- create bloom pass in declarative postprocess form
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191
src/hwrenderer/postprocessing/hw_postprocess.cpp
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191
src/hwrenderer/postprocessing/hw_postprocess.cpp
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#include "v_video.h"
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#include "hw_postprocess.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl_load/gl_load.h" // for GL_RGBA16F - should we create our own enum instead?
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Postprocess hw_postprocess;
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void PPBloom::DeclareShaders()
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{
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PPShader shader;
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shader.VertexShader = "shaders/glsl/screenquad.vp";
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shader.FragmentShader = "shaders/glsl/bloomcombine.fp";
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hw_postprocess.Shaders["BloomCombine"] = shader;
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shader.Uniforms = ExtractUniforms::Desc();
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shader.FragmentShader = "shaders/glsl/bloomextract.fp";
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hw_postprocess.Shaders["BloomExtract"] = shader;
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shader.Uniforms = BlurUniforms::Desc();
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shader.FragmentShader = "shaders/glsl/blur.fp";
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shader.Defines = "#define BLUR_VERTICAL\n";
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hw_postprocess.Shaders["BlurVertical"] = shader;
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shader.Defines = "#define BLUR_HORIZONTAL\n";
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hw_postprocess.Shaders["BlurHorizontal"] = shader;
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}
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void PPBloom::UpdateTextures(int width, int height)
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{
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// No scene, no bloom!
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if (width <= 0 || height <= 0)
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return;
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int bloomWidth = (width + 1) / 2;
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int bloomHeight = (height + 1) / 2;
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for (int i = 0; i < NumBloomLevels; i++)
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{
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FString vtexture, htexture;
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vtexture.Format("Bloom.VTexture.%d", i);
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htexture.Format("Bloom.HTexture.%d", i);
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auto &level = levels[i];
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level.Viewport.left = 0;
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level.Viewport.top = 0;
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level.Viewport.width = (bloomWidth + 1) / 2;
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level.Viewport.height = (bloomHeight + 1) / 2;
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PPTextureDesc texture;
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texture.Width = level.Viewport.width;
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texture.Height = level.Viewport.height;
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texture.Format = GL_RGBA16F;
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hw_postprocess.Textures[vtexture] = texture;
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hw_postprocess.Textures[htexture] = texture;
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bloomWidth = level.Viewport.width;
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bloomHeight = level.Viewport.height;
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}
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}
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void PPBloom::UpdateSteps(int fixedcm)
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{
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TArray<PPStep> steps;
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// Only bloom things if enabled and no special fixed light mode is active
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if (!gl_bloom || fixedcm != CM_DEFAULT || gl_ssao_debug)
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{
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hw_postprocess.Effects["BloomScene"] = steps;
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return;
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}
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PPStep step;
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step.Textures.Resize(1);
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ExtractUniforms extractUniforms;
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extractUniforms.Scale = screen->SceneScale();
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extractUniforms.Offset = screen->SceneOffset();
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auto &level0 = levels[0];
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// Extract blooming pixels from scene texture:
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step.Viewport = level0.Viewport;
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step.Textures[0].Type = PPTextureType::CurrentPipelineTexture;
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step.Textures[0].Filter = PPFilterMode::Linear;
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step.ShaderName = "BloomExtract";
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step.Uniforms.Set(extractUniforms);
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step.Output.Type = PPTextureType::PPTexture;
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step.Output.Texture = level0.VTexture;
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step.BlendMode.BlendOp = STYLEOP_Add;
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step.BlendMode.SrcAlpha = STYLEALPHA_One;
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step.BlendMode.DestAlpha = STYLEALPHA_Zero;
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steps.Push(step);
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const float blurAmount = gl_bloom_amount;
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BlurUniforms blurUniforms;
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ComputeBlurSamples(7, blurAmount, blurUniforms.SampleWeights);
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// Blur and downscale:
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for (int i = 0; i < NumBloomLevels - 1; i++)
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{
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auto &level = levels[i];
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auto &next = levels[i + 1];
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steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level.HTexture, next.VTexture, next.Viewport, true));
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}
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// Blur and upscale:
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for (int i = NumBloomLevels - 1; i > 0; i--)
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{
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auto &level = levels[i];
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auto &next = levels[i - 1];
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steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
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// Linear upscale:
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step.Textures[0].Type = PPTextureType::PPTexture;
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step.Textures[0].Filter = PPFilterMode::Linear;
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step.Textures[0].Texture = next.VTexture;
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step.Output.Texture = next.HTexture;
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step.Viewport = next.Viewport;
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step.ShaderName = "BloomCombine";
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steps.Push(step);
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}
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steps.Push(BlurStep(blurUniforms, level0.VTexture, level0.HTexture, level0.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level0.HTexture, level0.VTexture, level0.Viewport, true));
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// Add bloom back to scene texture:
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step.Textures[0].Type = PPTextureType::PPTexture;
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step.Textures[0].Filter = PPFilterMode::Linear;
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step.Textures[0].Texture = level0.VTexture;
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step.Output.Type = PPTextureType::CurrentPipelineTexture;
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step.Viewport = screen->mSceneViewport;
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step.ShaderName = "BloomCombine";
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step.BlendMode.BlendOp = STYLEOP_Add;
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step.BlendMode.SrcAlpha = STYLEALPHA_One;
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step.BlendMode.DestAlpha = STYLEALPHA_One;
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step.BlendMode.Flags = 0;
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steps.Push(step);
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hw_postprocess.Effects["BloomScene"] = steps;
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}
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PPStep PPBloom::BlurStep(const BlurUniforms &blurUniforms, PPTextureName input, PPTextureName output, PPViewport viewport, bool vertical)
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{
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PPStep step;
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step.Textures.Resize(1);
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step.Viewport = viewport;
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step.Textures[0].Type = PPTextureType::PPTexture;
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step.Textures[0].Filter = PPFilterMode::Nearest;
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step.Textures[0].Texture = input;
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step.ShaderName = vertical ? "BlurVertical" : "BlurHorizontal";
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step.Uniforms.Set(blurUniforms);
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step.Output.Type = PPTextureType::PPTexture;
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step.Output.Texture = output;
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step.BlendMode.BlendOp = STYLEOP_Add;
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step.BlendMode.SrcAlpha = STYLEALPHA_One;
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step.BlendMode.DestAlpha = STYLEALPHA_Zero;
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step.BlendMode.Flags = 0;
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return step;
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}
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float PPBloom::ComputeBlurGaussian(float n, float theta) // theta = Blur Amount
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{
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return (float)((1.0f / sqrtf(2 * (float)M_PI * theta)) * expf(-(n * n) / (2.0f * theta * theta)));
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}
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void PPBloom::ComputeBlurSamples(int sampleCount, float blurAmount, float *sampleWeights)
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{
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sampleWeights[0] = ComputeBlurGaussian(0, blurAmount);
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float totalWeights = sampleWeights[0];
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for (int i = 0; i < sampleCount / 2; i++)
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{
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float weight = ComputeBlurGaussian(i + 1.0f, blurAmount);
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sampleWeights[i * 2 + 1] = weight;
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sampleWeights[i * 2 + 2] = weight;
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totalWeights += weight * 2;
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}
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for (int i = 0; i < sampleCount; i++)
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{
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sampleWeights[i] /= totalWeights;
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}
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}
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