Bloom highpass filter
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f1628c0cd5
commit
4249691406
4 changed files with 64 additions and 21 deletions
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@ -9,11 +9,11 @@ layout( location = 0 ) out vec3 color;
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void main( void )
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{
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vec2 tmp = gl_FragCoord.xy / u_OutputSize;
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float f = .8;
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float f = .7;
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color = textureLod( u_MainInput , tmp , 0 ).rgb;
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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 *= .90;
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f *= .7;
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}
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color = color / ( color + 1. );
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color = pow( color , vec3( 2.2 ) );
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15
bloom-highpass.glsl
Normal file
15
bloom-highpass.glsl
Normal file
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@ -0,0 +1,15 @@
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#version 450 core
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layout( location = 0 ) uniform sampler2D u_Input;
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layout( location = 1 ) uniform int u_LOD;
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layout( location = 2 ) uniform vec2 u_InputSize;
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layout( location = 3 ) uniform vec3 u_FilterParams;
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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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vec3 c = textureLod( u_Input , gl_FragCoord.xy / u_InputSize.xy , u_LOD ).xyz;
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color = max( vec3(0) , ( pow( c , vec3(u_FilterParams.x) ) * u_FilterParams.y - c ) / u_FilterParams.z );
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}
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@ -5,22 +5,28 @@ 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 vec3 u_Weights;
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layout( location = 5 ) uniform vec4 u_Weights;
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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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vec2 tmp = gl_FragCoord.xy / u_OutputSize;
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vec2 displace1 = vec2( 2.5 ) * u_Direction / u_InputSize;
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vec2 displace2 = vec2( 5. ) * u_Direction / u_InputSize;
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float wt = u_Weights.x + u_Weights.y * 2 + u_Weights.z * 2;
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const float disp = 4;
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vec2 displace1 = vec2( disp * 1 ) * u_Direction / u_OutputSize;
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vec2 displace2 = vec2( disp * 2 ) * u_Direction / u_OutputSize;
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vec2 displace3 = vec2( disp * 3 ) * u_Direction / u_OutputSize;
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float wt = u_Weights.x + u_Weights.y * 2 + u_Weights.z * 2 + u_Weights.w * 2;
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color = u_Weights.x * textureLod( u_InputTexture , tmp , u_SourceLOD ).xyz
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+ u_Weights.y * (
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textureLod( u_InputTexture , tmp + displace1 , u_SourceLOD ).xyz
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+ textureLod( u_InputTexture , tmp - displace1 , u_SourceLOD ).xyz )
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+ u_Weights.z * (
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textureLod( u_InputTexture , tmp + displace2 , u_SourceLOD ).xyz
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+ textureLod( u_InputTexture , tmp - displace2 , u_SourceLOD ).xyz );
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+ textureLod( u_InputTexture , tmp - displace2 , u_SourceLOD ).xyz )
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+ u_Weights.w * (
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textureLod( u_InputTexture , tmp + displace3 , u_SourceLOD ).xyz
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+ textureLod( u_InputTexture , tmp - displace3 , u_SourceLOD ).xyz )
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;
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color /= wt;
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}
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50
main.cc
50
main.cc
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@ -30,12 +30,16 @@ struct T_Main
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T_FilesWatcher watcher;
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std::unique_ptr< T_ShaderProgram > spRaymarch;
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std::unique_ptr< T_ShaderProgram > spCopy;
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std::unique_ptr< T_ShaderProgram > spBloomFilter;
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std::unique_ptr< T_ShaderProgram > spBlur;
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std::unique_ptr< T_ShaderProgram > spBloomCombine;
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std::unique_ptr< T_Texture > txRaymarchOutput;
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std::unique_ptr< T_Rendertarget > rtRaymarchOutput;
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std::unique_ptr< T_Texture > txBloomInput;
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std::unique_ptr< T_Rendertarget > rtBloomInput;
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std::unique_ptr< T_Texture > txBlur0 , txBlur1;
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std::vector< std::unique_ptr< T_Rendertarget > > rtBlur0 , rtBlur1;
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@ -76,6 +80,12 @@ T_Main::T_Main( )
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rtRaymarchOutput = std::make_unique < T_Rendertarget >(
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T_RendertargetSetup( ).add( *txRaymarchOutput ).create( ) );
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txBloomInput = std::make_unique< T_Texture >(
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1280 , 720 , E_TexType::RGB16F );
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txBloomInput->wrap( E_TexWrap::CLAMP_BORDER ).samplingMode( E_TexSampling::LINEAR );
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rtBloomInput = std::make_unique < T_Rendertarget >(
