Merge remote-tracking branch 'origin/revert_improved_bloom'

This commit is contained in:
hiker 2015-03-17 10:47:23 +11:00
commit 61a593c556
12 changed files with 54 additions and 61 deletions

View File

@ -49,7 +49,7 @@ void main()
ivec3 lmax3 = ivec3(-1000); ivec3 lmax3 = ivec3(-1000);
ivec3 lmin3 = ivec3(1000); ivec3 lmin3 = ivec3(1000);
vec2 start_xy = gl_LocalInvocationID.xy + gl_WorkGroupID.xy * gl_WorkGroupSize.xy * 8 + vec2(0.5); vec2 start_xy = gl_LocalInvocationID.xy + gl_WorkGroupID.xy * gl_WorkGroupSize.xy * 8;
for (int i = 0; i < 8; i++) { for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) { for (int j = 0; j < 8; j++) {

View File

@ -15,10 +15,9 @@ void main()
{ {
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y); int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y); ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
vec2 guv = gl_GlobalInvocationID.xy + vec2(0.5); vec2 uv_m = (iuv - ivec2(8, 0)) * pixel;
vec2 uv_m = (guv - vec2(8, 0)) * pixel; vec2 uv = iuv * pixel;
vec2 uv = guv * pixel; vec2 uv_p = (iuv + ivec2(8, 0)) * pixel;
vec2 uv_p = (guv + vec2(8, 0)) * pixel;
local_src[x][y] = texture(source, uv_m).x; local_src[x][y] = texture(source, uv_m).x;
local_depth[x][y] = texture(depth, uv_m).x; local_depth[x][y] = texture(depth, uv_m).x;

View File

@ -15,10 +15,9 @@ void main()
{ {
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y); int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y); ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
vec2 guv = gl_GlobalInvocationID.xy + vec2(0.5); vec2 uv_m = (iuv - ivec2(0, 8)) * pixel;
vec2 uv_m = (guv - vec2(0, 8)) * pixel; vec2 uv = iuv * pixel;
vec2 uv = guv * pixel; vec2 uv_p = (iuv + ivec2(0, 8)) * pixel;
vec2 uv_p = (guv + vec2(0, 8)) * pixel;
local_src[x][y] = texture(source, uv_m).x; local_src[x][y] = texture(source, uv_m).x;
local_depth[x][y] = texture(depth, uv_m).x; local_depth[x][y] = texture(depth, uv_m).x;

View File

@ -7,7 +7,7 @@ vec3 getRGBFromCIEXxy(vec3 YxyColor);
void main() void main()
{ {
vec2 uv = gl_FragCoord.xy / 1024; vec2 uv = gl_FragCoord.xy / 512;
vec3 col = texture(tex, uv).xyz; vec3 col = texture(tex, uv).xyz;
vec3 Yxy = getCIEYxy(col); vec3 Yxy = getCIEYxy(col);
vec3 WhiteYxy = getCIEYxy(vec3(1.)); vec3 WhiteYxy = getCIEYxy(vec3(1.));

View File

@ -0,0 +1,14 @@
uniform sampler2D tex_128;
uniform sampler2D tex_256;
uniform sampler2D tex_512;
out vec4 FragColor;
void main()
{
vec2 uv = gl_FragCoord.xy / screen;
vec4 col = .125 * texture(tex_128, uv);
col += .25 * texture(tex_256, uv);
col += .5 * texture(tex_512, uv);
FragColor = vec4(col.xyz, 1.);
}

View File

@ -13,10 +13,9 @@ void main()
{ {
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y); int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y); ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
vec2 guv = gl_GlobalInvocationID.xy + vec2(0.5); vec2 uv_m = (iuv - ivec2(6, 0)) * pixel;
vec2 uv_m = (guv - vec2(6, 0)) * pixel; vec2 uv = iuv * pixel;
vec2 uv = guv * pixel; vec2 uv_p = (iuv + ivec2(6, 0)) * pixel;
vec2 uv_p = (guv + vec2(6, 0)) * pixel;
local_src[x][y] = texture(source, uv_m); local_src[x][y] = texture(source, uv_m);
local_src[x + 6][y] = texture(source, uv); local_src[x + 6][y] = texture(source, uv);

