Tweaking bloom some more
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parent
f3d709a48d
commit
34b393334c
6 changed files with 67 additions and 62 deletions
2
Makefile
2
Makefile
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@ -1,4 +1,4 @@
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CXXFLAGS += $(shell sdl2-config --cflags) -std=c++14 -Wall
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CXXFLAGS += $(shell sdl2-config --cflags) -std=c++14 -Wall -g
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CFLAGS += $(shell sdl2-config --cflags)
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CPPFLAGS += -I. -Iimgui -Iglm \
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-DREAL_BUILD -DGLM_ENABLE_EXPERIMENTAL
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@ -12,11 +12,13 @@ void main( void )
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vec2 tmp = gl_FragCoord.xy / u_OutputSize;
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float f = u_Parameters.x;
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color = textureLod( u_MainInput , tmp , 0 ).rgb;
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vec3 bloom = vec3( 0 );
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for ( int i = 0 ; i < 5 ; i ++ ) {
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color += f * textureLod( u_BlurInput , tmp , i ).rgb;
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f *= u_Parameters.y;
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bloom += f * textureLod( u_BlurInput , tmp , i ).rgb;
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f = pow( f , u_Parameters.y + 1 );
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}
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color = color + bloom / 2.2;
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color = color / ( color + 1. );
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color = pow( color , vec3( 2.2 ) );
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color = pow( color , vec3( 1.0 / 2.2 ) );
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}
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70
bloom.cc
70
bloom.cc
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@ -12,12 +12,10 @@ T_BloomPass::T_BloomPass(
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__rw__ T_Texture& input )
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: input_( input ) ,
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spHighpass_( GL_FRAGMENT_SHADER , watcher ) ,
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spDownsample_( GL_FRAGMENT_SHADER , watcher ) ,
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spBlur_( GL_FRAGMENT_SHADER , watcher ) ,
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spCombine_( GL_FRAGMENT_SHADER , watcher ) ,
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//
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txInput_( width , height , E_TexType::RGB16F ) ,
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rtInput_( T_RendertargetSetup( ).add( txInput_ , 0 ).create( ) ) ,
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//
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txBlur0_( width , height , E_TexType::RGB16F , BloomLevels ) ,
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txBlur1_( width , height , E_TexType::RGB16F , BloomLevels ) ,
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//
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@ -27,7 +25,6 @@ T_BloomPass::T_BloomPass(
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combineStrength_( 0.7 ) ,
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combineAttenuation_( 0.3 )
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{
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txInput_.wrap( E_TexWrap::CLAMP_BORDER ).samplingMode( E_TexSampling::LINEAR );
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txBlur0_.wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
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txBlur1_.wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
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@ -37,10 +34,12 @@ T_BloomPass::T_BloomPass(
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}
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spHighpass_.addFile( "bloom-highpass.glsl" );
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spDownsample_.addFile( "downsample.glsl" );
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spBlur_.addFile( "blur-pass.glsl" );
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spCombine_.addFile( "bloom-combine.glsl" );
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spHighpass_.load( );
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spDownsample_.load( );
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spBlur_.load( );
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spCombine_.load( );
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}
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@ -54,7 +53,7 @@ void T_BloomPass::render( )
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U_INPUT_SIZE = 2 ,
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U_PARAMS = 3 ,
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};
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rtInput_.activate( );
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rtBlur0_[ 0 ].activate( );
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T_TextureBinding tb( 0 );
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tb.set( U_TEXTURE , input_ );
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tb.bind( );
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@ -65,56 +64,45 @@ void T_BloomPass::render( )
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glUniform3fv( U_PARAMS , 1 , filterParams_ );
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glRectf( -1, -1 , 1 , 1 );
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}
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assert( glGetError( ) == GL_NO_ERROR );
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if ( spBlur_.activate( ) ) {
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enum {
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U_TEXTURE = 0 ,
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U_OUTPUT_SIZE = 1 ,
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U_INPUT_SIZE = 2 ,
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U_SOURCE_LOD = 3 ,
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U_DIRECTION = 4 ,
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U_WEIGHTS = 5 ,
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U_SOURCE_LOD = 2 ,
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U_DIRECTION = 3 ,
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U_WEIGHTS = 4 ,
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};
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glUniform4fv( U_WEIGHTS , 1 , blurWeights_ );
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for ( int i = 0 ; i < 5 ; i ++ ) {
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// IB RMO B0 B1 B0 B1 B0
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// OB B0/0 B1/0 B0/1 B1/1 B0/2 B1/2
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// SLOD: 0 0 0 1 1 2
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// IW: W W W W/2 W/2 W/4
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// OW: W W W/2 W/2 W/4 W/4
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for ( auto i = 0u ; i < BloomLevels ; i ++ ) {
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T_TextureBinding tb( 0 );
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uint32_t w , h;
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if ( i == 0 ) {
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tb.set( U_TEXTURE , txInput_ );
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w = txInput_.width( );
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h = txInput_.height( );
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} else {
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tb.set( U_TEXTURE , txBlur1_ );
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w = txBlur1_.width( ) >> ( i - 1 );
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h = txBlur1_.height( ) >> ( i - 1 );
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if ( i > 0 ) {
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spDownsample_.activate( );
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rtBlur0_[ i ].activate( );
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tb.set( 0 , txBlur0_ );
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tb.bind( );
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glUniform2f( 1 , txBlur0_.width( ) >> i ,
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txBlur0_.height( ) >> i );
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glUniform1i( 2 , i - 1 );
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glRectf( -1 , -1 , 1 , 1 );
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}
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const uint32_t slod = i > 0 ? ( i - 1 ) : 0;
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rtBlur0_[ i ].activate( );
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spBlur_.activate( );
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glUniform4fv( U_WEIGHTS , 1 , blurWeights_ );
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glUniform2f( U_OUTPUT_SIZE , rtBlur0_[ i ].width( ) ,
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rtBlur0_[ i ].height( ) );
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glUniform1i( U_SOURCE_LOD , slod );
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glUniform2f( U_INPUT_SIZE , w , h );
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glUniform2f( U_DIRECTION , blurSize_ , 0 );
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tb.bind( );
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glRectf( -1 , -1 , 1 , 1 );
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glUniform1i( U_SOURCE_LOD , i );
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rtBlur1_[ i ].activate( );
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glUniform2f( U_DIRECTION , blurSize_ , 0 );
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tb.set( U_TEXTURE , txBlur0_ );
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tb.bind( );
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glUniform2f( U_DIRECTION , 0 , blurSize_ );
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glUniform1i( U_SOURCE_LOD , i );
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glUniform2f( U_INPUT_SIZE ,
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rtBlur0_[ i ].width( ) ,
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rtBlur0_[ i ].height( ) );
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glRectf( -1 , -1 , 1 , 1 );
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}
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rtBlur0_[ i ].activate( );
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glUniform2f( U_DIRECTION , 0 , blurSize_ );
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tb.set( U_TEXTURE , txBlur1_ );
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tb.bind( );
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glRectf( -1 , -1 , 1 , 1 );
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}
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T_Rendertarget::MainOutput( );
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@ -124,7 +112,7 @@ void T_BloomPass::render( )
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T_TextureBinding main( 0 ) , blur( 1 );
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main.set( 0 , input_ );
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main.bind( );
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blur.set( 1 , txBlur1_ );
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blur.set( 1 , txBlur0_ );
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blur.bind( );
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glUniform2f( 2 , input_.width( ) , input_.height( ) );
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glUniform2f( 3 , combineStrength_ , 1 - combineAttenuation_ );
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4
bloom.hh
4
bloom.hh
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@ -29,12 +29,10 @@ struct T_BloomPass
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T_Texture& input_;
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T_ShaderProgram spHighpass_;
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T_ShaderProgram spDownsample_;
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T_ShaderProgram spBlur_;
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T_ShaderProgram spCombine_;
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T_Texture txInput_;
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T_Rendertarget rtInput_;
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T_Texture txBlur0_ , txBlur1_;
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std::vector< T_Rendertarget > rtBlur0_ , rtBlur1_;
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@ -2,10 +2,9 @@
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layout( location = 0 ) uniform sampler2D u_InputTexture;
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layout( location = 1 ) uniform vec2 u_OutputSize;
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layout( location = 2 ) uniform vec2 u_InputSize;
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layout( location = 3 ) uniform int u_SourceLOD;
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layout( location = 4 ) uniform vec2 u_Direction;
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layout( location = 5 ) uniform vec4 u_Weights;
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layout( location = 2 ) uniform int u_SourceLOD;
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layout( location = 3 ) uniform vec2 u_Direction;
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layout( location = 4 ) uniform vec4 u_Weights;
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layout( location = 0 ) out vec3 color;
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18
downsample.glsl
Normal file
18
downsample.glsl
Normal file
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@ -0,0 +1,18 @@
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#version 450 core
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layout( location = 0 ) uniform sampler2D u_InputTexture;
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layout( location = 1 ) uniform vec2 u_OutputSize;
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layout( location = 2 ) uniform int u_SourceLOD;
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layout( location = 0 ) out vec3 color;
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void main( void )
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{
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const vec2 c = gl_FragCoord.xy;
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color = ( .25 * (
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textureLod( u_InputTexture , ( c + vec2( .5 , .5 ) ) / u_OutputSize , u_SourceLOD )
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+ textureLod( u_InputTexture , ( c + vec2(-.5 , .5 ) ) / u_OutputSize , u_SourceLOD )
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+ textureLod( u_InputTexture , ( c + vec2( .5 ,-.5 ) ) / u_OutputSize , u_SourceLOD )
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+ textureLod( u_InputTexture , ( c + vec2(-.5 ,-.5 ) ) / u_OutputSize , u_SourceLOD )
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) ).rgb;
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}
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