Added bloom shaders

This commit is contained in:
Magnus Norddahl 2016-07-27 21:50:30 +02:00
parent c9f93d9c88
commit 69f52cc898
16 changed files with 696 additions and 14 deletions

View file

@ -1106,6 +1106,8 @@ set( FASTMATH_SOURCES
gl/shaders/gl_texshader.cpp
gl/shaders/gl_shaderprogram.cpp
gl/shaders/gl_presentshader.cpp
gl/shaders/gl_bloomshader.cpp
gl/shaders/gl_blurshader.cpp
gl/system/gl_interface.cpp
gl/system/gl_framebuffer.cpp
gl/system/gl_menu.cpp

View file

@ -72,12 +72,37 @@ FGLRenderBuffers::FGLRenderBuffers()
FGLRenderBuffers::~FGLRenderBuffers()
{
Clear();
}
void FGLRenderBuffers::Clear()
{
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
if (level.HFramebuffer != 0)
glDeleteFramebuffers(1, &level.HFramebuffer);
if (level.VFramebuffer != 0)
glDeleteFramebuffers(1, &level.VFramebuffer);
if (level.HTexture != 0)
glDeleteTextures(1, &level.HTexture);
if (level.VTexture != 0)
glDeleteTextures(1, &level.VTexture);
level = FGLBloomTextureLevel();
}
if (mSceneFB != 0)
glDeleteFramebuffers(1, &mSceneFB);
if (mSceneTexture != 0)
glDeleteTextures(1, &mSceneTexture);
if (mSceneDepthStencil != 0)
glDeleteRenderbuffers(1, &mSceneDepthStencil);
mSceneFB = 0;
mSceneTexture = 0;
mSceneDepthStencil = 0;
mWidth = 0;
mHeight = 0;
}
//==========================================================================
@ -92,12 +117,9 @@ void FGLRenderBuffers::Setup(int width, int height)
if (width <= mWidth && height <= mHeight)
return;
if (mSceneFB != 0)
glDeleteFramebuffers(1, &mSceneFB);
if (mSceneTexture != 0)
glDeleteTextures(1, &mSceneTexture);
if (mSceneDepthStencil != 0)
glDeleteRenderbuffers(1, &mSceneDepthStencil);
Clear();
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &mSceneFB);
glGenTextures(1, &mSceneTexture);
@ -109,15 +131,49 @@ void FGLRenderBuffers::Setup(int width, int height)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, mSceneDepthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mSceneFB);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mSceneTexture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mSceneDepthStencil);
int bloomWidth = MAX(width / 2, 1);
int bloomHeight = MAX(height / 2, 1);
for (int i = 0; i < NumBloomLevels; i++)
{
auto &level = BloomLevels[i];
level.Width = MAX(bloomWidth / 2, 1);
level.Height = MAX(bloomHeight / 2, 1);
glGenTextures(1, &level.VTexture);
glGenTextures(1, &level.HTexture);
glGenFramebuffers(1, &level.VFramebuffer);
glGenFramebuffers(1, &level.HFramebuffer);
glBindTexture(GL_TEXTURE_2D, level.VTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, level.Width, level.Height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, level.HTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, level.Width, level.Height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindFramebuffer(GL_FRAMEBUFFER, level.VFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, level.VTexture, 0);
glBindFramebuffer(GL_FRAMEBUFFER, level.HFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, level.HTexture, 0);
bloomWidth = level.Width;
bloomHeight = level.Height;
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
mWidth = width;
@ -154,6 +210,6 @@ void FGLRenderBuffers::BindOutputFB()
void FGLRenderBuffers::BindSceneTexture(int index)
{
glActiveTexture(index);
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, mSceneTexture);
}

View file

@ -3,6 +3,17 @@
#include "gl/shaders/gl_shader.h"
class FGLBloomTextureLevel
{
public:
GLuint VTexture = 0;
GLuint VFramebuffer = 0;
GLuint HTexture = 0;
GLuint HFramebuffer = 0;
GLuint Width = 0;
GLuint Height = 0;
};
class FGLRenderBuffers
{
public:
@ -16,7 +27,12 @@ public:
static bool IsSupported() { return gl.version >= 3.3f; }
enum { NumBloomLevels = 4 };
FGLBloomTextureLevel BloomLevels[NumBloomLevels];
private:
void Clear();
int mWidth = 0;
int mHeight = 0;

