Switched Anaglyph shader technique from Dubois to Rendepth

(newer method optimized for LCD screens).
This commit is contained in:
Andres Hernandez 2024-07-25 23:39:14 +02:00 committed by Gamer64ytb
parent f815565d1d
commit d167b09131
7 changed files with 60 additions and 28 deletions

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@ -161,7 +161,7 @@ void Config::ReadValues() {
ReadSetting("Renderer", Settings::values.factor_3d);
std::string default_shader = "none (builtin)";
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph)
default_shader = "dubois (builtin)";
default_shader = "rendepth (builtin)";
else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced)
default_shader = "horizontal (builtin)";
Settings::values.pp_shader_name =

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@ -110,7 +110,7 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
std::string current_shader;
if (stereo_option == Settings::StereoRenderOption::Anaglyph) {
ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)"));
ui->shader_combobox->addItem(QStringLiteral("rendepth (builtin)"));
current_shader = Settings::values.anaglyph_shader_name.GetValue();
} else {
ui->shader_combobox->addItem(QStringLiteral("none (builtin)"));

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@ -514,7 +514,8 @@ struct Values {
SwitchableSetting<bool> filter_mode{true, "filter_mode"};
SwitchableSetting<std::string> pp_shader_name{"none (builtin)", "pp_shader_name"};
SwitchableSetting<std::string> anaglyph_shader_name{"dubois (builtin)", "anaglyph_shader_name"};
SwitchableSetting<std::string> anaglyph_shader_name{"rendepth (builtin)",
"anaglyph_shader_name"};
SwitchableSetting<bool> dump_textures{false, "dump_textures"};
SwitchableSetting<bool> custom_textures{false, "custom_textures"};

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@ -4,17 +4,22 @@
//? #version 430 core
// Anaglyph Red-Cyan shader based on Dubois algorithm
// Constants taken from the paper:
// "Conversion of a Stereo Pair to Anaglyph with
// the Least-Squares Projection Method"
// Eric Dubois, March 2009
const mat3 l = mat3( 0.437, 0.449, 0.164,
-0.062,-0.062,-0.024,
-0.048,-0.050,-0.017);
const mat3 r = mat3(-0.011,-0.032,-0.007,
0.377, 0.761, 0.009,
-0.026,-0.093, 1.234);
// Rendepth: Red/Cyan Anaglyph Filter Optimized for Stereoscopic 3D on LCD Monitors by Andres Hernandez.
// Based on the paper "Producing Anaglyphs from Synthetic Images" by William Sanders, David F. McAllister.
// Using concepts from "Methods for computing color anaglyphs" by David F. McAllister, Ya Zhou, Sophia Sullivan.
// Original research from "Conversion of a Stereo Pair to Anaglyph with the Least-Squares Projection Method" by Eric Dubois
const mat3 l = mat3(
vec3(0.4561, 0.500484, 0.176381),
vec3(-0.400822, -0.0378246, -0.0157589),
vec3(-0.0152161, -0.0205971, -0.00546856));
const mat3 r = mat3(
vec3(-0.0434706, -0.0879388, -0.00155529),
vec3(0.378476, 0.73364, -0.0184503),
vec3(-0.0721527, -0.112961, 1.2264));
const vec3 g = vec3(1.6, 0.8, 1.0);
layout(location = 0) in vec2 frag_tex_coord;
layout(location = 0) out vec4 color;
@ -25,8 +30,18 @@ layout(binding = 1) uniform sampler2D color_texture_r;
uniform vec4 resolution;
uniform int layer;
vec3 correct_color(vec3 col) {
vec3 result;
result.r = pow(col.r, 1.0 / g.r);
result.g = pow(col.g, 1.0 / g.g);
result.b = pow(col.b, 1.0 / g.b);
return result;
}
void main() {
vec4 color_tex_l = texture(color_texture, frag_tex_coord);
vec4 color_tex_r = texture(color_texture_r, frag_tex_coord);
color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
vec3 color_anaglyph = clamp(color_tex_l.rgb * l, vec3(0.0), vec3(1.0)) + clamp(color_tex_r.rgb * r, vec3(0.0), vec3(1.0));
vec3 color_corrected = correct_color(color_anaglyph);
color = vec4(color_corrected, color_tex_l.a);
}

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@ -8,17 +8,22 @@
layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
// Anaglyph Red-Cyan shader based on Dubois algorithm
// Constants taken from the paper:
// "Conversion of a Stereo Pair to Anaglyph with
// the Least-Squares Projection Method"
// Eric Dubois, March 2009
const mat3 l = mat3( 0.437, 0.449, 0.164,
-0.062,-0.062,-0.024,
-0.048,-0.050,-0.017);
const mat3 r = mat3(-0.011,-0.032,-0.007,
0.377, 0.761, 0.009,
-0.026,-0.093, 1.234);
// Rendepth: Red/Cyan Anaglyph Filter Optimized for Stereoscopic 3D on LCD Monitors by Andres Hernandez.
// Based on the paper "Producing Anaglyphs from Synthetic Images" by William Sanders, David F. McAllister.
// Using concepts from "Methods for computing color anaglyphs" by David F. McAllister, Ya Zhou, Sophia Sullivan.
// Original research from "Conversion of a Stereo Pair to Anaglyph with the Least-Squares Projection Method" by Eric Dubois
const mat3 l = mat3(
vec3(0.4561, 0.500484, 0.176381),
vec3(-0.400822, -0.0378246, -0.0157589),
vec3(-0.0152161, -0.0205971, -0.00546856));
const mat3 r = mat3(
vec3(-0.0434706, -0.0879388, -0.00155529),
vec3(0.378476, 0.73364, -0.0184503),
vec3(-0.0721527, -0.112961, 1.2264));
const vec3 g = vec3(1.6, 0.8, 1.0);
layout (push_constant, std140) uniform DrawInfo {
mat4 modelview_matrix;
@ -47,8 +52,18 @@ vec4 GetScreen(int screen_id) {
#endif
}
vec3 correct_color(vec3 col) {
vec3 result;
result.r = pow(col.r, 1.0 / g.r);
result.g = pow(col.g, 1.0 / g.g);
result.b = pow(col.b, 1.0 / g.b);
return result;
}
void main() {
vec4 color_tex_l = GetScreen(screen_id_l);
vec4 color_tex_r = GetScreen(screen_id_r);
color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
vec3 color_anaglyph = clamp(color_tex_l.rgb * l, vec3(0.0), vec3(1.0)) + clamp(color_tex_r.rgb * r, vec3(0.0), vec3(1.0));
vec3 color_corrected = correct_color(color_anaglyph);
color = vec4(color_corrected, color_tex_l.a);
}

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@ -370,7 +370,7 @@ void RendererOpenGL::ReloadShader() {
// Link shaders and get variable locations
std::string shader_data = fragment_shader_precision_OES;
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
if (Settings::values.anaglyph_shader_name.GetValue() == "dubois (builtin)") {
if (Settings::values.anaglyph_shader_name.GetValue() == "rendepth (builtin)") {
shader_data += HostShaders::OPENGL_PRESENT_ANAGLYPH_FRAG;
} else {
std::string shader_text = OpenGL::GetPostProcessingShaderCode(

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@ -65,6 +65,7 @@ RendererVulkan::RendererVulkan(Core::System& system, Pica::PicaCore& pica_,
CompileShaders();
BuildLayouts();
BuildPipelines();
ReloadPipeline();
if (secondary_window) {
second_window = std::make_unique<PresentWindow>(*secondary_window, instance, scheduler);
}