Bloom pass moved to separate file

This commit is contained in:
Emmanuel BENOîT 2017-09-30 19:13:06 +02:00
parent 4249691406
commit 802418219b
4 changed files with 174 additions and 131 deletions

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@ -12,7 +12,8 @@ DEMO = \
imgui_impl_sdl.o \ imgui_impl_sdl.o \
utilities.o \ utilities.o \
texture.o \ texture.o \
rendertarget.o rendertarget.o \
bloom.o
DEMO_DEPS = $(DEMO:%.o=.%.d) DEMO_DEPS = $(DEMO:%.o=.%.d)

127
bloom.cc Normal file
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@ -0,0 +1,127 @@
#include "externals.hh"
#include "utilities.hh"
#include "texture.hh"
#include "rendertarget.hh"
#include "bloom.hh"
T_BloomPass::T_BloomPass(
__rd__ const uint32_t width ,
__rd__ const uint32_t height ,
__rw__ T_FilesWatcher& watcher ,
__rw__ T_Texture& input )
: input_( input ) ,
spHighpass_( GL_FRAGMENT_SHADER , watcher ) ,
spBlur_( GL_FRAGMENT_SHADER , watcher ) ,
spCombine_( GL_FRAGMENT_SHADER , watcher ) ,
//
txInput_( width , height , E_TexType::RGB16F ) ,
rtInput_( T_RendertargetSetup( ).add( txInput_ , 0 ).create( ) ) ,
//
txBlur0_( width , height , E_TexType::RGB16F , BloomLevels ) ,
txBlur1_( width , height , E_TexType::RGB16F , BloomLevels )
{
txInput_.wrap( E_TexWrap::CLAMP_BORDER ).samplingMode( E_TexSampling::LINEAR );
txBlur0_.wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
txBlur1_.wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
for ( int i = 0 ; i < 5 ; i ++ ) {
rtBlur0_.push_back( T_RendertargetSetup( ).add( txBlur0_ , i ).create( ) );
rtBlur1_.push_back( T_RendertargetSetup( ).add( txBlur1_ , i ).create( ) );
}
spHighpass_.addFile( "bloom-highpass.glsl" );
spBlur_.addFile( "blur-pass.glsl" );
spCombine_.addFile( "bloom-combine.glsl" );
spHighpass_.load( );
spBlur_.load( );
spCombine_.load( );
}
void T_BloomPass::render( )
{
if ( spHighpass_.activate( ) ) {
enum {
U_TEXTURE = 0 ,
U_LOD = 1 ,
U_INPUT_SIZE = 2 ,
U_PARAMS = 3 ,
};
rtInput_.activate( );
T_TextureBinding tb( 0 );
tb.set( U_TEXTURE , input_ );
tb.bind( );
glUniform1i( U_LOD , 0 );
glUniform2f( U_INPUT_SIZE ,
input_.width( ) ,
input_.height( ) );
glUniform3f( U_PARAMS , 1.6 , 1.2 , .95 );
glRectf( -1, -1 , 1 , 1 );
}
if ( spBlur_.activate( ) ) {
enum {
U_TEXTURE = 0 ,
U_OUTPUT_SIZE = 1 ,
U_INPUT_SIZE = 2 ,
U_SOURCE_LOD = 3 ,
U_DIRECTION = 4 ,
U_WEIGHTS = 5 ,
};
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
// SLOD: 0 0 0 1 1 2
// IW: W W W W/2 W/2 W/4
// OW: W W W/2 W/2 W/4 W/4
T_TextureBinding tb( 0 );
uint32_t w , h;
if ( i == 0 ) {
tb.set( U_TEXTURE , input_ );
w = input_.width( );
h = input_.height( );
} else {
tb.set( U_TEXTURE , txBlur1_ );
w = txBlur1_.width( ) >> ( i - 1 );
h = txBlur1_.height( ) >> ( i - 1 );
}
const uint32_t slod = i > 0 ? ( i - 1 ) : 0;
rtBlur0_[ i ].activate( );
glUniform2f( U_OUTPUT_SIZE , rtBlur0_[ i ].width( ) ,
rtBlur0_[ i ].height( ) );
glUniform1i( U_SOURCE_LOD , slod );
glUniform2f( U_INPUT_SIZE , w , h );
glUniform2f( U_DIRECTION , 1 , 0 );
tb.bind( );
glRectf( -1 , -1 , 1 , 1 );
rtBlur1_[ i ].activate( );
tb.set( U_TEXTURE , txBlur0_ );
tb.bind( );
glUniform2f( U_DIRECTION , 0 , 1 );
glUniform1i( U_SOURCE_LOD , i );
glUniform2f( U_INPUT_SIZE ,
rtBlur0_[ i ].width( ) ,
rtBlur0_[ i ].height( ) );
glRectf( -1 , -1 , 1 , 1 );
}
}
T_Rendertarget::MainOutput( );
glClearColor( 1 , 0 , 1 , 1 );
glClear( GL_COLOR_BUFFER_BIT );
if ( spCombine_.activate( ) ) {
T_TextureBinding main( 0 ) , blur( 1 );
main.set( 0 , input_ );
main.bind( );
blur.set( 1 , txBlur1_ );
blur.bind( );
glUniform2f( 2 , input_.width( ) , input_.height( ) );
glRectf( -1, -1 , 1 , 1 );
glBindTexture( GL_TEXTURE_2D , 0 );
}
}