View file

@ -62,6 +62,8 @@
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
@ -110,6 +112,9 @@ void gl_FlushModels();
void FGLRenderer::Initialize()
{
mBuffers = new FGLRenderBuffers();
mBloomExtractShader = new FBloomExtractShader();
mBloomCombineShader = new FBloomCombineShader();
mBlurShader = new FBlurShader();
mPresentShader = new FPresentShader();
// Only needed for the core profile, because someone decided it was a good idea to remove the default VAO.
@ -160,6 +165,9 @@ FGLRenderer::~FGLRenderer()
}
if (mBuffers) delete mBuffers;
if (mPresentShader) delete mPresentShader;
if (mBloomExtractShader) delete mBloomExtractShader;
if (mBloomCombineShader) delete mBloomCombineShader;
if (mBlurShader) delete mBlurShader;
}
//==========================================================================

View file

@ -19,6 +19,9 @@ class FLightBuffer;
class FSamplerManager;
class DPSprite;
class FGLRenderBuffers;
class FBloomExtractShader;
class FBloomCombineShader;
class FBlurShader;
class FPresentShader;
inline float DEG2RAD(float deg)
@ -82,6 +85,9 @@ public:
int mOldFBID;
FGLRenderBuffers *mBuffers;
FBloomExtractShader *mBloomExtractShader;
FBloomCombineShader *mBloomCombineShader;
FBlurShader *mBlurShader;
FPresentShader *mPresentShader;
FTexture *gllight;
@ -147,6 +153,7 @@ public:
void SetFixedColormap (player_t *player);
void WriteSavePic (player_t *player, FILE *file, int width, int height);
void EndDrawScene(sector_t * viewsector);
void BloomScene();
void Flush();
void SetProjection(float fov, float ratio, float fovratio);

View file

@ -72,6 +72,8 @@
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/shaders/gl_bloomshader.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/shaders/gl_presentshader.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/stereo3d/scoped_view_shifter.h"
@ -204,6 +206,130 @@ void FGLRenderer::Set3DViewport()
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
}
//-----------------------------------------------------------------------------
//
// Adds bloom contribution to scene texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::BloomScene()
{
if (!FGLRenderBuffers::IsSupported())
return;
const float blurAmount = 4.0f;
int sampleCount = 5; // Note: must be uneven number 3 to 15
float exposure = 2.0f;
auto vbo = GLRenderer->mVBO;
// TODO: Need a better way to share state with other parts of the pipeline
GLboolean blendEnabled, scissorEnabled;
GLint currentProgram, blendEquationRgb, blendEquationAlpha, blendSrcRgb, blendSrcAlpha, blendDestRgb, blendDestAlpha;
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
const auto &level0 = mBuffers->BloomLevels[0];
// Extract blooming pixels from scene texture:
glBindFramebuffer(GL_FRAMEBUFFER, level0.VFramebuffer);
glViewport(0, 0, level0.Width, level0.Height);
mBuffers->BindSceneTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomExtractShader->Bind();
mBloomExtractShader->SceneTexture.Set(0);
mBloomExtractShader->Exposure.Set(exposure);
{
FFlatVertex *ptr = vbo->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Blur and downscale:
for (int i = 0; i < FGLRenderBuffers::NumBloomLevels - 1; i++)
{
const auto &level = mBuffers->BloomLevels[i];
const auto &next = mBuffers->BloomLevels[i + 1];
mBlurShader->BlurHorizontal(vbo, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(vbo, blurAmount, sampleCount, level.HTexture, next.VFramebuffer, next.Width, next.Height);
}
// Blur and upscale:
for (int i = FGLRenderBuffers::NumBloomLevels - 1; i > 0; i--)
{
const auto &level = mBuffers->BloomLevels[i];
const auto &next = mBuffers->BloomLevels[i - 1];
mBlurShader->BlurHorizontal(vbo, blurAmount, sampleCount, level.VTexture, level.HFramebuffer, level.Width, level.Height);
mBlurShader->BlurVertical(vbo, blurAmount, sampleCount, level.HTexture, level.VFramebuffer, level.Width, level.Height);
// Linear upscale:
glBindFramebuffer(GL_FRAMEBUFFER, next.VFramebuffer);
glViewport(0, 0, next.Width, next.Height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, level.VTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
{
FFlatVertex *ptr = vbo->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
}
mBlurShader->BlurHorizontal(vbo, blurAmount, sampleCount, level0.VTexture, level0.HFramebuffer, level0.Width, level0.Height);
mBlurShader->BlurVertical(vbo, blurAmount, sampleCount, level0.HTexture, level0.VFramebuffer, level0.Width, level0.Height);
// Add bloom back to scene texture:
mBuffers->BindSceneFB();
glViewport(0, 0, mOutputViewport.width, mOutputViewport.height);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, level0.VTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mBloomCombineShader->Bind();
mBloomCombineShader->BloomTexture.Set(0);
{
FFlatVertex *ptr = vbo->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
if (blendEnabled)
glEnable(GL_BLEND);
if (scissorEnabled)
glEnable(GL_SCISSOR_TEST);
glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
}
//-----------------------------------------------------------------------------
//
// Run post processing steps and copy to frame buffer
@ -810,6 +936,8 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(true);
glDisable(GL_SCISSOR_TEST);
BloomScene();
}

