forked from Mirrorlandia_minetest/minetest
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:
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fb3085a2c5
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@ -470,21 +470,19 @@ enable_bloom (Enable Bloom) bool false
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# bottom-left - raw base image, bottom-right - bloom texture.
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enable_bloom_debug (Enable Bloom Debug) bool false
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# Set to true to use dedicated texture at each step of bloom effect.
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# This is a compatibility setting to avoid visual artifacts
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# on certain GPUs and video drivers.
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enable_bloom_dedicated_texture (Enable Bloom Dedicated Texture) bool false
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# Set the intensity of bloom
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# Defines how much bloom is applied to the rendered image
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# Smaller values make bloom more subtle
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# Range: from 0.01 to 1.0, default: 0.05
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bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
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# Set the radius of the bloom filter in pixels.
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# Larger values render more glow around bright objects
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# at the cost of higher resource consumption.
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# Range: from 1 to 64, default: 16
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bloom_radius (Bloom Radius) int 16 1 64
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# Defines the magnitude of bloom overexposure.
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# Range: from 0.1 to 10.0, default: 1.0
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bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
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# Logical value that controls how far the bloom effect spreads
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# from the bright objects.
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# Range: from 0.1 to 8, default: 1
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bloom_radius (Bloom Radius) float 1 0.1 8
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[*Audio]
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37
client/shaders/bloom_downsample/opengl_fragment.glsl
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37
client/shaders/bloom_downsample/opengl_fragment.glsl
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@ -0,0 +1,37 @@
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// based on Phys.Bloom OpenGL tutorial https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
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// and ACM Siggraph talk in 2014 by Jorge Jimenez for Call of Duty: Advanced Warfare.
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#define rendered texture0
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uniform sampler2D rendered;
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uniform vec2 texelSize0;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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void main(void)
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{
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vec2 tx = 2.0 * texelSize0;
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vec3 a = texture2D(rendered, varTexCoord.st + vec2(-1., -1.) * tx).rgb;
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vec3 b = texture2D(rendered, varTexCoord.st + vec2(0., -1.) * tx).rgb;
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vec3 c = texture2D(rendered, varTexCoord.st + vec2(1., -1.) * tx).rgb;
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vec3 d = texture2D(rendered, varTexCoord.st + vec2(-1., 0.) * tx).rgb;
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vec3 e = texture2D(rendered, varTexCoord.st + vec2(0., 0.) * tx).rgb;
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vec3 f = texture2D(rendered, varTexCoord.st + vec2(1., 0.) * tx).rgb;
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vec3 g = texture2D(rendered, varTexCoord.st + vec2(-1., 1.) * tx).rgb;
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vec3 h = texture2D(rendered, varTexCoord.st + vec2(0., 1.) * tx).rgb;
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vec3 i = texture2D(rendered, varTexCoord.st + vec2(1., 1.) * tx).rgb;
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vec3 j = texture2D(rendered, varTexCoord.st + vec2(-0.5, -0.5) * tx).rgb;
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vec3 k = texture2D(rendered, varTexCoord.st + vec2(0.5, -0.5) * tx).rgb;
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vec3 l = texture2D(rendered, varTexCoord.st + vec2(-0.5, 0.5) * tx).rgb;
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vec3 m = texture2D(rendered, varTexCoord.st + vec2(-0.5, 0.5) * tx).rgb;
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vec3 color =
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(a + c + g + i) * 0.03125 +
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(b + d + f + h) * 0.0625 +
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(e + j + k + l + m) * 0.125;
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gl_FragColor = max(vec4(color, 1.0), 1e-4);
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}
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11
client/shaders/bloom_downsample/opengl_vertex.glsl
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11
client/shaders/bloom_downsample/opengl_vertex.glsl
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@ -0,0 +1,11 @@
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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void main(void)
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{
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varTexCoord.st = inTexCoord0.st;
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gl_Position = inVertexPosition;
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}
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35
client/shaders/bloom_upsample/opengl_fragment.glsl
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client/shaders/bloom_upsample/opengl_fragment.glsl
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@ -0,0 +1,35 @@
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#define current texture0
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#define previous texture1
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uniform sampler2D current;
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uniform sampler2D previous;
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uniform vec2 texelSize0;
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uniform mediump float bloomRadius;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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void main(void)
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{
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vec2 offset = bloomRadius * texelSize0;
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vec3 a = texture2D(previous, varTexCoord.st + vec2(-1., -1.) * offset).rgb;
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vec3 b = texture2D(previous, varTexCoord.st + vec2(0., -1.) * offset).rgb;
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vec3 c = texture2D(previous, varTexCoord.st + vec2(1., -1.) * offset).rgb;
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vec3 d = texture2D(previous, varTexCoord.st + vec2(-1., 0.) * offset).rgb;