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T_RendertargetSetup( ).add( *txBloomInput ).create( ) );
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txBlur0 = std::make_unique< T_Texture >( 1280 , 720 , E_TexType::RGB16F , 5 );
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txBlur0->wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
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txBlur1 = std::make_unique< T_Texture >( 1280 , 720 , E_TexType::RGB16F , 5 );
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@ -212,6 +222,25 @@ void T_Main::render( )
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glRectf( -1, -1 , 1 , 1 );
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}
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if ( spBloomFilter->activate( ) ) {
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enum {
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U_TEXTURE = 0 ,
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U_LOD = 1 ,
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U_INPUT_SIZE = 2 ,
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U_PARAMS = 3 ,
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};
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rtBloomInput->activate( );
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T_TextureBinding tb( 0 );
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tb.set( U_TEXTURE , *txRaymarchOutput );
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tb.bind( );
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glUniform1i( U_LOD , 0 );
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glUniform2f( U_INPUT_SIZE ,
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txRaymarchOutput->width( ) ,
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txRaymarchOutput->height( ) );
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glUniform3f( U_PARAMS , 1.6 , 1.2 , .95 );
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glRectf( -1, -1 , 1 , 1 );
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}
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if ( spBlur->activate( ) ) {
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enum {
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U_TEXTURE = 0 ,
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@ -221,7 +250,7 @@ void T_Main::render( )
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U_DIRECTION = 4 ,
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U_WEIGHTS = 5 ,
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};
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glUniform3f( U_WEIGHTS , 0.5 , 0.25 , 0.125 );
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glUniform4f( U_WEIGHTS , 0.324 , 0.232 , 0.0855 , 0.0205 );
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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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@ -231,7 +260,7 @@ void T_Main::render( )
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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 , *txRaymarchOutput );
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tb.set( U_TEXTURE , *txBloomInput );
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w = txRaymarchOutput->width( );
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h = txRaymarchOutput->height( );
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} else {
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@ -244,7 +273,7 @@ void T_Main::render( )
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rtBlur0[ i ]->activate( );
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#ifdef INTRUSIVE_TRACES
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printf( "BLUR %d/H IT %p SLOD %d IS %dx%d OS %dx%d\n" ,
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i , &(*( i == 0 ? txRaymarchOutput : txBlur1 ) ) ,
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i , &(*( i == 0 ? txBloomInput : txBlur1 ) ) ,
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slod , w , h , rtBlur0[ i ]->width( ) , rtBlur0[ i ]->height( ) );
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#endif
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glUniform2f( U_OUTPUT_SIZE , rtBlur0[ i ]->width( ) , rtBlur0[ i ]->height( ) );
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@ -276,16 +305,6 @@ void T_Main::render( )
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T_Rendertarget::MainOutput( );
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glClearColor( 1 , 0 , 1 , 1 );
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glClear( GL_COLOR_BUFFER_BIT );
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#if 0
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if ( spCopy->activate( ) ) {
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T_TextureBinding tb( 0 );
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tb.set( 0 , *txBlur1 );
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tb.bind( );
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glUniform1i( 1 , 3 );
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glRectf( -1, -1 , 1 , 1 );
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glBindTexture( GL_TEXTURE_2D , 0 );
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}
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#else
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if ( spBloomCombine->activate( ) ) {
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T_TextureBinding main( 0 ) , blur( 1 );
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main.set( 0 , *txRaymarchOutput );
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@ -296,7 +315,6 @@ void T_Main::render( )
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glRectf( -1, -1 , 1 , 1 );
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glBindTexture( GL_TEXTURE_2D , 0 );
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}
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#endif
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glUseProgram( 0 );
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ImGui::Render( );
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@ -317,6 +335,10 @@ void T_Main::initProgram( )
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spCopy->addFile( "copy.glsl" );
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spCopy->load( );
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spBloomFilter = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
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spBloomFilter->addFile( "bloom-highpass.glsl" );
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spBloomFilter->load( );
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spBlur = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
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spBlur->addFile( "blur-pass.glsl" );
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spBlur->load( );
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