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Improve bloom effect (#12916)

* Remove the built-in exposure factor of 2.5
* Add physics-based bloom (https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom)
* Add luminance scaling for bloom layer to simulate HDR
* Add setting to control bloom strength
This commit is contained in:
x2048 2022-11-02 09:09:48 +01:00 committed by GitHub
parent fb3085a2c5
commit 9b24041394
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GPG key ID: 4AEE18F83AFDEB23
15 changed files with 195 additions and 59 deletions

View file

@ -390,9 +390,10 @@ public:
* @return RenderStep* Pointer to the created step for further configuration.
*/
template<typename T, typename... Args>
RenderStep *addStep(Args&&... args) {
T *addStep(Args&&... args) {
T* result = own(std::make_unique<T>(std::forward<Args>(args)...));
return addStep(result);
addStep(result);
return result;
}
RenderSource *getInput();

View file

@ -115,8 +115,8 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
static const u8 TEXTURE_COLOR = 0;
static const u8 TEXTURE_DEPTH = 1;
static const u8 TEXTURE_BLOOM = 2;
static const u8 TEXTURE_BLUR = 3;
static const u8 TEXTURE_BLUR_SECONDARY = 4;
static const u8 TEXTURE_BLOOM_DOWN = 10;
static const u8 TEXTURE_BLOOM_UP = 20;
buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", color_format);
buffer->setTexture(TEXTURE_DEPTH, scale, "3d_depthmap", depth_format);
@ -124,39 +124,56 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
// attach buffer to the previous step
previousStep->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, std::vector<u8> { TEXTURE_COLOR }, TEXTURE_DEPTH));
// shared variables
u32 shader_id;
// post-processing stage
// set up bloom
if (g_settings->getBool("enable_bloom")) {
buffer->setTexture(TEXTURE_BLUR, scale * 0.5, "blur", color_format);
buffer->setTexture(TEXTURE_BLOOM, scale * 0.5, "bloom", color_format);
u8 bloom_input_texture = TEXTURE_BLOOM;
if (g_settings->getBool("enable_bloom_dedicated_texture")) {
buffer->setTexture(TEXTURE_BLUR_SECONDARY, scale * 0.5, "blur2", color_format);
bloom_input_texture = TEXTURE_BLUR_SECONDARY;
buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);
const u8 MIPMAP_LEVELS = 4;
v2f downscale = scale * 0.5;
for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("bloom_down") + std::to_string(i), color_format);
buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("bloom_up") + std::to_string(i), color_format);
downscale *= 0.5;
}
// get bright spots
u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR });
extract_bloom->setRenderSource(buffer);
extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, bloom_input_texture));
// horizontal blur
shader_id = client->getShaderSource()->getShader("blur_h", TILE_MATERIAL_PLAIN, NDT_MESH);
RenderStep *blur_h = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { bloom_input_texture });
blur_h->setRenderSource(buffer);
blur_h->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLUR));
// vertical blur
shader_id = client->getShaderSource()->getShader("blur_v", TILE_MATERIAL_PLAIN, NDT_MESH);
RenderStep *blur_v = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_BLUR });
blur_v->setRenderSource(buffer);
blur_v->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
// downsample
shader_id = client->getShaderSource()->getShader("bloom_downsample", TILE_MATERIAL_PLAIN, NDT_MESH);
u8 source = TEXTURE_BLOOM;
for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source });
step->setRenderSource(buffer);
step->setBilinearFilter(0, true);
step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM_DOWN + i));
source = TEXTURE_BLOOM_DOWN + i;
}
// upsample
shader_id = client->getShaderSource()->getShader("bloom_upsample", TILE_MATERIAL_PLAIN, NDT_MESH);
for (u8 i = MIPMAP_LEVELS - 1; i > 0; i--) {
auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { u8(TEXTURE_BLOOM_DOWN + i - 1), source });
step->setRenderSource(buffer);
step->setBilinearFilter(0, true);
step->setBilinearFilter(1, true);
step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, u8(TEXTURE_BLOOM_UP + i - 1)));
source = TEXTURE_BLOOM_UP + i - 1;
}
}
// final post-processing
u32 shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM });
shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM_UP });
pipeline->addStep(effect);
effect->setBilinearFilter(1, true); // apply filter to the bloom
effect->setRenderSource(buffer);