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vec3 e = texture2D(previous, varTexCoord.st + vec2(0., 0.) * offset).rgb;
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vec3 f = texture2D(previous, varTexCoord.st + vec2(1., 0.) * offset).rgb;
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vec3 g = texture2D(previous, varTexCoord.st + vec2(-1., 1.) * offset).rgb;
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vec3 h = texture2D(previous, varTexCoord.st + vec2(0., 1.) * offset).rgb;
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vec3 i = texture2D(previous, varTexCoord.st + vec2(1., 1.) * offset).rgb;
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vec3 base = texture2D(current, varTexCoord.st).rgb;
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gl_FragColor = max(vec4(base +
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(a + c + g + i) * 0.0625 +
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(b + d + f + h) * 0.125 +
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e * 0.25, 1.), 1e-4);
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}
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client/shaders/bloom_upsample/opengl_vertex.glsl
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11
client/shaders/bloom_upsample/opengl_vertex.glsl
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@ -0,0 +1,11 @@
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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void main(void)
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{
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varTexCoord.st = inTexCoord0.st;
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gl_Position = inVertexPosition;
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}
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@ -3,6 +3,7 @@
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uniform sampler2D rendered;
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uniform vec2 texelSize0;
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uniform mediump float bloomRadius;
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uniform mat3 bloomBlurWeights;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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@ -10,6 +11,13 @@ varying mediump vec2 varTexCoord;
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centroid varying vec2 varTexCoord;
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#endif
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// smoothstep - squared
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float smstsq(float f)
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{
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f = f * f * (3 - 2 * f);
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return f;
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}
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void main(void)
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{
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// kernel distance and linear size
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@ -19,8 +27,8 @@ void main(void)
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vec4 color = vec4(0.);
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mediump float sum = 0.;
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for (mediump float i = 0.; i < n; i++) {
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mediump float weight = pow(1. - (abs(i / bloomRadius - 1.)), 1.3);
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color += texture2D(rendered, uv).rgba * weight;
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mediump float weight = smstsq(1. - (abs(i / bloomRadius - 1.)));
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color.rgb += texture2D(rendered, uv).rgb * weight;
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sum += weight;
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uv += vec2(texelSize0.x, 0.);
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}
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@ -3,6 +3,7 @@
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uniform sampler2D rendered;
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uniform vec2 texelSize0;
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uniform mediump float bloomRadius;
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uniform mat3 bloomBlurWeights;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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@ -10,6 +11,13 @@ varying mediump vec2 varTexCoord;
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centroid varying vec2 varTexCoord;
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#endif
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// smoothstep - squared
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float smstsq(float f)
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{
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f = f * f * (3 - 2 * f);
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return f;
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}
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void main(void)
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{
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// kernel distance and linear size
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@ -19,8 +27,8 @@ void main(void)
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vec4 color = vec4(0.);
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mediump float sum = 0.;
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for (mediump float i = 0.; i < n; i++) {
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mediump float weight = pow(1. - (abs(i / bloomRadius - 1.)), 1.3);
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color += texture2D(rendered, uv).rgba * weight;
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mediump float weight = smstsq(1. - (abs(i / bloomRadius - 1.)));
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color.rgb += texture2D(rendered, uv).rgb * weight;
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sum += weight;
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uv += vec2(0., texelSize0.y);
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}
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@ -2,7 +2,7 @@
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uniform sampler2D rendered;
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uniform mediump float exposureFactor;
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uniform float bloomLuminanceThreshold;
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uniform mediump float bloomStrength;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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@ -14,8 +14,14 @@ centroid varying vec2 varTexCoord;
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void main(void)
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{
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vec2 uv = varTexCoord.st;
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vec4 color = texture2D(rendered, uv).rgba;
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vec3 color = texture2D(rendered, uv).rgb;
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// translate to linear colorspace (approximate)
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color.rgb = pow(color.rgb, vec3(2.2)) * exposureFactor;
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gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
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color = pow(color, vec3(2.2));
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// Scale colors by luminance to amplify bright colors
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// in SDR textures.
