Move towards pixel upscaling filter

This commit is contained in:
2025-11-25 11:04:06 +00:00
parent f5a972d9e2
commit c0cfadbdd3
13 changed files with 107 additions and 49 deletions
+3 -3
View File
@@ -2,7 +2,7 @@
in vec4 vTexPosRot;
in vec2 vPos;
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
layout (location=1) out vec3 fPos;
layout (location=2) out vec4 normal;
layout (binding=40) uniform sampler2DArray diffuseSampler;
layout (binding=41) uniform sampler2DArray normalSampler;
@@ -15,9 +15,9 @@ void main()
vec3 vTexPos = vTexPosRot.xyz;
float rot = vTexPosRot.w;
fCol = vec4(texture(diffuseSampler,vTexPos));
fPos = vec4(vPos,0,1);
fPos = vec3(vPos,0);
vec4 bn = vec4(texture(normalSampler,vTexPos) - 0.5);
vec3 nmap1 = vec3(rotateV2(rot,bn.xy), bn.z);
normal = vec4(-nmap1 ,0);
normal = vec4(-nmap1.xyz ,0);
//normal = vec4(0,0,-1 ,0);
}
+12 -3
View File
@@ -13,13 +13,22 @@ void main() {
// if (dist > rad) {
// discard;
// }
float t = texture(normals, vTexPos).w;
vec3 norm = texture(normals, vTexPos).xyz;
float y1 = dot(norm, distVec);
float y1 = dot(normalize(norm), normalize(distVec));
float y2 = float(y1 > 0 ? 1 : 0);
float x = 1 - (pow(dist / rad,4));
//float y2x = y2;
float y4 = float(y1 > 0 && y1 < 0.5 ? 0.5 : y2);
float y5 = max(0,y1);
//float y4 = smoothstep(-1,1,y1);
//float y4 = 0.25*pow(y1+1,2);
float y3 = float(t > 0
? y2
: (t == 0 ? y4 : y4));
//float x = 1 - (dist / rad);
//float x = 1;
//float x = (dist > rad ? 0 : 1);
vec3 c = y2* x * lumRad.rgb;
float x = 1 - (pow(dist / rad,4));
vec3 c = y3* x * lumRad.rgb;
fColor = vec4(c, 0);
}
+2 -2
View File
@@ -1,6 +1,6 @@
#version 450 core
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
layout (location=1) out vec3 fPos;
layout (location=2) out vec4 fNorm;
in vec3 vTexCoords;
in vec4 vPos;
@@ -12,7 +12,7 @@ vec2 rotateV2 (float a, vec2 v)
void main()
{
fCol = texture(diffuseSampler,vTexCoords);
fPos = vPos;
fPos = vPos.xyz;
vec4 basenorm = texture(normalSampler,vTexCoords) - 0.5;
vec2 n1 = rotateV2(vAng,vec2(basenorm.x,basenorm.z));
fNorm = vec4(-vec3(n1,basenorm.y),0);
+3 -2
View File
@@ -4,10 +4,11 @@ in vec4 vPos;
in vec4 vNorm;
layout (location=0) out vec4 fCol;
layout (location=1) out vec3 fPos;
layout (location=2) out vec3 fNorm;
layout (location=2) out vec4 fNorm;
void main()
{
fCol = vCol;
fPos = vPos.xyz;
fNorm = vNorm.xyz;
//fNorm = vec4(vNorm.xyz,1);
fNorm = vNorm;
}
+21
View File
@@ -0,0 +1,21 @@
#version 450 core
in vec2 vTexPos;
out vec4 fColor;
layout (location = 0) uniform vec2 screensize;
layout(binding = 0) uniform sampler2D screenTexture;
float xoff = 2 / screensize.x;
float yoff = 2 / screensize.y;
vec3 f (float x, float y)
{ return texture(screenTexture, vTexPos + vec2(x*xoff,y*yoff)).xyz;
}
void main()
{
vec3 tl = f(-1, 1);
vec3 tt = f( 0, 1);
vec3 tr = f( 1, 1);
vec3 mr = f( 1, 0);
vec3 br = f( 1,-1);
if (tl == tt && tt == tr && tr == mr && mr == br)
{ fColor = vec4(tl,1);}
else {fColor = texture(screenTexture, vTexPos); }
}
+7
View File
@@ -0,0 +1,7 @@
#version 450 core
layout (std140, binding = 2) uniform PosTex { vec4 posTex[3]; };
out vec2 vTexPos;
void main() {