View file

@ -0,0 +1,79 @@
/*
** gl_bloomshader.cpp
** Shaders used to do bloom
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_bloomshader.h"
void FBloomExtractShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomextract.vp");
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp");
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/bloomextract");
mShader.SetAttribLocation(0, "PositionInProjection");
SceneTexture.Init(mShader, "SceneTexture");
Exposure.Init(mShader, "ExposureAdjustment");
}
mShader.Bind();
}
void FBloomCombineShader::Bind()
{
if (!mShader)
{
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/bloomcombine.vp");
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp");
mShader.SetFragDataLocation(0, "FragColor");
mShader.Link("shaders/glsl/bloomcombine");
mShader.SetAttribLocation(0, "PositionInProjection");
BloomTexture.Init(mShader, "Bloom");
}
mShader.Bind();
}

View file

@ -0,0 +1,29 @@
#ifndef __GL_BLOOMSHADER_H
#define __GL_BLOOMSHADER_H
#include "gl_shaderprogram.h"
class FBloomExtractShader
{
public:
void Bind();
FBufferedUniform1i SceneTexture;
FBufferedUniform1f Exposure;
private:
FShaderProgram mShader;
};
class FBloomCombineShader
{
public:
void Bind();
FBufferedUniform1i BloomTexture;
private:
FShaderProgram mShader;
};
#endif