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float luminance = dot(color, vec3(0.213, 0.515, 0.072));
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luminance *= luminance;
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color *= luminance * exposureFactor * bloomStrength;
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gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
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}
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@ -16,15 +16,14 @@ centroid varying vec2 varTexCoord;
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vec4 applyBloom(vec4 color, vec2 uv)
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{
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float bias = bloomIntensity;
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vec4 bloom = texture2D(bloom, uv);
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vec3 light = texture2D(bloom, uv).rgb;
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#ifdef ENABLE_BLOOM_DEBUG
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if (uv.x > 0.5 && uv.y < 0.5)
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return vec4(bloom.rgb, color.a);
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return vec4(light, color.a);
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if (uv.x < 0.5)
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return color;
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return light;
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#endif
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color.rgb = mix(color.rgb, bloom.rgb, bias);
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color.rgb = mix(color.rgb, light, bloomIntensity);
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return color;
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}
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@ -86,8 +85,6 @@ void main(void)
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{
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#if ENABLE_TONE_MAPPING
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color = applyToneMapping(color);
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#else
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color.rgb /= 2.5; // default exposure factor, see also RenderingEngine::DEFAULT_EXPOSURE_FACTOR;
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#endif
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}
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@ -432,6 +432,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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bool m_bloom_enabled;
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CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
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float m_bloom_intensity;
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CachedPixelShaderSetting<float> m_bloom_strength_pixel;
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float m_bloom_strength;
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CachedPixelShaderSetting<float> m_bloom_radius_pixel;
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float m_bloom_radius;
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@ -444,8 +446,10 @@ public:
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m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
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if (name == "bloom_intensity")
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m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
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if (name == "bloom_strength_factor")
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m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
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if (name == "bloom_radius")
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m_bloom_radius = g_settings->getFloat("bloom_radius", 1.0f, 64.0f);
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m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
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}
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static void settingsCallback(const std::string &name, void *userdata)
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@ -479,17 +483,20 @@ public:
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m_texel_size0("texelSize0"),
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m_exposure_factor_pixel("exposureFactor"),
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m_bloom_intensity_pixel("bloomIntensity"),
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m_bloom_strength_pixel("bloomStrength"),
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m_bloom_radius_pixel("bloomRadius")
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{
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g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
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g_settings->registerChangedCallback("exposure_factor", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
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m_fog_enabled = g_settings->getBool("enable_fog");
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m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
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m_bloom_enabled = g_settings->getBool("enable_bloom");
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m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
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m_bloom_radius = g_settings->getFloat("bloom_radius", 1.0f, 64.0f);
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m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
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m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
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}
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~GameGlobalShaderConstantSetter()
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@ -567,14 +574,15 @@ public:
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m_texel_size0.set(m_texel_size0_values.data(), services);
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float exposure_factor = RenderingEngine::DEFAULT_EXPOSURE_FACTOR * m_user_exposure_factor;
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float exposure_factor = m_user_exposure_factor;
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if (std::isnan(exposure_factor))
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exposure_factor = RenderingEngine::DEFAULT_EXPOSURE_FACTOR;
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exposure_factor = 1.0f;
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m_exposure_factor_pixel.set(&exposure_factor, services);
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if (m_bloom_enabled) {
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m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
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m_bloom_radius_pixel.set(&m_bloom_radius, services);
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m_bloom_strength_pixel.set(&m_bloom_strength, services);
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}
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}
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* @return RenderStep* Pointer to the created step for further configuration.
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*/
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template<typename T, typename... Args>
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RenderStep *addStep(Args&&... args) {
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T *addStep(Args&&... args) {
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T* result = own(std::make_unique<T>(std::forward<Args>(args)...));
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return addStep(result);
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addStep(result);
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return result;
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}
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RenderSource *getInput();
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static const u8 TEXTURE_COLOR = 0;
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static const u8 TEXTURE_DEPTH = 1;
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static const u8 TEXTURE_BLOOM = 2;
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static const u8 TEXTURE_BLUR = 3;
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static const u8 TEXTURE_BLUR_SECONDARY = 4;
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static const u8 TEXTURE_BLOOM_DOWN = 10;
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static const u8 TEXTURE_BLOOM_UP = 20;
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buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", color_format);
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buffer->setTexture(TEXTURE_DEPTH, scale, "3d_depthmap", depth_format);
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@ -124,39 +124,56 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// attach buffer to the previous step
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previousStep->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, std::vector<u8> { TEXTURE_COLOR }, TEXTURE_DEPTH));
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// shared variables
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u32 shader_id;
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// post-processing stage
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// set up bloom
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if (g_settings->getBool("enable_bloom")) {
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buffer->setTexture(TEXTURE_BLUR, scale * 0.5, "blur", color_format);
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buffer->setTexture(TEXTURE_BLOOM, scale * 0.5, "bloom", color_format);
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u8 bloom_input_texture = TEXTURE_BLOOM;
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if (g_settings->getBool("enable_bloom_dedicated_texture")) {
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buffer->setTexture(TEXTURE_BLUR_SECONDARY, scale * 0.5, "blur2", color_format);
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bloom_input_texture = TEXTURE_BLUR_SECONDARY;
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buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);
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const u8 MIPMAP_LEVELS = 4;
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v2f downscale = scale * 0.5;
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for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
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buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("bloom_down") + std::to_string(i), color_format);
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buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("bloom_up") + std::to_string(i), color_format);
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downscale *= 0.5;
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}
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// get bright spots
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u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
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RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR });
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extract_bloom->setRenderSource(buffer);
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extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, bloom_input_texture));
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// horizontal blur
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shader_id = client->getShaderSource()->getShader("blur_h", TILE_MATERIAL_PLAIN, NDT_MESH);
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RenderStep *blur_h = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { bloom_input_texture });
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blur_h->setRenderSource(buffer);
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blur_h->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLUR));
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// vertical blur
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shader_id = client->getShaderSource()->getShader("blur_v", TILE_MATERIAL_PLAIN, NDT_MESH);
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RenderStep *blur_v = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_BLUR });
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blur_v->setRenderSource(buffer);
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blur_v->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
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extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
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// downsample
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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);
|
||||
|
@ -56,6 +56,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#endif
|
||||
|
||||
RenderingEngine *RenderingEngine::s_singleton = nullptr;
|
||||
const float RenderingEngine::BASE_BLOOM_STRENGTH = 8.0f;
|
||||
|
||||
|
||||
static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
|
||||
|
@ -46,9 +46,7 @@ class RenderingCore;
|
||||
class RenderingEngine
|
||||
{
|
||||
public:
|
||||
/// Default color factor before applying effects like bloom or tomemapping
|
||||
/// this is derived from tonemapping code and tuned empirically
|
||||
static constexpr float DEFAULT_EXPOSURE_FACTOR = 2.5f;
|
||||
static const float BASE_BLOOM_STRENGTH;
|
||||
|
||||
RenderingEngine(IEventReceiver *eventReceiver);
|
||||
~RenderingEngine();
|
||||
|
@ -273,9 +273,9 @@ void set_default_settings()
|
||||
settings->setDefault("exposure_factor", "1.0");
|
||||
settings->setDefault("enable_bloom", "false");
|
||||
settings->setDefault("enable_bloom_debug", "false");
|
||||
settings->setDefault("enable_bloom_dedicated_texture", "false");
|
||||
settings->setDefault("bloom_strength_factor", "1.0");
|
||||
settings->setDefault("bloom_intensity", "0.05");
|
||||
settings->setDefault("bloom_radius", "16");
|
||||
settings->setDefault("bloom_radius", "1");
|
||||
|
||||
// Effects Shadows
|
||||
settings->setDefault("enable_dynamic_shadows", "false");
|
||||
|
Loading…
Reference in New Issue
Block a user