Add Color Correction Menu
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This commit is contained in:
Lorenzooone
2025-03-21 03:26:12 +01:00
parent 82698d3376
commit 591b2f87d2
12 changed files with 492 additions and 28 deletions

View File

@@ -0,0 +1,70 @@
#include "ColorCorrectionMenu.hpp"
ColorCorrectionMenu::ColorCorrectionMenu(bool font_load_success, sf::Font &text_font) : OptionSelectionMenu(){
this->initialize(font_load_success, text_font);
}
ColorCorrectionMenu::~ColorCorrectionMenu() {
}
void ColorCorrectionMenu::class_setup() {
this->num_options_per_screen = 5;
this->min_elements_text_scaling_factor = num_options_per_screen + 2;
this->width_factor_menu = 16;
this->width_divisor_menu = 9;
this->base_height_factor_menu = 12;
this->base_height_divisor_menu = 6;
this->min_text_size = 0.3;
this->max_width_slack = 1.1;
this->menu_color = sf::Color(30, 30, 60, 192);
this->title = this->base_name;
this->show_back_x = true;
this->show_x = false;
this->show_title = true;
}
void ColorCorrectionMenu::setup_title(std::string added_name) {
this->title = added_name + (added_name != "" ? " " : "") + this->base_name;
}
void ColorCorrectionMenu::insert_data(std::vector<const ShaderColorEmulationData*>* possible_correction_data) {
this->possible_correction_data = possible_correction_data;
this->prepare_options();
}
void ColorCorrectionMenu::reset_output_option() {
this->selected_index = COLORCORRECTION_MENU_NO_ACTION;
}
void ColorCorrectionMenu::set_output_option(int index, int action) {
if(index == BACK_X_OUTPUT_OPTION)
this->selected_index = COLORCORRECTION_MENU_BACK;
else
this->selected_index = index;
}
int ColorCorrectionMenu::get_num_options() {
return (*this->possible_correction_data).size();
}
std::string ColorCorrectionMenu::get_string_option(int index, int action) {
return (*this->possible_correction_data)[index]->name;
}
void ColorCorrectionMenu::prepare(float menu_scaling_factor, int view_size_x, int view_size_y, int current_corr) {
int num_pages = this->get_num_pages();
if(this->future_data.page >= num_pages)
this->future_data.page = num_pages - 1;
int start = this->future_data.page * this->num_options_per_screen;
for(int i = 0; i < this->num_options_per_screen + 1; i++) {
int index = (i * this->single_option_multiplier) + this->elements_start_id;
if(!this->future_enabled_labels[index])
continue;
int corr_index = start + i;
if(corr_index == current_corr)
this->labels[index]->setText("<" + this->get_string_option(corr_index, DEFAULT_ACTION) + ">");
else
this->labels[index]->setText(this->get_string_option(corr_index, DEFAULT_ACTION));
}
this->base_prepare(menu_scaling_factor, view_size_x, view_size_y);
}

View File

@@ -24,9 +24,15 @@ static const VideoEffectsMenuOptionInfo frame_blending_option = {
.is_inc = true, .dec_str = "<", .inc_str = ">", .inc_out_action = VIDEO_EFFECTS_MENU_FRAME_BLENDING_INC,
.out_action = VIDEO_EFFECTS_MENU_FRAME_BLENDING_DEC};
static const VideoEffectsMenuOptionInfo color_correction_menu_option = {
.base_name = "Color Correction", .false_name = "", .is_selectable = true,
.is_inc = false, .dec_str = "", .inc_str = "", .inc_out_action = VIDEO_EFFECTS_MENU_NO_ACTION,
.out_action = VIDEO_EFFECTS_MENU_COLOR_CORRECTION_MENU};
static const VideoEffectsMenuOptionInfo* pollable_options[] = {
&input_colorspace_option,
&frame_blending_option,
&color_correction_menu_option,
};
VideoEffectsMenu::VideoEffectsMenu(bool font_load_success, sf::Font &text_font) : OptionSelectionMenu(){

View File

@@ -3,6 +3,7 @@
#define GL_SILENCE_DEPRECATION
#include <SFML/OpenGL.hpp>
#include <cstring>
#include <cmath>
#include "font_ttf.h"
#include "shaders_list.hpp"
#include "devicecapture.hpp"
@@ -43,6 +44,8 @@ WindowScreen::WindowScreen(ScreenType stype, CaptureStatus* capture_status, Disp
