Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
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x2048 2022-09-29 20:34:05 +02:00 committed by GitHub
parent 3978b9b8ed
commit 9df79a4b2d
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GPG Key ID: 4AEE18F83AFDEB23
16 changed files with 422 additions and 118 deletions

@ -449,6 +449,44 @@ shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
# Minimum value: 0.0; maximum value: 60.0
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 0.0 60.0
[**Post processing]
# Set the exposure compensation factor.
# This factor is applied to linear color value
# before all other post-processing effects.
# Value of 1.0 (default) means no exposure compensation.
# Range: from 0.1 to 10.0
exposure_factor (Exposure Factor) float 1.0 0.1 10.0
[**Bloom]
# Set to true to enable bloom effect.
# Bright colors will bleed over the neighboring objects.
enable_bloom (Enable Bloom) bool false
# Set to true to render debugging breakdown of the bloom effect.
# In debug mode, the screen is split into 4 quadrants:
# top-left - processed base image, top-right - final image
# bottom-left - raw base image, bottom-right - bloom texture.
enable_bloom_debug (Enable Bloom Debug) bool false
# Set to true to use dedicated texture at each step of bloom effect.
# This is a compatibility setting to avoid visual artifacts
# on certain GPUs and video drivers.
enable_bloom_dedicated_texture (Enable Bloom Dedicated Texture) bool false
# Set the intensity of bloom
# Smaller values make bloom more subtle
# Range: from 0.01 to 1.0, default: 0.05
bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
# Set the radius of the bloom filter in pixels.
# Larger values render more glow around bright objects
# at the cost of higher resource consumption.
# Range: from 1 to 64, default: 16
bloom_radius (Bloom Radius) int 16 1 64
[*Audio]
# Volume of all sounds.

@ -0,0 +1,29 @@
#define rendered texture0
uniform sampler2D rendered;
uniform vec2 texelSize0;
uniform mediump float bloomRadius = 3.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
// kernel distance and linear size
mediump float n = 2. * bloomRadius + 1.;
vec2 uv = varTexCoord.st - vec2(bloomRadius * texelSize0.x, 0.);
vec4 color = vec4(0.);
mediump float sum = 0.;
for (mediump float i = 0.; i < n; i++) {
mediump float weight = pow(1. - (abs(i / bloomRadius - 1.)), 1.3);
color += texture2D(rendered, uv).rgba * weight;
sum += weight;
uv += vec2(texelSize0.x, 0.);
}
color /= sum;
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}

@ -0,0 +1,11 @@
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
varTexCoord.st = inTexCoord0.st;
gl_Position = inVertexPosition;
}

@ -0,0 +1,29 @@
#define rendered texture0
uniform sampler2D rendered;
uniform vec2 texelSize0;
uniform mediump float bloomRadius = 3.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
// kernel distance and linear size
mediump float n = 2. * bloomRadius + 1.;
vec2 uv = varTexCoord.st - vec2(0., bloomRadius * texelSize0.y);
vec4 color = vec4(0.);
mediump float sum = 0.;
for (mediump float i = 0.; i < n; i++) {
mediump float weight = pow(1. - (abs(i / bloomRadius - 1.)), 1.3);
color += texture2D(rendered, uv).rgba * weight;
sum += weight;
uv += vec2(0., texelSize0.y);
}
color /= sum;
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}

@ -0,0 +1,11 @@
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
varTexCoord.st = inTexCoord0.st;
gl_Position = inVertexPosition;
}

@ -0,0 +1,21 @@
#define rendered texture0
uniform sampler2D rendered;
uniform mediump float exposureFactor = 2.5;
uniform float bloomLuminanceThreshold = 1.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
vec2 uv = varTexCoord.st;
vec4 color = texture2D(rendered, uv).rgba;
// translate to linear colorspace (approximate)
color.rgb = pow(color.rgb, vec3(2.2)) * exposureFactor;
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}

@ -0,0 +1,11 @@
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
void main(void)
{
varTexCoord.st = inTexCoord0.st;
gl_Position = inVertexPosition;
}

@ -1,6 +1,10 @@
uniform sampler2D baseTexture;
#define rendered texture0
#define bloom texture1
#define rendered baseTexture
uniform sampler2D rendered;
uniform sampler2D bloom;
uniform mediump float exposureFactor = 2.5;
uniform lowp float bloomIntensity = 1.0;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
@ -8,6 +12,24 @@ varying mediump vec2 varTexCoord;
centroid varying vec2 varTexCoord;
#endif
#if ENABLE_BLOOM
vec4 applyBloom(vec4 color, vec2 uv)
{
float bias = bloomIntensity;
vec4 bloom = texture2D(bloom, uv);
#if ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 && uv.y < 0.5)
return vec4(bloom.rgb, color.a);
if (uv.x < 0.5)
return color;
#endif
color.rgb = mix(color.rgb, bloom.rgb, bias);
return color;
}
#endif
#if ENABLE_TONE_MAPPING
/* Hable's UC2 Tone mapping parameters
@ -28,15 +50,13 @@ vec3 uncharted2Tonemap(vec3 x)
vec4 applyToneMapping(vec4 color)
{
color = vec4(pow(color.rgb, vec3(2.2)), color.a);
const float gamma = 1.6;
const float exposureBias = 5.5;
const float exposureBias = 2.0;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
// Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
return color;
}
#endif
@ -45,9 +65,36 @@ void main(void)
vec2 uv = varTexCoord.st;
vec4 color = texture2D(rendered, uv).rgba;
#if ENABLE_TONE_MAPPING
color = applyToneMapping(color);
// translate to linear colorspace (approximate)
color.rgb = pow(color.rgb, vec3(2.2));
#if ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 || uv.y > 0.5)
#endif
{
color.rgb *= exposureFactor;
}
#if ENABLE_BLOOM
color = applyBloom(color, uv);
#endif
#if ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 || uv.y > 0.5)
#endif
{
#if ENABLE_TONE_MAPPING
color = applyToneMapping(color);
#else
color.rgb /= 2.5; // default exposure factor, see also RenderingEngine::DEFAULT_EXPOSURE_FACTOR;
#endif
}
color.rgb = clamp(color.rgb, vec3(0.), vec3(1.));
// return to sRGB colorspace (approximate)
color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
}