View file

@ -0,0 +1,265 @@
/*
** gl_blurshader.cpp
** Gaussian blur shader
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_blurshader.h"
#include "gl/data/gl_vertexbuffer.h"
//==========================================================================
//
// Performs a vertical gaussian blur pass
//
//==========================================================================
void FBlurShader::BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
{
Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, true);
}
//==========================================================================
//
// Performs a horizontal gaussian blur pass
//
//==========================================================================
void FBlurShader::BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height)
{
Blur(vbo, blurAmount, sampleCount, inputTexture, outputFrameBuffer, width, height, false);
}
//==========================================================================
//
// Helper for BlurVertical and BlurHorizontal. Executes the actual pass
//
//==========================================================================
void FBlurShader::Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical)
{
int error = glGetError();
BlurSetup *setup = GetSetup(blurAmount, sampleCount);
error = glGetError();
if (vertical)
setup->VerticalShader->Bind();
else
setup->HorizontalShader->Bind();
error = glGetError();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, inputTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
error = glGetError();
glBindFramebuffer(GL_FRAMEBUFFER, outputFrameBuffer);
glViewport(0, 0, width, height);
glDisable(GL_BLEND);
error = glGetError();
FFlatVertex *ptr = vbo->GetBuffer();
ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
ptr->Set(-1.0f, 1.0f, 0, 0.0f, 1.0f); ptr++;
ptr->Set(1.0f, -1.0f, 0, 1.0f, 0.0f); ptr++;
ptr->Set(1.0f, 1.0f, 0, 1.0f, 1.0f); ptr++;
vbo->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
error = glGetError();
}
//==========================================================================
//
// Compiles the blur shaders needed for the specified blur amount and
// kernel size
//
//==========================================================================
FBlurShader::BlurSetup *FBlurShader::GetSetup(float blurAmount, int sampleCount)
{
for (size_t mBlurSetupIndex = 0; mBlurSetupIndex < mBlurSetups.Size(); mBlurSetupIndex++)
{
if (mBlurSetups[mBlurSetupIndex].blurAmount == blurAmount && mBlurSetups[mBlurSetupIndex].sampleCount == sampleCount)
{
return &mBlurSetups[mBlurSetupIndex];
}
}
BlurSetup blurSetup(blurAmount, sampleCount);
FString vertexCode = VertexShaderCode();
FString horizontalCode = FragmentShaderCode(blurAmount, sampleCount, false);
FString verticalCode = FragmentShaderCode(blurAmount, sampleCount, true);
blurSetup.VerticalShader = std::make_shared<FShaderProgram>();
blurSetup.VerticalShader->Compile(FShaderProgram::Vertex, "vertical blur vertex shader", vertexCode);
blurSetup.VerticalShader->Compile(FShaderProgram::Fragment, "vertical blur fragment shader", verticalCode);
blurSetup.VerticalShader->SetFragDataLocation(0, "FragColor");
blurSetup.VerticalShader->SetAttribLocation(0, "PositionInProjection");
blurSetup.VerticalShader->Link("vertical blur");
blurSetup.VerticalShader->Bind();
int error = glGetError();
glUniform1i(glGetUniformLocation(*blurSetup.VerticalShader.get(), "SourceTexture"), 0);
error = glGetError();
blurSetup.HorizontalShader = std::make_shared<FShaderProgram>();
blurSetup.HorizontalShader->Compile(FShaderProgram::Vertex, "horizontal blur vertex shader", vertexCode);
blurSetup.HorizontalShader->Compile(FShaderProgram::Fragment, "horizontal blur fragment shader", horizontalCode);
blurSetup.HorizontalShader->SetFragDataLocation(0, "FragColor");
blurSetup.HorizontalShader->SetAttribLocation(0, "PositionInProjection");
blurSetup.HorizontalShader->Link("horizontal blur");
blurSetup.HorizontalShader->Bind();
glUniform1i(glGetUniformLocation(*blurSetup.HorizontalShader.get(), "SourceTexture"), 0);
mBlurSetups.Push(blurSetup);
return &mBlurSetups[mBlurSetups.Size() - 1];
}
//==========================================================================
//
// The vertex shader GLSL code
//
//==========================================================================
FString FBlurShader::VertexShaderCode()
{
return R"(
#version 330
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = (gl_Position.xy + 1.0) * 0.5;
}
)";
}
//==========================================================================
//
// Generates the fragment shader GLSL code for a specific blur setup
//
//==========================================================================
FString FBlurShader::FragmentShaderCode(float blurAmount, int sampleCount, bool vertical)
{
TArray<float> sampleWeights;
TArray<int> sampleOffsets;
ComputeBlurSamples(sampleCount, blurAmount, sampleWeights, sampleOffsets);
const char *fragmentShader =
R"(
#version 330
in vec2 TexCoord;
uniform sampler2D SourceTexture;
out vec4 FragColor;
void main()
{
FragColor = %s;
}
)";
FString loopCode;
for (int i = 0; i < sampleCount; i++)
{
if (i > 0)
loopCode += " + ";
if (vertical)
loopCode.AppendFormat("\r\n\t\t\ttextureOffset(SourceTexture, TexCoord, ivec2(0, %d)) * %f", sampleOffsets[i], (double)sampleWeights[i]);
else
loopCode.AppendFormat("\r\n\t\t\ttextureOffset(SourceTexture, TexCoord, ivec2(%d, 0)) * %f", sampleOffsets[i], (double)sampleWeights[i]);
}
FString code;
code.Format(fragmentShader, loopCode.GetChars());
return code;
}
//==========================================================================
//
// Calculates the sample weight for a specific offset in the kernel
//
//==========================================================================
float FBlurShader::ComputeGaussian(float n, float theta) // theta = Blur Amount
{
return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
}
//==========================================================================
//
// Calculates the sample weights and offsets
//
//==========================================================================
void FBlurShader::ComputeBlurSamples(int sampleCount, float blurAmount, TArray<float> &sampleWeights, TArray<int> &sampleOffsets)
{
sampleWeights.Resize(sampleCount);
sampleOffsets.Resize(sampleCount);
sampleWeights[0] = ComputeGaussian(0, blurAmount);
sampleOffsets[0] = 0;
float totalWeights = sampleWeights[0];
for (int i = 0; i < sampleCount / 2; i++)
{
float weight = ComputeGaussian(i + 1.0f, blurAmount);
sampleWeights[i * 2 + 1] = weight;
sampleWeights[i * 2 + 2] = weight;
sampleOffsets[i * 2 + 1] = i + 1;
sampleOffsets[i * 2 + 2] = -i - 1;
totalWeights += weight * 2;
}
for (int i = 0; i < sampleCount; i++)
{
sampleWeights[i] /= totalWeights;
}
}

