#include "externals.hh" #include "bloom.hh" #include "profiling.hh" #include "globals.hh" namespace { static const std::string Name_( "BLOOOOM!" ); } #define PSTART() T_Profiler::Profiler.start( Name_ ) #define PEND() do { glFinish( ); T_Profiler::Profiler.end( Name_ ); } while ( 0 ) T_BloomPass::T_BloomPass( __rw__ T_Texture& input ) : input_( input ) , spHighpass_( GL_FRAGMENT_SHADER ) , spDownsample_( GL_FRAGMENT_SHADER ) , spBlur_( GL_FRAGMENT_SHADER ) , // txBlur0_( input.width( ) , input.height( ) , E_TexType::RGB16F , BloomLevels ) , txBlur1_( input.width( ) , input.height( ) , E_TexType::RGB16F , BloomLevels ) , // filterParams_{ 1.6 , 1.2 , .95 } , blurWeights_{ 0.324 , 0.232 , 0.0855 , 0.0205 } , blurSize_{ 1.3 } { txBlur0_.wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR ); txBlur1_.wrap( E_TexWrap::CLAMP_EDGE ).samplingMode( E_TexSampling::LINEAR ); for ( auto i = 0u ; i < BloomLevels ; i ++ ) { rtBlur0_.push_back( T_RendertargetSetup( ).add( txBlur0_ , i ).create( ) ); rtBlur1_.push_back( T_RendertargetSetup( ).add( txBlur1_ , i ).create( ) ); } spHighpass_.addFile( "bloom-highpass.glsl" ); spDownsample_.addFile( "downsample.glsl" ); spBlur_.addFile( "blur-pass.glsl" ); spHighpass_.load( ); spDownsample_.load( ); spBlur_.load( ); } void T_BloomPass::render( ) { PSTART( ); auto& tm( Globals::Textures( ) ); if ( spHighpass_.activate( ) && rtBlur0_[ 0 ].activate( ) ) { enum { U_TEXTURE = 0 , U_LOD = 1 , U_INPUT_SIZE = 2 , U_PARAMS = 3 , }; tm.bind( 0 , input_ ); glUniform1i( U_TEXTURE , 0 ); glUniform1i( U_LOD , 0 ); glUniform2f( U_INPUT_SIZE , input_.width( ) , input_.height( ) ); glUniform3fv( U_PARAMS , 1 , filterParams_ ); glRectf( -1, -1 , 1 , 1 ); } GL_ASSERT( ); enum { U_TEXTURE = 0 , U_OUTPUT_SIZE = 1 , U_SOURCE_LOD = 2 , U_DIRECTION = 3 , U_WEIGHTS = 4 , }; for ( auto i = 0u ; i < BloomLevels ; i ++ ) { if ( i > 0 ) { spDownsample_.activate( ); rtBlur0_[ i ].activate( ); tm.bind( 0 , txBlur0_ ); glUniform1i( 0 , 0 ); glUniform2f( 1 , txBlur0_.width( ) >> i , txBlur0_.height( ) >> i ); glUniform1i( 2 , i - 1 ); glRectf( -1 , -1 , 1 , 1 ); } if ( !spBlur_.activate( ) ) { break; } glUniform4fv( U_WEIGHTS , 1 , blurWeights_ ); glUniform2f( U_OUTPUT_SIZE , rtBlur0_[ i ].width( ) , rtBlur0_[ i ].height( ) ); glUniform1i( U_SOURCE_LOD , i ); glUniform1i( U_TEXTURE , 0 ); rtBlur1_[ i ].activate( ); glUniform2f( U_DIRECTION , blurSize_ , 0 ); tm.bind( 0 , txBlur0_ ); glRectf( -1 , -1 , 1 , 1 ); rtBlur0_[ i ].activate( ); glUniform2f( U_DIRECTION , 0 , blurSize_ ); tm.bind( 0 , txBlur1_ ); glRectf( -1 , -1 , 1 , 1 ); } PEND( ); } void T_BloomPass::makeUI( ) { if ( !ImGui::CollapsingHeader( "Bloom" ) ) { return; } ImGui::DragFloat3( "Filter" , filterParams_ , .01f , 0.1 , 10 ); ImGui::DragFloat4( "Weights" , blurWeights_ , .001f , 0. , 10 ); ImGui::DragFloat( "Blur size" , &blurSize_ , .001f , 0. , 10 ); }