40
bloom.hh Normal file
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@ -0,0 +1,40 @@
#pragma once
#ifndef REAL_BUILD
# define REAL_BUILD
# include "externals.hh"
# include "texture.hh"
# include "rendertarget.hh"
# include "utilities.hh"
# undef REAL_BUILD
#endif
struct T_BloomPass
{
static constexpr uint32_t BloomLevels = 5;
T_BloomPass( ) = delete;
T_BloomPass( T_BloomPass const& ) = delete;
T_BloomPass( T_BloomPass&& ) = delete;
T_BloomPass( __rd__ const uint32_t width ,
__rd__ const uint32_t height ,
__rw__ T_FilesWatcher& watcher ,
__rw__ T_Texture& input );
void render( );
private:
T_Texture& input_;
T_ShaderProgram spHighpass_;
T_ShaderProgram spBlur_;
T_ShaderProgram spCombine_;
T_Texture txInput_;
T_Rendertarget rtInput_;
T_Texture txBlur0_ , txBlur1_;
std::vector< T_Rendertarget > rtBlur0_ , rtBlur1_;
};

135
main.cc
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@ -4,6 +4,7 @@
#include "utilities.hh" #include "utilities.hh"
#include "texture.hh" #include "texture.hh"
#include "rendertarget.hh" #include "rendertarget.hh"
#include "bloom.hh"
/*= T_Main ===================================================================*/ /*= T_Main ===================================================================*/
@ -30,18 +31,11 @@ struct T_Main
T_FilesWatcher watcher; T_FilesWatcher watcher;
std::unique_ptr< T_ShaderProgram > spRaymarch; std::unique_ptr< T_ShaderProgram > spRaymarch;
std::unique_ptr< T_ShaderProgram > spCopy; 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_Texture > txRaymarchOutput;
std::unique_ptr< T_Rendertarget > rtRaymarchOutput; std::unique_ptr< T_Rendertarget > rtRaymarchOutput;
std::unique_ptr< T_Texture > txBloomInput; std::unique_ptr< T_BloomPass > bloomPass;
std::unique_ptr< T_Rendertarget > rtBloomInput;
std::unique_ptr< T_Texture > txBlur0 , txBlur1;
std::vector< std::unique_ptr< T_Rendertarget > > rtBlur0 , rtBlur1;
void startIteration( ); void startIteration( );
void handleCapture( ); void handleCapture( );
@ -80,22 +74,8 @@ T_Main::T_Main( )
rtRaymarchOutput = std::make_unique < T_Rendertarget >( rtRaymarchOutput = std::make_unique < T_Rendertarget >(
T_RendertargetSetup( ).add( *txRaymarchOutput ).create( ) ); T_RendertargetSetup( ).add( *txRaymarchOutput ).create( ) );
txBloomInput = std::make_unique< T_Texture >( bloomPass = std::make_unique< T_BloomPass >(
1280 , 720 , E_TexType::RGB16F ); 1280 , 720 , watcher , *txRaymarchOutput );
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 );
txBlur1->wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR );
for ( int i = 0 ; i < 5 ; i ++ ) {
rtBlur0.push_back( std::make_unique< T_Rendertarget >(
