Bloom highpass filter

This commit is contained in:
Emmanuel BENOîT 2017-09-30 18:30:26 +02:00
parent f1628c0cd5
commit 4249691406
4 changed files with 64 additions and 21 deletions

View file

@ -9,11 +9,11 @@ layout( location = 0 ) out vec3 color;
void main( void )
{
vec2 tmp = gl_FragCoord.xy / u_OutputSize;
float f = .8;
float f = .7;
color = textureLod( u_MainInput , tmp , 0 ).rgb;
for ( int i = 0 ; i < 5 ; i ++ ) {
color += f * textureLod( u_BlurInput , tmp , i ).rgb;
f *= .90;
f *= .7;
}
color = color / ( color + 1. );
color = pow( color , vec3( 2.2 ) );

15
bloom-highpass.glsl Normal file
View file

@ -0,0 +1,15 @@
#version 450 core
layout( location = 0 ) uniform sampler2D u_Input;
layout( location = 1 ) uniform int u_LOD;
layout( location = 2 ) uniform vec2 u_InputSize;
layout( location = 3 ) uniform vec3 u_FilterParams;
layout( location = 0 ) out vec3 color;
void main( void )
{
vec3 c = textureLod( u_Input , gl_FragCoord.xy / u_InputSize.xy , u_LOD ).xyz;
color = max( vec3(0) , ( pow( c , vec3(u_FilterParams.x) ) * u_FilterParams.y - c ) / u_FilterParams.z );
}

View file

@ -5,22 +5,28 @@ layout( location = 1 ) uniform vec2 u_OutputSize;
layout( location = 2 ) uniform vec2 u_InputSize;
layout( location = 3 ) uniform int u_SourceLOD;
layout( location = 4 ) uniform vec2 u_Direction;
layout( location = 5 ) uniform vec3 u_Weights;
layout( location = 5 ) uniform vec4 u_Weights;
layout( location = 0 ) out vec3 color;
void main( void )
{
vec2 tmp = gl_FragCoord.xy / u_OutputSize;
vec2 displace1 = vec2( 2.5 ) * u_Direction / u_InputSize;
vec2 displace2 = vec2( 5. ) * u_Direction / u_InputSize;
float wt = u_Weights.x + u_Weights.y * 2 + u_Weights.z * 2;
const float disp = 4;
vec2 displace1 = vec2( disp * 1 ) * u_Direction / u_OutputSize;
vec2 displace2 = vec2( disp * 2 ) * u_Direction / u_OutputSize;
vec2 displace3 = vec2( disp * 3 ) * u_Direction / u_OutputSize;
float wt = u_Weights.x + u_Weights.y * 2 + u_Weights.z * 2 + u_Weights.w * 2;
color = u_Weights.x * textureLod( u_InputTexture , tmp , u_SourceLOD ).xyz
+ u_Weights.y * (
textureLod( u_InputTexture , tmp + displace1 , u_SourceLOD ).xyz
+ textureLod( u_InputTexture , tmp - displace1 , u_SourceLOD ).xyz )
+ u_Weights.z * (
textureLod( u_InputTexture , tmp + displace2 , u_SourceLOD ).xyz
+ textureLod( u_InputTexture , tmp - displace2 , u_SourceLOD ).xyz );
+ textureLod( u_InputTexture , tmp - displace2 , u_SourceLOD ).xyz )
+ u_Weights.w * (
textureLod( u_InputTexture , tmp + displace3 , u_SourceLOD ).xyz
+ textureLod( u_InputTexture , tmp - displace3 , u_SourceLOD ).xyz )
;
color /= wt;
}