insert_basic_crops(this->possible_crops_with_games, this->m_stype, false, true);
insert_basic_crops(this->possible_crops_ds_with_games, this->m_stype, true, true);
insert_basic_pars(this->possible_pars);
insert_basic_color_profiles(this->possible_color_profiles);
this->sent_shader_color_data = NULL;
this->m_prepare_save = 0;
this->m_prepare_load = 0;
this->m_prepare_open = false;
@@ -510,13 +513,62 @@ void WindowScreen::pre_texture_conversion_processing() {
this->draw_lock->unlock();
}
int WindowScreen::_choose_shader(bool is_input, bool is_top) {
if(!is_input)
return NO_EFFECT_FRAGMENT_SHADER;
if(this->was_last_frame_null) {
this->was_last_frame_null = false;
return NO_EFFECT_FRAGMENT_SHADER;
}
static void transpose_matrix_to_new_one(float target[3][3], const float source[3][3]) {
for(int i = 0; i < 3; i++)
for(int j = 0; j < 3; j++)
target[i][j] = source[j][i];
}
int WindowScreen::_choose_color_emulation_shader(bool is_top) {
int color_profile_index = this->loaded_info.top_color_correction;
if(!is_top)
color_profile_index = this->loaded_info.bot_color_correction;
if((color_profile_index >= possible_color_profiles.size()) || (color_profile_index < 0))
color_profile_index = 0;
const ShaderColorEmulationData* shader_color_data = possible_color_profiles[color_profile_index];
if(!shader_color_data->is_valid)
return -1;
int shader_index = COLOR_EMULATION_FRAGMENT_SHADER;
if(sent_shader_color_data == shader_color_data)
return shader_index;
const float contrast = 1.0;
const float brightness = 0.0;
const float saturation = 1.0;
// Calculate saturation weights.
// Note: We are using the Rec. 709 luminance vector here.
// From Open AGB Firm, thanks to profi200
const float rwgt = (1.f - saturation) * 0.2126f;
const float gwgt = (1.f - saturation) * 0.7152f;
const float bwgt = (1.f - saturation) * 0.0722f;
float saturation_matrix[3][3] = {
{rwgt + saturation, gwgt, bwgt},
{rwgt, gwgt + saturation, bwgt},
{rwgt, gwgt, bwgt + saturation}
};
// OpenGL is column major... Do the transpose of the matrixes
float saturation_matrix_transposed[3][3];
float color_corr_matrix_transposed[3][3];
transpose_matrix_to_new_one(color_corr_matrix_transposed, shader_color_data->rgb_mod);
transpose_matrix_to_new_one(saturation_matrix_transposed, saturation_matrix);
usable_shaders[shader_index].shader.setUniform("targetContrast", (float)(pow(contrast, shader_color_data->targetGamma)));
usable_shaders[shader_index].shader.setUniform("targetBrightness", brightness / contrast);
usable_shaders[shader_index].shader.setUniform("targetLuminance", shader_color_data->lum);
usable_shaders[shader_index].shader.setUniform("targetGamma", shader_color_data->targetGamma);
usable_shaders[shader_index].shader.setUniform("displayGamma", shader_color_data->displayGamma);
usable_shaders[shader_index].shader.setUniform("color_corr_mat",
sf::Glsl::Mat3((float*)color_corr_matrix_transposed));
usable_shaders[shader_index].shader.setUniform("saturation_mat", sf::Glsl::Mat3((float*)saturation_matrix_transposed));
sent_shader_color_data = shader_color_data;
return shader_index;
}
int WindowScreen::_choose_base_input_shader(bool is_top) {
InputColorspaceMode *in_colorspace = &this->loaded_info.in_colorspace_top;
FrameBlendingMode *frame_blending = &this->loaded_info.frame_blending_top;
if(!is_top) {
@@ -558,13 +610,60 @@ int WindowScreen::_choose_shader(bool is_input, bool is_top) {
}
}
int WindowScreen::choose_shader(bool is_input, bool is_top) {
int chosen_shader = _choose_shader(is_input, is_top);
int WindowScreen::_choose_shader(PossibleShaderTypes shader_type, bool is_top) {
if(this->was_last_frame_null) {
this->was_last_frame_null = false;
return NO_EFFECT_FRAGMENT_SHADER;
}
switch(shader_type) {
