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gamma correct rendering & adjustment setting
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parent
32de090079
commit
d9f6072f02
5 changed files with 27 additions and 11 deletions
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@ -129,6 +129,8 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
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sh::Factory::getInstance ().setSharedParameter ("waterTimer", sh::makeProperty<sh::FloatValue>(new sh::FloatValue(0)));
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sh::Factory::getInstance ().setSharedParameter ("windDir_windSpeed", sh::makeProperty<sh::Vector3>(new sh::Vector3(0.5, -0.8, 0.2)));
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sh::Factory::getInstance ().setSharedParameter ("waterSunFade_sunHeight", sh::makeProperty<sh::Vector2>(new sh::Vector2(1, 0.6)));
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sh::Factory::getInstance ().setSharedParameter ("gammaCorrection", sh::makeProperty<sh::FloatValue>(new sh::FloatValue(
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Settings::Manager::getFloat ("gamma", "Video"))));
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applyCompositors();
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@ -1,3 +1,7 @@
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#define gammaCorrectRead(v) pow(v, float3(gammaCorrection,gammaCorrection,gammaCorrection))
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#define gammaCorrectOutput(v) pow(v, float3(1.f/gammaCorrection,1.f/gammaCorrection,1.f/gammaCorrection))
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#if SH_HLSL == 1 || SH_CG == 1
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#define shTexture2D sampler2D
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@ -112,6 +112,8 @@
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shUniform(float, far) @shAutoConstant(far, far_clip_distance)
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#endif
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shUniform(float, gammaCorrection) @shSharedParameter(gammaCorrection, gammaCorrection)
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#if LIGHTING
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shInput(float3, normalPassthrough)
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shInput(float3, objSpacePositionPassthrough)
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@ -173,7 +175,8 @@
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SH_START_PROGRAM
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{
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shOutputColour(0) = shSample(diffuseMap, UV);
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shOutputColour(0).xyz = gammaCorrectRead(shOutputColour(0).xyz);
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#if LIGHTING
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float3 normal = normalize(normalPassthrough);
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float3 lightDir;
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@ -259,7 +262,7 @@
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// regular fog only if fragment is above water
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if (worldPos.y > waterLevel)
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#endif
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColour), fogValue);
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#endif
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// prevent negative colour output (for example with negative lights)
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@ -274,12 +277,11 @@
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float waterSunGradient = dot(eyeVec, -normalize(lightDirectionWS0.xyz));
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waterSunGradient = shSaturate(pow(waterSunGradient*0.7+0.3,2.0));
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float3 waterSunColour = float3(0.0,1.0,0.85)*waterSunGradient * 0.5;
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float3 waterSunColour = gammaCorrectRead(float3(0.0,1.0,0.85)) *waterSunGradient * 0.5;
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float waterGradient = dot(eyeVec, float3(0.0,-1.0,0.0));
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waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0);
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float3 watercolour = (float3(0.0078, 0.5176, 0.700)+waterSunColour)*waterGradient*2.0;
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float3 waterext = float3(0.6, 0.9, 1.0);//water extinction
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float3 watercolour = ( gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0;
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watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
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watercolour = (cameraPos.y <= waterLevel) ? watercolour : watercolour*0.3;
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@ -292,6 +294,8 @@
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater * waterEnabled);
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#endif
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shOutputColour(0).xyz = gammaCorrectOutput(shOutputColour(0).xyz);
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#if MRT
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shOutputColour(1) = float4(depthPassthrough / far,1,1,1);
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#endif
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@ -137,6 +137,8 @@
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shSampler2D(normalMap) // global normal map
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shUniform(float, gammaCorrection) @shSharedParameter(gammaCorrection, gammaCorrection)
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@shForeach(@shPropertyString(num_blendmaps))
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shSampler2D(blendMap@shIterator)
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@ -247,9 +249,9 @@
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#if IS_FIRST_PASS == 1 && @shIterator == 0
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// first layer of first pass doesn't need a blend map
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albedo = shSample(diffuseMap0, UV * 10).rgb;
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albedo = gammaCorrectRead(shSample(diffuseMap0, UV * 10).rgb);
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#else
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albedo = shLerp(albedo, shSample(diffuseMap@shIterator, UV * 10).rgb, blendValues@shPropertyString(blendmap_component_@shIterator));
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albedo = shLerp(albedo, gammaCorrectRead(shSample(diffuseMap@shIterator, UV * 10).rgb), blendValues@shPropertyString(blendmap_component_@shIterator));
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#endif
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@shEndForeach
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@ -336,7 +338,7 @@
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// regular fog only if fragment is above water
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if (worldPos.y > waterLevel)
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#endif
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColour), fogValue);
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#endif
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// prevent negative colour output (for example with negative lights)
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@ -351,12 +353,12 @@
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float waterSunGradient = dot(eyeVec, -normalize(lightDirectionWS0.xyz));
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waterSunGradient = shSaturate(pow(waterSunGradient*0.7+0.3,2.0));
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float3 waterSunColour = float3(0.0,1.0,0.85)*waterSunGradient * 0.5;
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float3 waterSunColour = gammaCorrectRead(float3(0.0,1.0,0.85))*waterSunGradient * 0.5;
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float waterGradient = dot(eyeVec, float3(0.0,-1.0,0.0));
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waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0);
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float3 watercolour = (float3(0.0078, 0.5176, 0.700)+waterSunColour)*waterGradient*2.0;
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float3 waterext = float3(0.6, 0.9, 1.0);//water extinction
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float3 watercolour = (gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0;
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float3 waterext = gammaCorrectRead(float3(0.6, 0.9, 1.0));//water extinction
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watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
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watercolour = (cameraPos.y <= waterLevel) ? watercolour : watercolour*0.3;
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@ -369,6 +371,8 @@
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater);
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#endif
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shOutputColour(0).xyz = gammaCorrectOutput(shOutputColour(0).xyz);
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#if MRT
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shOutputColour(1) = float4(depth / far,1,1,1);
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@ -28,6 +28,8 @@ vsync = false
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# PBuffer, FBO, Copy
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opengl rtt mode = FBO
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gamma = 2.2
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[GUI]
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# 1 is fully opaque
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menu transparency = 0.84
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