demotool/bloom.cc

124 lines
3.2 KiB
C++

#include "externals.hh"
#include "utilities.hh"
#include "texture.hh"
#include "rendertarget.hh"
#include "programs.hh"
#include "bloom.hh"
#include "profiling.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_FilesWatcher& watcher ,
__rw__ T_Texture& input )
: input_( input ) ,
spHighpass_( GL_FRAGMENT_SHADER , watcher ) ,
spDownsample_( GL_FRAGMENT_SHADER , watcher ) ,
spBlur_( GL_FRAGMENT_SHADER , watcher ) ,
//
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( );
if ( spHighpass_.activate( ) ) {
enum {
U_TEXTURE = 0 ,
U_LOD = 1 ,
U_INPUT_SIZE = 2 ,
U_PARAMS = 3 ,
};
rtBlur0_[ 0 ].activate( );
T_TextureBinding tb( 0 );
tb.set( U_TEXTURE , input_ );
tb.bind( );
glUniform1i( U_LOD , 0 );
glUniform2f( U_INPUT_SIZE ,
input_.width( ) ,
input_.height( ) );
glUniform3fv( U_PARAMS , 1 , filterParams_ );
glRectf( -1, -1 , 1 , 1 );
}
assert( glGetError( ) == GL_NO_ERROR );
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 ++ ) {
T_TextureBinding tb( 0 );
if ( i > 0 ) {
spDownsample_.activate( );
rtBlur0_[ i ].activate( );
tb.set( 0 , txBlur0_ );
tb.bind( );
glUniform2f( 1 , txBlur0_.width( ) >> i ,
txBlur0_.height( ) >> i );
glUniform1i( 2 , i - 1 );
glRectf( -1 , -1 , 1 , 1 );
}
spBlur_.activate( );
glUniform4fv( U_WEIGHTS , 1 , blurWeights_ );
glUniform2f( U_OUTPUT_SIZE , rtBlur0_[ i ].width( ) ,
rtBlur0_[ i ].height( ) );
glUniform1i( U_SOURCE_LOD , i );
rtBlur1_[ i ].activate( );
glUniform2f( U_DIRECTION , blurSize_ , 0 );
tb.set( U_TEXTURE , txBlur0_ );
tb.bind( );
glRectf( -1 , -1 , 1 , 1 );
rtBlur0_[ i ].activate( );
glUniform2f( U_DIRECTION , 0 , blurSize_ );
tb.set( U_TEXTURE , txBlur1_ );
tb.bind( );
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 );
}