case BASE_FINAL_OUTPUT_SHADER_TYPE:
return NO_EFFECT_FRAGMENT_SHADER;
case BASE_INPUT_SHADER_TYPE:
return _choose_base_input_shader(is_top);
case COLOR_PROCESSING_SHADER_TYPE:
return _choose_color_emulation_shader(is_top);
default:
return NO_EFFECT_FRAGMENT_SHADER;
}
}
int WindowScreen::choose_shader(PossibleShaderTypes shader_type, bool is_top) {
int chosen_shader = _choose_shader(shader_type, is_top);
if((chosen_shader >= 0) && (chosen_shader < usable_shaders.size()) && usable_shaders[chosen_shader].is_valid)
return chosen_shader;
return -1;
}
bool WindowScreen::apply_shaders_to_input(out_rect_data &rect_data, const sf::RectangleShape &final_in_rect, bool is_top) {
if(!sf::Shader::isAvailable())
return false;
int chosen_shader = choose_shader(BASE_INPUT_SHADER_TYPE, is_top);
if(chosen_shader < 0)
return false;
float old_frame_pos_x = ((float)(NUM_FRAMES_BLENDED - 1)) / NUM_FRAMES_BLENDED;
if(this->curr_frame_texture_pos > 0)
old_frame_pos_x = -1.0 / NUM_FRAMES_BLENDED;
sf::Glsl::Vec2 old_pos = {old_frame_pos_x, 0.0};
usable_shaders[chosen_shader].shader.setUniform("old_frame_offset", old_pos);
rect_data.out_tex.draw(final_in_rect, &usable_shaders[chosen_shader].shader);
chosen_shader = choose_shader(COLOR_PROCESSING_SHADER_TYPE, is_top);
if(chosen_shader < 0)
return true;
sf::RectangleShape new_final_in_rect = final_in_rect;
new_final_in_rect.setTexture(&rect_data.out_tex.getTexture());
const sf::IntRect texture_rect = rect_data.out_rect.getTextureRect();
new_final_in_rect.setTextureRect(texture_rect);
new_final_in_rect.setSize({(float)texture_rect.size.x, (float)texture_rect.size.y});
new_final_in_rect.setPosition({(float)texture_rect.position.x, (float)texture_rect.position.y});
new_final_in_rect.setOrigin({0, 0});
rect_data.out_tex.draw(new_final_in_rect, &usable_shaders[chosen_shader].shader);
return true;
}
void WindowScreen::post_texture_conversion_processing(out_rect_data &rect_data, const sf::RectangleShape &in_rect, bool actually_draw, bool is_top, bool is_debug) {
if((is_top && this->m_stype == ScreenType::BOTTOM) || ((!is_top) && this->m_stype == ScreenType::TOP))
return;
@@ -584,19 +683,7 @@ void WindowScreen::post_texture_conversion_processing(out_rect_data &rect_data,
text_coords_rect.position.x += this->curr_frame_texture_pos * MAX_IN_VIDEO_WIDTH;
final_in_rect.setTextureRect(text_coords_rect);
if(this->capture_status->connected && actually_draw) {
bool use_default_shader = true;
if(sf::Shader::isAvailable()) {
int chosen_shader = choose_shader(true, is_top);
if(chosen_shader >= 0) {
float old_frame_pos_x = ((float)(NUM_FRAMES_BLENDED - 1)) / NUM_FRAMES_BLENDED;
if(this->curr_frame_texture_pos > 0)
old_frame_pos_x = -1.0 / NUM_FRAMES_BLENDED;
sf::Glsl::Vec2 old_pos = {old_frame_pos_x, 0.0};
usable_shaders[chosen_shader].shader.setUniform("old_frame_offset", old_pos);
rect_data.out_tex.draw(final_in_rect, &usable_shaders[chosen_shader].shader);
use_default_shader = false;
}
}
bool use_default_shader = !(this->apply_shaders_to_input(rect_data, final_in_rect, is_top));
if(use_default_shader)
rect_data.out_tex.draw(final_in_rect);
//Place postprocessing effects here
@@ -613,7 +700,7 @@ void WindowScreen::draw_rect_to_window(const sf::RectangleShape &out_rect, bool
bool use_default_shader = true;
if(sf::Shader::isAvailable()) {
int chosen_shader = choose_shader(false, is_top);
int chosen_shader = choose_shader(BASE_FINAL_OUTPUT_SHADER_TYPE, is_top);
if(chosen_shader >= 0) {
this->m_win.draw(out_rect, &usable_shaders[chosen_shader].shader);
use_default_shader = false;

View File

@@ -119,6 +119,7 @@ void WindowScreen::init_menus() {
this->input_menu = new InputMenu(this->font_load_success, this->text_font);
this->audio_device_menu = new AudioDeviceMenu(this->font_load_success, this->text_font);