View File

@ -13,10 +13,9 @@ void main()
{ {
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y); int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y); ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
vec2 guv = gl_GlobalInvocationID.xy + vec2(0.5); vec2 uv_m = (iuv - ivec2(0, 6)) * pixel;
vec2 uv_m = (guv - vec2(0, 6)) * pixel; vec2 uv = iuv * pixel;
vec2 uv = guv * pixel; vec2 uv_p = (iuv + ivec2(0, 6)) * pixel;
vec2 uv_p = (guv + vec2(0, 6)) * pixel;
local_src[x][y] = texture(source, uv_m); local_src[x][y] = texture(source, uv_m);
local_src[x][y + 6] = texture(source, uv); local_src[x][y + 6] = texture(source, uv);

View File

@ -100,7 +100,6 @@ enum TypeFBO
FBO_DISPLACE, FBO_DISPLACE,
FBO_BLOOM_1024, FBO_BLOOM_1024,
FBO_SCALAR_1024, FBO_SCALAR_1024,
FBO_TMP_1024,
FBO_BLOOM_512, FBO_BLOOM_512,
FBO_TMP_512, FBO_TMP_512,
FBO_LENS_512, FBO_LENS_512,
@ -163,7 +162,6 @@ enum TypeRTT
RTT_BLOOM_1024, RTT_BLOOM_1024,
RTT_SCALAR_1024, RTT_SCALAR_1024,
RTT_TMP_1024,
RTT_BLOOM_512, RTT_BLOOM_512,
RTT_TMP_512, RTT_TMP_512,
RTT_LENS_512, RTT_LENS_512,

View File

@ -722,13 +722,12 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
glClear(GL_STENCIL_BUFFER_BIT); glClear(GL_STENCIL_BUFFER_BIT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
FrameBuffer::Blit(*in_fbo, irr_driver->getFBO(FBO_TMP_1024), GL_COLOR_BUFFER_BIT, GL_LINEAR); FrameBuffer::Blit(*in_fbo, irr_driver->getFBO(FBO_BLOOM_1024), GL_COLOR_BUFFER_BIT, GL_LINEAR);
irr_driver->getFBO(FBO_BLOOM_1024).Bind(); irr_driver->getFBO(FBO_BLOOM_512).Bind();
renderBloom(irr_driver->getRenderTargetTexture(RTT_TMP_1024)); renderBloom(irr_driver->getRenderTargetTexture(RTT_BLOOM_1024));
// Downsample // Downsample
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_1024), irr_driver->getFBO(FBO_BLOOM_512), GL_COLOR_BUFFER_BIT, GL_LINEAR);
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_BLOOM_256), GL_COLOR_BUFFER_BIT, GL_LINEAR); FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_BLOOM_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_BLOOM_128), GL_COLOR_BUFFER_BIT, GL_LINEAR); FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_BLOOM_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
@ -739,44 +738,18 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
// Blur // Blur
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_TMP_512), 1., 1.);
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_TMP_256), 1., 1.);
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 1., 1.);
// The fbo sum chain is from https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom // Additively blend on top of tmp1
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_512), irr_driver->getFBO(FBO_TMP_512));
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_256), irr_driver->getFBO(FBO_TMP_256));
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_128), irr_driver->getFBO(FBO_TMP_128));
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 2., 2.);
glEnable(GL_BLEND);
irr_driver->getFBO(FBO_BLOOM_256).Bind();
renderPassThrough(irr_driver->getFBO(FBO_BLOOM_128).getRTT()[0], 256, 256);
glDisable(GL_BLEND);
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_TMP_256), 2., 2.);
glEnable(GL_BLEND);
irr_driver->getFBO(FBO_BLOOM_512).Bind();
renderPassThrough(irr_driver->getFBO(FBO_BLOOM_256).getRTT()[0], 512, 512);
glDisable(GL_BLEND);
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_TMP_512), 2., 2.);
glEnable(GL_BLEND);
irr_driver->getFBO(FBO_BLOOM_1024).Bind();
renderPassThrough(irr_driver->getFBO(FBO_BLOOM_512).getRTT()[0], 1024, 1024);
glDisable(GL_BLEND);
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_1024), irr_driver->getFBO(FBO_TMP_1024), 2., 2.);
// Additively blend
in_fbo->Bind(); in_fbo->Bind();
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE); glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
renderPassThrough(irr_driver->getRenderTargetTexture(RTT_BLOOM_1024), in_fbo->getWidth(), in_fbo->getHeight()); FullScreenShader::BloomBlendShader::getInstance()->SetTextureUnits(
irr_driver->getRenderTargetTexture(RTT_BLOOM_128), irr_driver->getRenderTargetTexture(RTT_BLOOM_256), irr_driver->getRenderTargetTexture(RTT_BLOOM_512));
DrawFullScreenEffect<FullScreenShader::BloomBlendShader>();
FullScreenShader::LensBlendShader::getInstance()->SetTextureUnits(
irr_driver->getRenderTargetTexture(RTT_LENS_128), irr_driver->getRenderTargetTexture(RTT_LENS_256), irr_driver->getRenderTargetTexture(RTT_LENS_512));
DrawFullScreenEffect<FullScreenShader::LensBlendShader>();
glDisable(GL_BLEND); glDisable(GL_BLEND);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} // end if bloom } // end if bloom