View file

@ -0,0 +1,39 @@
#ifndef __GL_BLURSHADER_H
#define __GL_BLURSHADER_H
#include "gl_shaderprogram.h"
#include <memory>
class FFlatVertexBuffer;
class FBlurShader
{
public:
void BlurVertical(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
void BlurHorizontal(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height);
private:
void Blur(FFlatVertexBuffer *vbo, float blurAmount, int sampleCount, GLuint inputTexture, GLuint outputFrameBuffer, int width, int height, bool vertical);
struct BlurSetup
{
BlurSetup(float blurAmount, int sampleCount) : blurAmount(blurAmount), sampleCount(sampleCount) { }
float blurAmount;
int sampleCount;
std::shared_ptr<FShaderProgram> VerticalShader;
std::shared_ptr<FShaderProgram> HorizontalShader;
};
BlurSetup *GetSetup(float blurAmount, int sampleCount);
FString VertexShaderCode();
FString FragmentShaderCode(float blurAmount, int sampleCount, bool vertical);
float ComputeGaussian(float n, float theta);
void ComputeBlurSamples(int sampleCount, float blurAmount, TArray<float> &sample_weights, TArray<int> &sample_offsets);
TArray<BlurSetup> mBlurSetups;
};
#endif

View file

@ -95,13 +95,17 @@ void FShaderProgram::CreateShader(ShaderType type)
void FShaderProgram::Compile(ShaderType type, const char *lumpName)
{
CreateShader(type);
const auto &handle = mShaders[type];
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_Error("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
Compile(type, lumpName, code);
}
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code)
{
CreateShader(type);
const auto &handle = mShaders[type];
int lengths[1] = { (int)code.Len() };
const char *sources[1] = { code.GetChars() };
@ -113,7 +117,7 @@ void FShaderProgram::Compile(ShaderType type, const char *lumpName)
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
I_Error("Compile Shader '%s':\n%s\n", lumpName, GetShaderInfoLog(handle).GetChars());
I_Error("Compile Shader '%s':\n%s\n", name, GetShaderInfoLog(handle).GetChars());
}
else
{

View file

@ -16,6 +16,7 @@ public:
};
void Compile(ShaderType type, const char *lumpName);
void Compile(ShaderType type, const char *name, const FString &code);
void SetFragDataLocation(int index, const char *name);
void Link(const char *name);
void SetAttribLocation(int index, const char *name);

View file

@ -0,0 +1,12 @@
#version 330
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D Bloom;
void main()
{
FragColor = vec4(texture(Bloom, TexCoord).rgb, 0.0);
}

View file

@ -0,0 +1,11 @@
#version 330
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}

View file

@ -0,0 +1,14 @@
#version 330
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D SceneTexture;
uniform float ExposureAdjustment;
void main()
{
vec4 color = texture(SceneTexture, TexCoord);
FragColor = max(vec4(color.rgb * ExposureAdjustment - 1, 1), vec4(0));
}

View file

@ -0,0 +1,11 @@
#version 330
in vec4 PositionInProjection;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = PositionInProjection.xy * 0.5 + 0.5;
}