this->separator_menu = new SeparatorMenu(this->font_load_success, this->text_font);
this->color_correction_menu = new ColorCorrectionMenu(this->font_load_success, this->text_font);
}
void WindowScreen::destroy_menus() {
@@ -145,6 +146,7 @@ void WindowScreen::destroy_menus() {
delete this->input_menu;
delete this->audio_device_menu;
delete this->separator_menu;
delete this->color_correction_menu;
}
void WindowScreen::set_close(int ret_val) {
@@ -299,6 +301,22 @@ void WindowScreen::par_value_change(int new_par_value, bool is_top) {
}
}
void WindowScreen::color_correction_value_change(int new_color_correction_value) {
int color_correction_index = new_color_correction_value % this->possible_color_profiles.size();
if(color_correction_index < 0)
color_correction_index = 0;
std::string setting_name = "Color Correction: ";
bool updated = false;
if(this->m_info.top_color_correction != color_correction_index)
updated = true;
this->m_info.top_color_correction = color_correction_index;
if(this->m_info.bot_color_correction != color_correction_index)
updated = true;
this->m_info.bot_color_correction = color_correction_index;
if(updated)
this->print_notification(setting_name + this->possible_color_profiles[color_correction_index]->name);
}
void WindowScreen::offset_change(float &value, float change) {
if(change >= 1.0)
return;
@@ -1115,6 +1133,18 @@ void WindowScreen::setup_separator_menu(bool reset_data) {
}
}
void WindowScreen::setup_color_correction_menu(bool reset_data) {
if(!this->can_setup_menu())
return;
if(this->curr_menu != COLOR_CORRECTION_MENU_TYPE) {
this->curr_menu = COLOR_CORRECTION_MENU_TYPE;
if(reset_data)
this->color_correction_menu->reset_data();
this->color_correction_menu->insert_data(&this->possible_color_profiles);
this->last_menu_change_time = std::chrono::high_resolution_clock::now();
}
}
void WindowScreen::update_save_menu() {
if(this->curr_menu == SAVE_MENU_TYPE) {
this->curr_menu = DEFAULT_MENU_TYPE;
@@ -2073,6 +2103,10 @@ void WindowScreen::poll(bool do_everything) {
case VIDEO_EFFECTS_MENU_FRAME_BLENDING_DEC:
this->frame_blending_mode_change(false);
break;
case VIDEO_EFFECTS_MENU_COLOR_CORRECTION_MENU:
this->setup_color_correction_menu();
done = true;
break;
default:
break;
}
@@ -2178,6 +2212,23 @@ void WindowScreen::poll(bool do_everything) {
continue;
}
break;
case COLOR_CORRECTION_MENU_TYPE:
if(this->color_correction_menu->poll(event_data)) {
switch(this->color_correction_menu->selected_index) {
case COLORCORRECTION_MENU_BACK:
this->setup_video_effects_menu(false);
done = true;
break;
case COLORCORRECTION_MENU_NO_ACTION:
break;
default:
this->color_correction_value_change(this->color_correction_menu->selected_index);
break;
}
this->color_correction_menu->reset_output_option();
continue;
}
break;
default:
break;
}
@@ -2457,6 +2508,9 @@ void WindowScreen::prepare_menu_draws(int view_size_x, int view_size_y) {
case SEPARATOR_MENU_TYPE:
this->separator_menu->prepare(this->loaded_info.menu_scaling_factor, view_size_x, view_size_y, &this->loaded_info);
break;
case COLOR_CORRECTION_MENU_TYPE:
this->color_correction_menu->prepare(this->loaded_info.menu_scaling_factor, view_size_x, view_size_y, this->loaded_info.top_color_correction);
break;
default:
break;
}
@@ -2539,6 +2593,9 @@ void WindowScreen::execute_menu_draws() {
case SEPARATOR_MENU_TYPE:
this->separator_menu->draw(this->loaded_info.menu_scaling_factor, this->m_win);
break;
case COLOR_CORRECTION_MENU_TYPE:
this->color_correction_menu->draw(this->loaded_info.menu_scaling_factor, this->m_win);
break;
default:
break;
}

View File

@@ -363,6 +363,142 @@ static const PARData* basic_possible_pars[] = {
&fit_wide_vertical_par,
};
// libretro shader values. Credits: hunterk and Pokefan531.