View File

@ -105,7 +105,6 @@ RTT::RTT(size_t width, size_t height)
RenderTargetTextures[RTT_BLOOM_1024] = generateRTT(shadowsize0, GL_RGBA16F, GL_BGR, GL_FLOAT); RenderTargetTextures[RTT_BLOOM_1024] = generateRTT(shadowsize0, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_SCALAR_1024] = generateRTT(shadowsize0, GL_R32F, GL_RED, GL_FLOAT); RenderTargetTextures[RTT_SCALAR_1024] = generateRTT(shadowsize0, GL_R32F, GL_RED, GL_FLOAT);
RenderTargetTextures[RTT_BLOOM_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT); RenderTargetTextures[RTT_BLOOM_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_TMP_1024] = generateRTT(shadowsize0, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_TMP_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT); RenderTargetTextures[RTT_TMP_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
RenderTargetTextures[RTT_LENS_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT); RenderTargetTextures[RTT_LENS_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
@ -193,9 +192,6 @@ RTT::RTT(size_t width, size_t height)
somevector.push_back(RenderTargetTextures[RTT_SCALAR_1024]); somevector.push_back(RenderTargetTextures[RTT_SCALAR_1024]);
FrameBuffers.push_back(new FrameBuffer(somevector, 1024, 1024)); FrameBuffers.push_back(new FrameBuffer(somevector, 1024, 1024));
somevector.clear(); somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_TMP_1024]);
FrameBuffers.push_back(new FrameBuffer(somevector, 1024, 1024));
somevector.clear();
somevector.push_back(RenderTargetTextures[RTT_BLOOM_512]); somevector.push_back(RenderTargetTextures[RTT_BLOOM_512]);
FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512)); FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
somevector.clear(); somevector.clear();

View File

@ -1570,6 +1570,16 @@ namespace FullScreenShader
AssignSamplerNames(Program, 0, "tex"); AssignSamplerNames(Program, 0, "tex");
} }
BloomBlendShader::BloomBlendShader()
{
Program = LoadProgram(OBJECT,
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bloomblend.frag").c_str());
AssignUniforms();
AssignSamplerNames(Program, 0, "tex_128", 1, "tex_256", 2, "tex_512");
}
LensBlendShader::LensBlendShader() LensBlendShader::LensBlendShader()
{ {

View File

@ -388,6 +388,12 @@ public:
BloomShader(); BloomShader();
}; };
class BloomBlendShader : public ShaderHelperSingleton<BloomBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
{
public:
BloomBlendShader();
};
class LensBlendShader : public ShaderHelperSingleton<LensBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered> class LensBlendShader : public ShaderHelperSingleton<LensBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
{ {
public: public: