- Fixed the GammaCorrectionFilter so it properly works with multisampling, will be used as a fall back to upcoming Gamma Correction implementation

- Removed luma
- Passed inverse gamma instead of gamma to avoid doing a division for each pixel in the shader
experimental
Nehon 11 years ago
parent 1a68fc9c30
commit 0967f39b83
  1. 96
      jme3-effects/src/main/java/com/jme3/post/filters/GammaCorrectionFilter.java
  2. 17
      jme3-effects/src/main/resources/Common/MatDefs/Post/GammaCorrection.frag
  3. 14
      jme3-effects/src/main/resources/Common/MatDefs/Post/GammaCorrection.j3md
  4. 24
      jme3-effects/src/main/resources/Common/MatDefs/Post/GammaCorrection15.frag

@ -38,72 +38,52 @@ import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort; import com.jme3.renderer.ViewPort;
/** /**
* *
* @author Phate666 * @author Phate666
* @version 1.0 initial version * @version 1.0 initial version
* @version 1.1 added luma *
*/ */
public class GammaCorrectionFilter extends Filter public class GammaCorrectionFilter extends Filter {
{
private float gamma = 2.0f;
private boolean computeLuma = false;
public GammaCorrectionFilter()
{
super("GammaCorrectionFilter");
}
public GammaCorrectionFilter(float gamma) private float gamma = 2.2f;
{
this();
this.setGamma(gamma);
}
@Override public GammaCorrectionFilter() {
protected Material getMaterial() super("GammaCorrectionFilter");
{ }
return material;
}
@Override public GammaCorrectionFilter(float gamma) {
protected void initFilter(AssetManager manager, this();
RenderManager renderManager, ViewPort vp, int w, int h) this.setGamma(gamma);
{ }
material = new Material(manager,
"Common/MatDefs/Post/GammaCorrection.j3md");
material.setFloat("gamma", gamma);
material.setBoolean("computeLuma", computeLuma);
}
public float getGamma() @Override
{ protected Material getMaterial() {
return gamma; return material;
} }
/** @Override
* set to 0.0 to disable gamma correction protected void initFilter(AssetManager manager,
* @param gamma RenderManager renderManager, ViewPort vp, int w, int h) {
*/ material = new Material(manager, "Materials/Filter/GammaCorrection.j3md");
public void setGamma(float gamma) material.setFloat("InvGamma", 1.0f/gamma);
{ }
if (material != null)
{
material.setFloat("gamma", gamma);
}
this.gamma = gamma;
}
public boolean isComputeLuma() public float getGamma() {
{ return gamma;
return computeLuma; }
}
public void setComputeLuma(boolean computeLuma) /**
{ * set to 0.0 to disable gamma correction
if (material != null) *
{ * @param gamma
material.setBoolean("computeLuma", computeLuma); */
} public final void setGamma(float gamma) {
this.computeLuma = computeLuma; if(gamma<=0){
} throw new IllegalArgumentException("Gamma value can't be below or equal 0.");
}
if (material != null) {
material.setFloat("InvGamma",1.0f/ gamma);
}
this.gamma = gamma;
}
} }

@ -1,23 +1,16 @@
uniform sampler2D m_Texture; uniform sampler2D m_Texture;
varying vec2 texCoord; varying vec2 texCoord;
uniform float m_gamma; uniform float m_InvGamma;
vec3 gamma(vec3 L,float gamma) vec3 gamma(vec3 L,float invGamma){
{ return pow(L, vec3(invGamma));
return pow(L, vec3(1.0 / gamma));
} }
void main() { void main() {
vec4 texVal = texture2D(m_Texture, texCoord); vec4 texVal = texture2D(m_Texture, texCoord);
if(m_gamma > 0.0) texVal.rgb = gamma(texVal.rgb , m_InvGamma);
{
texVal.rgb = gamma(texVal.rgb , m_gamma);
}
#ifdef COMPUTE_LUMA
texVal.a = dot(texVal.rgb, vec3(0.299, 0.587, 0.114));
#endif
gl_FragColor = texVal; gl_FragColor = texVal;
} }

@ -3,31 +3,29 @@ MaterialDef GammaCorrection {
MaterialParameters { MaterialParameters {
Int NumSamples Int NumSamples
Texture2D Texture Texture2D Texture
Float gamma Float InvGamma
Boolean computeLuma
} }
Technique { Technique {
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert VertexShader GLSL150: Common/MatDefs/Post/Post15.vert
FragmentShader GLSL150: Common/MatDefs/Post/GammaCorrection15.frag FragmentShader GLSL150: Materials/Filter/GammaCorrection15.frag
WorldParameters { WorldParameters {
} }
Defines { Defines {
COMPUTE_LUMA : computeLuma RESOLVE_MS : NumSamples
} }
} }
Technique { Technique {
VertexShader GLSL100: Common/MatDefs/Post/Post.vert VertexShader GLSL100: Common/MatDefs/Post/Post.vert
FragmentShader GLSL100: Common/MatDefs/Post/GammaCorrection.frag FragmentShader GLSL100: Materials/Filter/GammaCorrection.frag
WorldParameters { WorldParameters {
} }
Defines { Defines {
COMPUTE_LUMA : computeLuma
} }
} }
} }

@ -3,24 +3,18 @@
uniform COLORTEXTURE m_Texture; uniform COLORTEXTURE m_Texture;
in vec2 texCoord; in vec2 texCoord;
uniform float m_gamma; uniform float m_InvGamma;
vec3 gamma(vec3 L,float gamma) vec3 gamma(vec3 L,float invGamma){
{ return pow(L, vec3(invGamma));
return pow(L, vec3(1.0 / gamma));
} }
out vec4 fragColor;
void main() { void main() {
vec4 texVal = texture2D(m_Texture, texCoord); vec4 texVal = getColor(m_Texture, texCoord);
if(m_gamma > 0.0) texVal.rgb = gamma(texVal.rgb , m_InvGamma);
{
texVal.rgb = gamma(texVal.rgb , m_gamma);
}
#ifdef COMPUTE_LUMA
texVal.a = dot(texVal.rgb, vec3(0.299, 0.587, 0.114));
#endif
gl_FragColor = texVal; fragColor = texVal;
} }
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