50
main.cc
View file

@ -30,12 +30,16 @@ struct T_Main
T_FilesWatcher watcher;
std::unique_ptr< T_ShaderProgram > spRaymarch;
std::unique_ptr< T_ShaderProgram > spCopy;
std::unique_ptr< T_ShaderProgram > spBloomFilter;
std::unique_ptr< T_ShaderProgram > spBlur;
std::unique_ptr< T_ShaderProgram > spBloomCombine;
std::unique_ptr< T_Texture > txRaymarchOutput;
std::unique_ptr< T_Rendertarget > rtRaymarchOutput;
std::unique_ptr< T_Texture > txBloomInput;
std::unique_ptr< T_Rendertarget > rtBloomInput;
std::unique_ptr< T_Texture > txBlur0 , txBlur1;
std::vector< std::unique_ptr< T_Rendertarget > > rtBlur0 , rtBlur1;
@ -76,6 +80,12 @@ T_Main::T_Main( )
rtRaymarchOutput = std::make_unique < T_Rendertarget >(
T_RendertargetSetup( ).add( *txRaymarchOutput ).create( ) );
txBloomInput = std::make_unique< T_Texture >(
1280 , 720 , E_TexType::RGB16F );
txBloomInput->wrap( E_TexWrap::CLAMP_BORDER ).samplingMode( E_TexSampling::LINEAR );
rtBloomInput = std::make_unique < T_Rendertarget >(
T_RendertargetSetup( ).add( *txBloomInput ).create( ) );
txBlur0 = std::make_unique< T_Texture >( 1280 , 720 , E_TexType::RGB16F , 5 );
txBlur0->wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
txBlur1 = std::make_unique< T_Texture >( 1280 , 720 , E_TexType::RGB16F , 5 );
@ -212,6 +222,25 @@ void T_Main::render( )
glRectf( -1, -1 , 1 , 1 );
}
if ( spBloomFilter->activate( ) ) {
enum {
U_TEXTURE = 0 ,
U_LOD = 1 ,
U_INPUT_SIZE = 2 ,
U_PARAMS = 3 ,
};
rtBloomInput->activate( );
T_TextureBinding tb( 0 );
tb.set( U_TEXTURE , *txRaymarchOutput );
tb.bind( );
glUniform1i( U_LOD , 0 );
glUniform2f( U_INPUT_SIZE ,
txRaymarchOutput->width( ) ,
txRaymarchOutput->height( ) );
glUniform3f( U_PARAMS , 1.6 , 1.2 , .95 );
glRectf( -1, -1 , 1 , 1 );
}
if ( spBlur->activate( ) ) {
enum {
U_TEXTURE = 0 ,
@ -221,7 +250,7 @@ void T_Main::render( )
U_DIRECTION = 4 ,
U_WEIGHTS = 5 ,
};
glUniform3f( U_WEIGHTS , 0.5 , 0.25 , 0.125 );
glUniform4f( U_WEIGHTS , 0.324 , 0.232 , 0.0855 , 0.0205 );
for ( int i = 0 ; i < 5 ; i ++ ) {
// IB RMO B0 B1 B0 B1 B0
// OB B0/0 B1/0 B0/1 B1/1 B0/2 B1/2
@ -231,7 +260,7 @@ void T_Main::render( )
T_TextureBinding tb( 0 );
uint32_t w , h;
if ( i == 0 ) {
tb.set( U_TEXTURE , *txRaymarchOutput );
tb.set( U_TEXTURE , *txBloomInput );
w = txRaymarchOutput->width( );
h = txRaymarchOutput->height( );
} else {
@ -244,7 +273,7 @@ void T_Main::render( )
rtBlur0[ i ]->activate( );
#ifdef INTRUSIVE_TRACES
printf( "BLUR %d/H IT %p SLOD %d IS %dx%d OS %dx%d\n" ,
i , &(*( i == 0 ? txRaymarchOutput : txBlur1 ) ) ,
i , &(*( i == 0 ? txBloomInput : txBlur1 ) ) ,
slod , w , h , rtBlur0[ i ]->width( ) , rtBlur0[ i ]->height( ) );
#endif
glUniform2f( U_OUTPUT_SIZE , rtBlur0[ i ]->width( ) , rtBlur0[ i ]->height( ) );
@ -276,16 +305,6 @@ void T_Main::render( )
T_Rendertarget::MainOutput( );
glClearColor( 1 , 0 , 1 , 1 );
glClear( GL_COLOR_BUFFER_BIT );
#if 0
if ( spCopy->activate( ) ) {
T_TextureBinding tb( 0 );
tb.set( 0 , *txBlur1 );
tb.bind( );
glUniform1i( 1 , 3 );
glRectf( -1, -1 , 1 , 1 );
glBindTexture( GL_TEXTURE_2D , 0 );
}
#else
if ( spBloomCombine->activate( ) ) {
T_TextureBinding main( 0 ) , blur( 1 );
main.set( 0 , *txRaymarchOutput );
@ -296,7 +315,6 @@ void T_Main::render( )
glRectf( -1, -1 , 1 , 1 );
glBindTexture( GL_TEXTURE_2D , 0 );
}
#endif
glUseProgram( 0 );
ImGui::Render( );
@ -317,6 +335,10 @@ void T_Main::initProgram( )
spCopy->addFile( "copy.glsl" );
spCopy->load( );
spBloomFilter = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
spBloomFilter->addFile( "bloom-highpass.glsl" );
spBloomFilter->load( );
spBlur = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
spBlur->addFile( "blur-pass.glsl" );
spBlur->load( );