gl_Position = vec4(posTex[gl_VertexID].xy,0,1);
vTexPos = posTex[gl_VertexID].zw ;
}
-16
View File
@@ -1,16 +0,0 @@
#version 450 core
in vec3 vTexPos;
in vec3 vPos;
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
layout (location=2) out vec4 normal;
//layout (binding=0) uniform sampler2DArray tilesetSampler;
layout (binding=1) uniform sampler2D normalSampler;
void main()
{
//fCol = texture(tilesetSampler, vec3(0.3,0.1,0) + vTexPos);
fCol = vec4(0.2,0.3,0.6,1);
//fCol = vec4(0.6,0.4,0.3,1);
fPos = vec4(vPos,1);
normal = vec4(vec3(0.5) - texture(normalSampler,2*vTexPos.xy).xyz,0);
}
-12
View File
@@ -1,12 +0,0 @@
#version 450 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 texPos;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec3 vTexPos;
out vec3 vPos;
void main()
{
gl_Position = theMat * vec4(pos,1.0) ;
vTexPos = texPos;
vPos = pos;
}
+1
View File
@@ -21,6 +21,7 @@ data RenderData = RenderData
, _windowPullShader :: GLuint
, _pullWallShader :: GLuint
, _fullscreenShader :: GLuint
, _textureAntiaShader :: GLuint
, _bloomBlurShader :: GLuint
, _barrelShader :: (GLuint,VBO)
, _shapeShader :: GLuint
+2 -1
View File
@@ -367,7 +367,8 @@ doDrawing' win pdata u = do
[] -> do
glBindTextureUnit 0 $ pdata ^. fboBase . _2 . _1 . unTO
glBindFramebuffer GL_FRAMEBUFFER 0
glUseProgram (pdata ^. fullscreenShader)
glUseProgram (pdata ^. textureAntiaShader)
glUniform2f 0 (windowXFloat cfig) (windowYFloat cfig)
--glDrawArrays GL_TRIANGLES 0 6
glDrawArrays GL_TRIANGLES 0 3
rs' -> do
+49 -6
View File
@@ -21,17 +21,29 @@ import Unsafe.Coerce
sizeFBOs :: Config -> RenderData -> IO RenderData
sizeFBOs cfig rdata =
uncurryV (resizeRBO (_rboBaseBloom rdata)) (getWindowSize _gr_world_res cfig)
>> updateFBOTO3
-- >> updateFBOTO3
-- (getWindowSize _gr_world_res cfig)
-- GL_NEAREST
-- GL_NEAREST
-- GL_RGB16F -- RGBAF not sure if the alpha is necessary here
-- GL_RGB16F -- could possibly recover using depth in a clever way
-- -- but probably not, because the projection matrix is
-- -- not always on-center
-- GL_RGBA8_SNORM
-- rdata
-- fboBase
>> fboBase (resizeFBOTO3'
(getWindowSize _gr_world_res cfig)
GL_NEAREST
GL_NEAREST
GL_RGBA16F -- not sure if the alpha is necessary here
GL_NEAREST
GL_NEAREST
GL_RGB16F -- RGBAF not sure if the alpha is necessary here
GL_RGB16F -- could possibly recover using depth in a clever way
-- but probably not, because the projection matrix is
-- not always on-center
GL_RGB8_SNORM
GL_RGBA8_SNORM)
rdata
fboBase
>>= flip
(
updateFBOTO3
@@ -181,8 +193,39 @@ resizeFBOTO3 (fbo, (told1, told2, told3)) xsize ysize minfilt magfilt form1 form
to1 <- initializeTexture2D fbo GL_COLOR_ATTACHMENT0 xsize ysize minfilt magfilt form1
to2 <- initializeTexture2D fbo GL_COLOR_ATTACHMENT1 xsize ysize minfilt magfilt form2
to3 <- initializeTexture2D fbo GL_COLOR_ATTACHMENT2 xsize ysize minfilt magfilt form3
withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $ \ptr ->
glNamedFramebufferDrawBuffers (_unFBO fbo) 3 ptr
withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
glNamedFramebufferDrawBuffers (_unFBO fbo) 3
checkFBO fbo
return (fbo, (TO to1, TO to2, TO to3))
resizeFBOTO3' ::
V2 Int ->
-- | minification filter
GLenum ->
-- | magnification filter
GLenum ->
-- | minification filter
GLenum ->
-- | magnification filter
GLenum ->
-- | internal color format1
GLenum ->
-- | internal color format2
GLenum ->
-- | internal color format3
GLenum ->
(FBO, (TO, TO, TO)) ->
IO (FBO, (TO, TO, TO))
resizeFBOTO3' (V2 xsize ysize) min1 mag1 minfilt magfilt form1 form2 form3 (fbo, (told1, told2, told3)) = do
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fbo)
mglDelete glDeleteTextures $ _unTO told1
mglDelete glDeleteTextures $ _unTO told2
mglDelete glDeleteTextures $ _unTO told3
to1 <- initializeTexture2D fbo GL_COLOR_ATTACHMENT0 xsize ysize min1 mag1 form1
to2 <- initializeTexture2D fbo GL_COLOR_ATTACHMENT1 xsize ysize minfilt magfilt form2
to3 <- initializeTexture2D fbo GL_COLOR_ATTACHMENT2 xsize ysize minfilt magfilt form3
withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
glNamedFramebufferDrawBuffers (_unFBO fbo) 3
checkFBO fbo
return (fbo, (TO to1, TO to2, TO to3))
+5 -2
View File
@@ -133,6 +133,7 @@ preloadRender = do
putStrLn "Setup full screen shaders"
alphadivideshader <- makeSourcedShader "texture2D/alphaDivide" [vert, frag]
fsShad <- makeSourcedShader "texture/simple" [vert, frag]
textureantiashad <- makeSourcedShader "texture/antia" [vert,frag]
bloomBlurShad <- makeSourcedShader "texture/bloomBlur" [vert, frag]
lightingTextureShad <- makeSourcedShader "lighting/texture" [vert, frag]
lightingCloudShad <- makeSourcedShader "lighting/cloud" [vert, frag]
@@ -150,8 +151,9 @@ preloadRender = do
flptr <- mallocArray (8 * 65536)
let floorvbo = VBO flvbo flptr (8 * floatSize)
floorshader <- makeSourcedShader "floor/arrayPos" [vert, frag]
initTexture2DArraySquare 40 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
initTexture2DArraySquare 41 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
initTexture2DArraySquare 40 5 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
initTexture2DArraySquare 41 5 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
-- initTexture2DArraySquare 41 3 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
putStrLn "Setup chasm VBO, shader"
chvbo <- mglCreate glCreateBuffers
@@ -196,6 +198,7 @@ preloadRender = do
, _ceilingStencilShader = ceilingstencilshader
, _windowPullShader = winpull
, _pullWallShader = wallpull
, _textureAntiaShader = textureantiashad
, _fullscreenShader = fsShad
, _alphaDivideShader = alphadivideshader
, _lightingTextureShader = lightingTextureShad
+2 -2
View File
@@ -455,7 +455,7 @@ pokeFlatV ::
{-# INLINE pokeFlatV #-}
pokeFlatV xdata pnorm col ptr nv sh = do
pokeByteOff ptr (nv * shapeVerxSize) (V4 x y z xdata)
pokeByteOff ptr (nv *shapeVerxSize + 4 * floatSize) (normalTo8 $ V4 nx ny nz 1)
pokeByteOff ptr (nv *shapeVerxSize + 4 * floatSize) (normalTo8 $ V4 nx ny nz (-1))
pokeByteOff ptr (nv *shapeVerxSize + 5 * floatSize) (toColor8 col)
return (nv + 1)
where
@@ -463,7 +463,7 @@ pokeFlatV xdata pnorm col ptr nv sh = do
V3 nx ny nz = (sh - pnorm) - V3 x y z
normalTo8 :: Point4 -> V4 Int8
normalTo8 = over each f . normalize
normalTo8 = over each f . over _xyz normalize
where
f x = floor $ x * 127