LUT interpolation
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This commit is contained in:
2026-05-06 16:44:39 +10:00
parent 96e7e66b0d
commit f9ea2d6900
4 changed files with 36150 additions and 0 deletions

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@@ -4,12 +4,120 @@
#include <wincodec.h> #include <wincodec.h>
#include <atlbase.h> #include <atlbase.h>
#include <algorithm>
#include <cctype>
#include <cstring> #include <cstring>
#include <fstream>
#include <sstream>
#include <string>
#include <vector> #include <vector>
#ifndef GL_RGBA32F
#define GL_RGBA32F 0x8814
#endif
namespace
{
std::string LowercaseExtension(const std::filesystem::path& path)
{
std::string extension = path.extension().string();
std::transform(extension.begin(), extension.end(), extension.begin(),
[](unsigned char value) { return static_cast<char>(std::tolower(value)); });
return extension;
}
bool LoadCubeTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
{
std::ifstream file(textureAsset.path);
if (!file)
{
error = "Could not open shader LUT asset: " + textureAsset.path.string();
return false;
}
unsigned lutSize = 0;
std::vector<float> values;
std::string line;
while (std::getline(file, line))
{
const std::size_t commentStart = line.find('#');
if (commentStart != std::string::npos)
line.resize(commentStart);
std::istringstream stream(line);
std::string firstToken;
if (!(stream >> firstToken))
continue;
if (firstToken == "TITLE" || firstToken == "DOMAIN_MIN" || firstToken == "DOMAIN_MAX")
continue;
if (firstToken == "LUT_3D_SIZE")
{
stream >> lutSize;
continue;
}
if (firstToken == "LUT_1D_SIZE")
{
error = "Only 3D .cube LUT assets are supported: " + textureAsset.path.string();
return false;
}
float red = 0.0f;
float green = 0.0f;
float blue = 0.0f;
try
{
red = std::stof(firstToken);
}
catch (...)
{
error = "Unsupported .cube directive in shader LUT asset: " + firstToken;
return false;
}
if (!(stream >> green >> blue))
{
error = "Malformed RGB entry in shader LUT asset: " + textureAsset.path.string();
return false;
}
values.push_back(red);
values.push_back(green);
values.push_back(blue);
values.push_back(1.0f);
}
if (lutSize == 0)
{
error = "Shader LUT asset is missing LUT_3D_SIZE: " + textureAsset.path.string();
return false;
}
const std::size_t expectedFloats = static_cast<std::size_t>(lutSize) * lutSize * lutSize * 4;
if (values.size() != expectedFloats)
{
error = "Shader LUT asset entry count does not match LUT_3D_SIZE: " + textureAsset.path.string();
return false;
}
const GLsizei atlasWidth = static_cast<GLsizei>(lutSize * lutSize);
const GLsizei atlasHeight = static_cast<GLsizei>(lutSize);
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, atlasWidth, atlasHeight, 0, GL_RGBA, GL_FLOAT, values.data());
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
}
bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error) bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
{ {
textureId = 0; textureId = 0;
if (LowercaseExtension(textureAsset.path) == ".cube")
return LoadCubeTextureAsset(textureAsset, textureId, error);
HRESULT comInitResult = CoInitializeEx(NULL, COINIT_MULTITHREADED); HRESULT comInitResult = CoInitializeEx(NULL, COINIT_MULTITHREADED);
const bool shouldUninitializeCom = (comInitResult == S_OK || comInitResult == S_FALSE); const bool shouldUninitializeCom = (comInitResult == S_OK || comInitResult == S_FALSE);

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@@ -0,0 +1,48 @@
{
"id": "lut-apply",
"name": "3D LUT Apply",
"description": "Applies the packaged 33-point .cube LUT to the incoming video using trilinear interpolation.",
"category": "Color",
"entryPoint": "shadeVideo",
"textures": [
{
"id": "lutTexture",
"path": "test-lut.cube"
}
],
"parameters": [
{
"id": "lutStrength",
"label": "LUT Strength",
"type": "float",
"default": 1.0,
"min": 0.0,
"max": 1.0,
"step": 0.01
},
{
"id": "preExposure",
"label": "Pre Exposure",
"type": "float",
"default": 0.0,
"min": -4.0,
"max": 4.0,
"step": 0.01
},
{
"id": "postContrast",
"label": "Post Contrast",
"type": "float",
"default": 1.0,
"min": 0.0,
"max": 2.0,
"step": 0.01
},
{
"id": "clampInput",
"label": "Clamp Input",
"type": "bool",
"default": true
}
]
}

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@@ -0,0 +1,54 @@
static const float LUT_SIZE = 33.0;
static const float LUT_LAST_INDEX = 32.0;
float3 sampleLutCell(float3 index)
{
float r = floor(index.r + 0.5);
float g = floor(index.g + 0.5);
float b = floor(index.b + 0.5);
float atlasWidth = LUT_SIZE * LUT_SIZE;
float2 lutUv;
lutUv.x = (r + b * LUT_SIZE + 0.5) / atlasWidth;
lutUv.y = (g + 0.5) / LUT_SIZE;
return lutTexture.Sample(lutUv).rgb;
}
float3 applyLut33(float3 color)
{
float3 lutCoord = saturate(color) * LUT_LAST_INDEX;
float3 baseIndex = floor(lutCoord);
float3 nextIndex = min(baseIndex + 1.0, LUT_LAST_INDEX);
float3 blend = lutCoord - baseIndex;
float3 c000 = sampleLutCell(float3(baseIndex.r, baseIndex.g, baseIndex.b));
float3 c100 = sampleLutCell(float3(nextIndex.r, baseIndex.g, baseIndex.b));
float3 c010 = sampleLutCell(float3(baseIndex.r, nextIndex.g, baseIndex.b));
float3 c110 = sampleLutCell(float3(nextIndex.r, nextIndex.g, baseIndex.b));
float3 c001 = sampleLutCell(float3(baseIndex.r, baseIndex.g, nextIndex.b));
float3 c101 = sampleLutCell(float3(nextIndex.r, baseIndex.g, nextIndex.b));
float3 c011 = sampleLutCell(float3(baseIndex.r, nextIndex.g, nextIndex.b));
float3 c111 = sampleLutCell(float3(nextIndex.r, nextIndex.g, nextIndex.b));
float3 c00 = lerp(c000, c100, blend.r);
float3 c10 = lerp(c010, c110, blend.r);
float3 c01 = lerp(c001, c101, blend.r);
float3 c11 = lerp(c011, c111, blend.r);
float3 c0 = lerp(c00, c10, blend.g);
float3 c1 = lerp(c01, c11, blend.g);
return lerp(c0, c1, blend.b);
}
float4 shadeVideo(ShaderContext context)
{
float4 source = context.sourceColor;
float3 inputColor = source.rgb * pow(2.0, preExposure);
if (clampInput)
inputColor = saturate(inputColor);
float3 lutColor = applyLut33(inputColor);
float3 graded = lerp(inputColor, lutColor, lutStrength);
graded = (graded - 0.5) * postContrast + 0.5;
return float4(saturate(graded), source.a);
}

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