// Based on profi200's open_agb_firm implementation.
// https://github.com/libretro/slang-shaders/tree/master/handheld/shaders/color
const ShaderColorEmulationData color_profile_identity = {
.targetGamma = 1.f, .lum = 1.f,
.rgb_mod = {
{1.f, 0.f, 0.f},
{0.f, 1.f, 0.f},
{0.f, 0.f, 1.f}
},
.displayGamma = 1.f / 1.f,
.is_valid = false,
.name = "No Correction"
};
const ShaderColorEmulationData color_profile_libretro_gba = {
.targetGamma = 2.2f, .lum = 0.91f,
.rgb_mod = {
{0.905f, 0.195f, -0.1f},
{0.1f, 0.65f, 0.25f},
{0.1575f, 0.1425f, 0.7f}
},
.displayGamma = 1.f / 2.2f,
.is_valid = true,
.name = "GBA"
};
const ShaderColorEmulationData color_profile_libretro_gb_micro = {
.targetGamma = 2.2f, .lum = 0.9f,
.rgb_mod = {
{0.8025f, 0.31f, -0.1125f},
{0.1f, 0.6875f, 0.2125f},
{0.1225f, 0.1125f, 0.765f}
},
.displayGamma = 1.f / 2.2f,
.is_valid = true,
.name = "GB Micro"
};
const ShaderColorEmulationData color_profile_libretro_gba_sp_101 = {
.targetGamma = 2.2f, .lum = 0.935f,
.rgb_mod = {
{0.96f, 0.11f, -0.07f},
{0.0325f, 0.89f, 0.0775f},
{0.001f, -0.03f, 1.029f}
},
.displayGamma = 1.f / 2.2f,
.is_valid = true,
.name = "GBA SP 101"
};
const ShaderColorEmulationData color_profile_libretro_nds = {
.targetGamma = 2.2f, .lum = 0.905f,
.rgb_mod = {
{0.835f, 0.27f, -0.105f},
{0.1f, 0.6375f, 0.2625f},
{0.105f, 0.175f, 0.72f}
},
.displayGamma = 1.f / 2.2f,
.is_valid = true,
.name = "Nintendo DS"
};
const ShaderColorEmulationData color_profile_libretro_nds_lite = {
.targetGamma = 2.2f, .lum = 0.935f,
.rgb_mod = {
{0.93f, 0.14f, -0.07f},
{0.025f, 0.9f, 0.075f},
{0.008f, -0.03f, 1.022f}
},
.displayGamma = 1.f / 2.2f,
.is_valid = true,
.name = "Nintendo DS Lite"
};
const ShaderColorEmulationData color_profile_libretro_nso_gba = {
.targetGamma = 2.2f, .lum = 1.f,
.rgb_mod = {
{0.865f, 0.1225f, 0.0125f},
{0.0575f, 0.925f, 0.0125f},
{0.0575f, 0.1225f, 0.82f}
},
.displayGamma = 1.f / 2.2f,
.is_valid = true,
.name = "NSO GBA"
};
const ShaderColorEmulationData color_profile_libretro_emulators_gba = {
.targetGamma = 1.45f, .lum = 1.f,
.rgb_mod = {
{0.73f, 0.27f, 0.f},
{0.0825f, 0.6775f, 0.24f},
{0.0825f, 0.24f, 0.6775f}
},
.displayGamma = 1.f / 1.45f,
.is_valid = true,
.name = "Emulators GBA"
};
const ShaderColorEmulationData color_profile_libretro_gbc = {
.targetGamma = 2.2f, .lum = 0.91f,
.rgb_mod = {
{0.905f, 0.195f, -0.1f},
{0.1f, 0.65f, 0.25f},
{0.1575f, 0.1425f, 0.7f}
},
.displayGamma = 1.f / 2.2f,
.is_valid = true,
.name = "GBC"
};
const ShaderColorEmulationData color_profile_nso_gbc = {
.targetGamma = 2.2f, .lum = 0.85f,
.rgb_mod = {
{0.84f, 0.265f, 0.f},
{0.105f, 0.67f, 0.24f},
{0.15f, 0.30f, 0.525f}
},
.displayGamma = 1.f / 2.2f,
.is_valid = true,
.name = "NSO GBC"
};
