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