Update Waveform Output

Updates:
 * Added IRE text on 20% increments
 * Added waveform lines that work
 * Scaled waveform to a subsection of the surface
This commit is contained in:
Troy James Sobotka
2020-04-28 15:06:22 -07:00
parent b9a62eb1aa
commit 4af10b2b5c
2 changed files with 84 additions and 37 deletions
+32 -18
View File
@@ -8,6 +8,11 @@ uniform vec2 ove_resolution;
uniform vec2 ove_viewport;
uniform vec3 luma_coeffs;
uniform float waveform_scale;
uniform vec2 waveform_dims;
uniform vec4 waveform_region;
uniform vec4 waveform_uv;
in vec2 ove_texcoord;
out vec4 fragColor;
@@ -19,8 +24,8 @@ void main(void) {
// based on how granular the increment is set. For example, it can be
// challenging to spot 8 bit combing with an increment of 1. / 2.^8 - 1.
float increment = 1.0 / (pow(2, 10) - 1.0);
float maxb = ove_texcoord.y + increment;
float minb = ove_texcoord.y - increment;
float maxb = waveform_dims.y + increment;
float minb = waveform_dims.y - increment;
// Intensity would make sense to also expose via the UI, as a density
// slider allows you to peek past certain values or reveal very low
@@ -29,29 +34,38 @@ void main(void) {
// emission output strength.
float intensity = 0.10;
int y_lim = int(ove_resolution.y);
int y_lim = int(waveform_dims.y);
vec3 cur_col = vec3(0.0);
vec3 cur_lum = vec3(0.0);
for (int i = 0; i < y_lim; i++) {
cur_col = texture2D(
ove_maintex,
vec2(ove_texcoord.x, float(i) / float(ove_resolution.y))
).rgb;
col += step(vec3(ove_texcoord.y - increment), cur_col) *
step(cur_col, vec3(ove_texcoord.y + increment)) * intensity;
if (
(gl_FragCoord.x >= waveform_region.x) &&
(gl_FragCoord.y >= waveform_region.y) &&
(gl_FragCoord.x < waveform_region.z) &&
(gl_FragCoord.y < waveform_region.w)
) {
// col = vec3(0.5, 0.5, 0.0);
// int start = int(waveform_region.y);
int stop = int(waveform_dims.y);
float ratio = 0.0;
float waveform_x = (ove_texcoord.x - waveform_uv.x) / waveform_scale;
float waveform_y = (ove_texcoord.y - waveform_uv.y) / waveform_scale;
for (int i = 0; i < waveform_dims.y; i++) {
ratio = float(i) / float(waveform_dims.y);
cur_col = texture2D(
ove_maintex,
vec2(waveform_x, ratio)
).rgb;
// TODO: Implement proper luma / luminance based values.
// This is simply taking the luminance weights derived from the
// OCIO configuration or the RGB to XYZ matrix and multiplying
// the above step approach by the luminance weights.
// EG:
cur_lum = vec3(dot(cur_col, luma_coeffs));
col += step(vec3(waveform_y - increment), cur_col) *
step(cur_col, vec3(waveform_y + increment)) * intensity;
col += step(vec3(ove_texcoord.y - increment), cur_lum) *
step(cur_lum, vec3(ove_texcoord.y + increment)) * intensity;
cur_lum = vec3(dot(cur_col, luma_coeffs));
col += step(vec3(waveform_y - increment), cur_lum) *
step(cur_lum, vec3(waveform_y + increment)) * intensity;
}
}
gl_FragColor = vec4(col, 1.0);