static const ShaderColorEmulationData* basic_possible_color_profiles[] = {
&color_profile_identity,
&color_profile_libretro_nds,
&color_profile_libretro_nds_lite,
&color_profile_libretro_gba,
&color_profile_libretro_gb_micro,
&color_profile_libretro_gba_sp_101,
&color_profile_libretro_nso_gba,
&color_profile_libretro_emulators_gba,
&color_profile_libretro_gbc,
&color_profile_nso_gbc,
};
static bool is_allowed_crop(const CropData* crop_data, ScreenType s_type, bool is_ds, bool allow_game_specific) {
if(is_ds && (!crop_data->allowed_ds))
return false;
@@ -392,6 +528,12 @@ void insert_basic_pars(std::vector<const PARData*> &par_vector) {
}
}
void insert_basic_color_profiles(std::vector<const ShaderColorEmulationData*> &color_profiles_vector) {
for(int i = 0; i < (sizeof(basic_possible_color_profiles) / sizeof(basic_possible_color_profiles[0])); i++) {
color_profiles_vector.push_back(basic_possible_color_profiles[i]);
}
}
void reset_display_data(DisplayData* display_data) {
display_data->last_connected_ds = false;
}
@@ -461,6 +603,8 @@ void reset_screen_info(ScreenInfo &info) {
info.use_non_integer_scaling_bottom = false;
info.failed_fullscreen = false;
info.have_titlebar = true;
info.top_color_correction = 0;
info.bot_color_correction = 0;
info.in_colorspace_top = FULL_COLORSPACE;
info.in_colorspace_bot = FULL_COLORSPACE;
info.frame_blending_top = NO_FRAME_BLENDING;
@@ -684,6 +828,14 @@ bool load_screen_info(std::string key, std::string value, std::string base, Scre
info.have_titlebar = std::stoi(value);
return true;
}
if(key == (base + "top_color_correction")) {
info.top_color_correction = std::stoi(value);
return true;
}
if(key == (base + "bot_color_correction")) {
info.bot_color_correction = std::stoi(value);
return true;
}
if(key == (base + "in_colorspace_top")) {
info.in_colorspace_top = input_colorspace_sanitization(std::stoi(value));
return true;
@@ -740,6 +892,8 @@ std::string save_screen_info(std::string base, const ScreenInfo &info) {
out += base + "use_non_integer_scaling_top=" + std::to_string(info.use_non_integer_scaling_top) + "\n";
out += base + "use_non_integer_scaling_bottom=" + std::to_string(info.use_non_integer_scaling_bottom) + "\n";
out += base + "have_titlebar=" + std::to_string(info.have_titlebar) + "\n";
out += base + "top_color_correction=" + std::to_string(info.top_color_correction) + "\n";
out += base + "bot_color_correction=" + std::to_string(info.bot_color_correction) + "\n";
out += base + "in_colorspace_top=" + std::to_string(info.in_colorspace_top) + "\n";
out += base + "in_colorspace_bot=" + std::to_string(info.in_colorspace_bot) + "\n";
out += base + "frame_blending_top=" + std::to_string(info.frame_blending_top) + "\n";