T_RendertargetSetup( ).add( *txBlur0 , i ).create( ) ) );
rtBlur1.push_back( std::make_unique< T_Rendertarget >(
T_RendertargetSetup( ).add( *txBlur1 , i ).create( ) ) );
}
} }
void T_Main::mainLoop( ) void T_Main::mainLoop( )
@ -221,100 +201,7 @@ void T_Main::render( )
glRectf( -1, -1 , 1 , 1 ); glRectf( -1, -1 , 1 , 1 );
} }
bloomPass->render( );
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 ,
U_OUTPUT_SIZE = 1 ,
U_INPUT_SIZE = 2 ,
U_SOURCE_LOD = 3 ,
U_DIRECTION = 4 ,
U_WEIGHTS = 5 ,
};
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
// SLOD: 0 0 0 1 1 2
// IW: W W W W/2 W/2 W/4
// OW: W W W/2 W/2 W/4 W/4
T_TextureBinding tb( 0 );
uint32_t w , h;
if ( i == 0 ) {
tb.set( U_TEXTURE , *txBloomInput );
w = txRaymarchOutput->width( );
h = txRaymarchOutput->height( );
} else {
tb.set( U_TEXTURE , *txBlur1 );
w = txBlur1->width( ) >> ( i - 1 );
h = txBlur1->height( ) >> ( i - 1 );
}
const uint32_t slod = i > 0 ? ( i - 1 ) : 0;
rtBlur0[ i ]->activate( );
#ifdef INTRUSIVE_TRACES
printf( "BLUR %d/H IT %p SLOD %d IS %dx%d OS %dx%d\n" ,
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( ) );
glUniform1i( U_SOURCE_LOD , slod );
glUniform2f( U_INPUT_SIZE , w , h );
glUniform2f( U_DIRECTION , 1 , 0 );
tb.bind( );
glRectf( -1 , -1 , 1 , 1 );
rtBlur1[ i ]->activate( );
tb.set( U_TEXTURE , *txBlur0 );
tb.bind( );
glUniform2f( U_DIRECTION , 0 , 1 );
glUniform1i( U_SOURCE_LOD , i );
glUniform2f( U_INPUT_SIZE ,
rtBlur0[ i ]->width( ) ,
rtBlur0[ i ]->height( ) );
glRectf( -1 , -1 , 1 , 1 );
#ifdef INTRUSIVE_TRACES
printf( "BLUR %d/V IT %p SLOD %d IS %dx%d OS %dx%d\n" ,
i , &(*( txBlur0 ) ) ,
i , rtBlur0[ i ]->width( ) , rtBlur0[ i ]->height( ) ,
rtBlur0[ i ]->width( ) , rtBlur0[ i ]->height( ) );
#endif
}
}
T_Rendertarget::MainOutput( );
glClearColor( 1 , 0 , 1 , 1 );
glClear( GL_COLOR_BUFFER_BIT );
if ( spBloomCombine->activate( ) ) {
T_TextureBinding main( 0 ) , blur( 1 );
main.set( 0 , *txRaymarchOutput );
main.bind( );
blur.set( 1 , *txBlur1 );
blur.bind( );
glUniform2f( 2 , dspSize.x , dspSize.y );
glRectf( -1, -1 , 1 , 1 );
glBindTexture( GL_TEXTURE_2D , 0 );
}
glUseProgram( 0 ); glUseProgram( 0 );
ImGui::Render( ); ImGui::Render( );
@ -334,18 +221,6 @@ void T_Main::initProgram( )
spCopy = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher ); spCopy = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
spCopy->addFile( "copy.glsl" ); spCopy->addFile( "copy.glsl" );
spCopy->load( ); 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( );
spBloomCombine = std::make_unique< T_ShaderProgram >( GL_FRAGMENT_SHADER , watcher );
spBloomCombine->addFile( "bloom-combine.glsl" );
spBloomCombine->load( );
} }