrección gamma (blend 0=off, 1=full)
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float curvature = 0.0F; // Curvatura barrel CRT
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float bleeding = 0.0F; // Sangrado de color NTSC
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};
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/**
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* @brief Interfaz abstracta para backends de renderizado con shaders
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*
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@@ -54,11 +68,9 @@ class ShaderBackend {
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/**
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* @brief Establece los parámetros de intensidad de los efectos PostFX
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* @param vignette Intensidad de la viñeta (0.0 = ninguna, 1.0 = máxima)
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* @param scanlines Intensidad de las scanlines (0.0 = desactivadas, 1.0 = máximas)
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* @param chroma Intensidad de la aberración cromática (0.0 = ninguna, 1.0 = máxima)
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* @param p Struct con todos los parámetros PostFX
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*/
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virtual void setPostFXParams(float /*vignette*/, float /*scanlines*/, float /*chroma*/) {}
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virtual void setPostFXParams(const PostFXParams& /*p*/) {}
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/**
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* @brief Verifica si el backend está usando aceleración por hardware
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@@ -690,6 +690,18 @@ auto loadPostFXFromFile() -> bool {
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if (p.contains("chroma")) {
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try { preset.chroma = p["chroma"].get_value<float>(); } catch (...) {}
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}
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if (p.contains("mask")) {
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try { preset.mask = p["mask"].get_value<float>(); } catch (...) {}
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}
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if (p.contains("gamma")) {
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try { preset.gamma = p["gamma"].get_value<float>(); } catch (...) {}
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}
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if (p.contains("curvature")) {
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try { preset.curvature = p["curvature"].get_value<float>(); } catch (...) {}
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}
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if (p.contains("bleeding")) {
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try { preset.bleeding = p["bleeding"].get_value<float>(); } catch (...) {}
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}
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postfx_presets.push_back(preset);
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}
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}
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@@ -727,20 +739,52 @@ auto savePostFXToFile() -> bool {
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file << "# vignette: screen darkening at the edges\n";
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file << "# scanlines: horizontal scanline effect\n";
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file << "# chroma: chromatic aberration (RGB color fringing)\n";
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file << "# mask: phosphor dot mask (RGB subpixel pattern)\n";
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file << "# gamma: gamma correction input 2.4 / output 2.2\n";
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file << "# curvature: CRT barrel distortion\n";
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file << "# bleeding: NTSC horizontal colour bleeding\n";
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file << "\n";
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file << "presets:\n";
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file << " - name: \"CRT\"\n";
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file << " vignette: 0.6\n";
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file << " scanlines: 0.7\n";
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file << " chroma: 0.15\n";
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file << " mask: 0.6\n";
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file << " gamma: 0.8\n";
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file << " curvature: 0.0\n";
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file << " bleeding: 0.0\n";
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file << " - name: \"NTSC\"\n";
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file << " vignette: 0.4\n";
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file << " scanlines: 0.5\n";
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file << " chroma: 0.2\n";
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file << " mask: 0.4\n";
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file << " gamma: 0.5\n";
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file << " curvature: 0.0\n";
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file << " bleeding: 0.6\n";
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file << " - name: \"CURVED\"\n";
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file << " vignette: 0.5\n";
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file << " scanlines: 0.6\n";
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file << " chroma: 0.1\n";
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file << " mask: 0.5\n";
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file << " gamma: 0.7\n";
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file << " curvature: 0.8\n";
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file << " bleeding: 0.0\n";
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file << " - name: \"SCANLINES\"\n";
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file << " vignette: 0.0\n";
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file << " scanlines: 0.8\n";
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file << " chroma: 0.0\n";
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file << " mask: 0.0\n";
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file << " gamma: 0.0\n";
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file << " curvature: 0.0\n";
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file << " bleeding: 0.0\n";
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file << " - name: \"SUBTLE\"\n";
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file << " vignette: 0.3\n";
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file << " scanlines: 0.4\n";
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file << " chroma: 0.05\n";
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file << " mask: 0.0\n";
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file << " gamma: 0.3\n";
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file << " curvature: 0.0\n";
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file << " bleeding: 0.0\n";
|
||||
|
||||
file.close();
|
||||
|
||||
@@ -750,9 +794,11 @@ auto savePostFXToFile() -> bool {
|
||||
|
||||
// Cargar los presets recién creados
|
||||
postfx_presets.clear();
|
||||
postfx_presets.push_back({"CRT", 0.6F, 0.7F, 0.15F});
|
||||
postfx_presets.push_back({"SCANLINES", 0.0F, 0.8F, 0.0F});
|
||||
postfx_presets.push_back({"SUBTLE", 0.3F, 0.4F, 0.05F});
|
||||
postfx_presets.push_back({"CRT", 0.6F, 0.7F, 0.15F, 0.6F, 0.8F, 0.0F, 0.0F});
|
||||
postfx_presets.push_back({"NTSC", 0.4F, 0.5F, 0.2F, 0.4F, 0.5F, 0.0F, 0.6F});
|
||||
postfx_presets.push_back({"CURVED", 0.5F, 0.6F, 0.1F, 0.5F, 0.7F, 0.8F, 0.0F});
|
||||
postfx_presets.push_back({"SCANLINES",0.0F, 0.8F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F});
|
||||
postfx_presets.push_back({"SUBTLE", 0.3F, 0.4F, 0.05F, 0.0F, 0.3F, 0.0F, 0.0F});
|
||||
current_postfx_preset = 0;
|
||||
|
||||
return true;
|
||||
|
||||
@@ -120,6 +120,10 @@ struct PostFXPreset {
|
||||
float vignette{0.6F}; // Intensidad de la viñeta (0.0 = ninguna, 1.0 = máxima)
|
||||
float scanlines{0.7F}; // Intensidad de las scanlines (0.0 = desactivadas, 1.0 = máximas)
|
||||
float chroma{0.15F}; // Intensidad de la aberración cromática (0.0 = ninguna, 1.0 = máxima)
|
||||
float mask{0.0F}; // Intensidad de la máscara de fósforo RGB (0.0 = desactivada, 1.0 = máxima)
|
||||
float gamma{0.0F}; // Corrección gamma input 2.4 / output 2.2 (0.0 = off, 1.0 = plena)
|
||||
float curvature{0.0F}; // Distorsión barrel CRT (0.0 = plana, 1.0 = máxima curvatura)
|
||||
float bleeding{0.0F}; // Sangrado de color NTSC horizontal Y/C (0.0 = off, 1.0 = máximo)
|
||||
};
|
||||
|
||||
// --- Variables globales ---
|
||||
|
||||
Reference in New Issue
Block a user