- 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. 94
      jme3-effects/src/main/java/com/jme3/post/filters/GammaCorrectionFilter.java
  2. 15
      jme3-effects/src/main/resources/Common/MatDefs/Post/GammaCorrection.frag
  3. 10
      jme3-effects/src/main/resources/Common/MatDefs/Post/GammaCorrection.j3md
  4. 22
      jme3-effects/src/main/resources/Common/MatDefs/Post/GammaCorrection15.frag

@ -41,69 +41,49 @@ import com.jme3.renderer.ViewPort;
*
* @author Phate666
* @version 1.0 initial version
* @version 1.1 added luma
*
*/
public class GammaCorrectionFilter extends Filter
{
private float gamma = 2.0f;
private boolean computeLuma = false;
public GammaCorrectionFilter()
{
super("GammaCorrectionFilter");
}
public class GammaCorrectionFilter extends Filter {
public GammaCorrectionFilter(float gamma)
{
this();
this.setGamma(gamma);
}
private float gamma = 2.2f;
@Override
protected Material getMaterial()
{
return material;
}
public GammaCorrectionFilter() {
super("GammaCorrectionFilter");
}
@Override
protected void initFilter(AssetManager manager,
RenderManager renderManager, ViewPort vp, int w, int h)
{
material = new Material(manager,
"Common/MatDefs/Post/GammaCorrection.j3md");
material.setFloat("gamma", gamma);
material.setBoolean("computeLuma", computeLuma);
}
public GammaCorrectionFilter(float gamma) {
this();
this.setGamma(gamma);
}
public float getGamma()
{
return gamma;
}
@Override
protected Material getMaterial() {
return material;
}
/**
* set to 0.0 to disable gamma correction
* @param gamma
*/
public void setGamma(float gamma)
{
if (material != null)
{
material.setFloat("gamma", gamma);
}
this.gamma = gamma;
}
@Override
protected void initFilter(AssetManager manager,
RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Materials/Filter/GammaCorrection.j3md");
material.setFloat("InvGamma", 1.0f/gamma);
}
public boolean isComputeLuma()
{
return computeLuma;
}
public float getGamma() {
return gamma;
}
public void setComputeLuma(boolean computeLuma)
{
if (material != null)
{
material.setBoolean("computeLuma", computeLuma);
}
this.computeLuma = computeLuma;
}
/**
* set to 0.0 to disable gamma correction
*
* @param gamma
*/
public final void setGamma(float gamma) {
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;
varying vec2 texCoord;
uniform float m_gamma;
uniform float m_InvGamma;
vec3 gamma(vec3 L,float gamma)
{
return pow(L, vec3(1.0 / gamma));
vec3 gamma(vec3 L,float invGamma){
return pow(L, vec3(invGamma));
}
void main() {
vec4 texVal = texture2D(m_Texture, texCoord);
if(m_gamma > 0.0)
{
texVal.rgb = gamma(texVal.rgb , m_gamma);
}
#ifdef COMPUTE_LUMA
texVal.a = dot(texVal.rgb, vec3(0.299, 0.587, 0.114));
#endif
texVal.rgb = gamma(texVal.rgb , m_InvGamma);
gl_FragColor = texVal;
}

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

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