@ -405,6 +405,7 @@ typedef s32 SamplerLayer_t;
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
{
Sky *m_sky;
Client *m_client;
bool *m_force_fog_off;
f32 *m_fog_range;
bool m_fog_enabled;
@ -419,16 +420,31 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
Client *m_client;
CachedPixelShaderSetting<SamplerLayer_t> m_texture0;
CachedPixelShaderSetting<SamplerLayer_t> m_texture1;
CachedPixelShaderSetting<SamplerLayer_t> m_texture2;
CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
CachedPixelShaderSetting<float, 2> m_texel_size0;
std::array<float, 2> m_texel_size0_values;
CachedPixelShaderSetting<float> m_exposure_factor_pixel;
float m_user_exposure_factor;
bool m_bloom_enabled;
CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
float m_bloom_intensity;
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
float m_bloom_radius;
public:
void onSettingsChange(const std::string &name)
{
if (name == "enable_fog")
m_fog_enabled = g_settings->getBool("enable_fog");
if (name == "exposure_factor")
m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
if (name == "bloom_intensity")
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
if (name == "bloom_radius")
m_bloom_radius = g_settings->getFloat("bloom_radius", 1.0f, 64.0f);
}
static void settingsCallback(const std::string &name, void *userdata)
@ -441,6 +457,7 @@ public:
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(sky),
m_client(client),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
m_sky_bg_color("skyBgColor"),
@ -454,13 +471,24 @@ public:
m_minimap_yaw("yawVec"),
m_camera_offset_pixel("cameraOffset"),
m_camera_offset_vertex("cameraOffset"),
m_base_texture("baseTexture"),
m_normal_texture("normalTexture"),
m_texture_flags("textureFlags"),
m_client(client)
m_texture0("texture0"),
m_texture1("texture1"),
m_texture2("texture2"),
m_texture3("texture3"),
m_texel_size0("texelSize0"),
m_exposure_factor_pixel("exposureFactor"),
m_bloom_intensity_pixel("bloomIntensity"),
m_bloom_radius_pixel("bloomRadius")
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
g_settings->registerChangedCallback("exposure_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
m_bloom_enabled = g_settings->getBool("enable_bloom");
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
m_bloom_radius = g_settings->getFloat("bloom_radius", 1.0f, 64.0f);
}
~GameGlobalShaderConstantSetter()
@ -526,12 +554,41 @@ public:
m_camera_offset_pixel.set(camera_offset_array, services);
m_camera_offset_vertex.set(camera_offset_array, services);
SamplerLayer_t base_tex = 0,
normal_tex = 1,
flags_tex = 2;
m_base_texture.set(&base_tex, services);
m_normal_texture.set(&normal_tex, services);
m_texture_flags.set(&flags_tex, services);
SamplerLayer_t tex_id;
tex_id = 0;
m_texture0.set(&tex_id, services);
tex_id = 1;
m_texture1.set(&tex_id, services);
tex_id = 2;
m_texture2.set(&tex_id, services);
tex_id = 3;
m_texture3.set(&tex_id, services);
m_texel_size0.set(m_texel_size0_values.data(), services);
float exposure_factor = RenderingEngine::DEFAULT_EXPOSURE_FACTOR * m_user_exposure_factor;
if (std::isnan(exposure_factor))
exposure_factor = RenderingEngine::DEFAULT_EXPOSURE_FACTOR;
m_exposure_factor_pixel.set(&exposure_factor, services);
if (m_bloom_enabled) {
m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
m_bloom_radius_pixel.set(&m_bloom_radius, services);
}
}
void onSetMaterial(const video::SMaterial &material)
{
video::ITexture *texture = material.getTexture(0);
if (texture) {
core::dimension2du size = texture->getSize();
m_texel_size0_values[0] = 1.f / size.Width;
m_texel_size0_values[1] = 1.f / size.Height;
}
else {
m_texel_size0_values[0] = 0.f;
m_texel_size0_values[1] = 0.f;
}
}
};

@ -27,9 +27,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
TextureBuffer::~TextureBuffer()
{
if (m_render_target)
m_driver->removeRenderTarget(m_render_target);
m_render_target = nullptr;
for (u32 index = 0; index < m_textures.size(); index++)
m_driver->removeTexture(m_textures[index]);
m_textures.clear();
@ -37,8 +34,6 @@ TextureBuffer::~TextureBuffer()
video::ITexture *TextureBuffer::getTexture(u8 index)
{
if (index == m_depth_texture_index)
return m_depth_texture;
if (index >= m_textures.size())
return nullptr;
return m_textures[index];
@ -52,9 +47,6 @@ void TextureBuffer::setTexture(u8 index, core::dimension2du size, const std::str
if (m_definitions.size() <= index)
m_definitions.resize(index + 1);
if (m_depth_texture_index == index)
m_depth_texture_index = NO_DEPTH_TEXTURE;
auto &definition = m_definitions[index];
definition.valid = true;
definition.dirty = true;
@ -71,9 +63,6 @@ void TextureBuffer::setTexture(u8 index, v2f scale_factor, const std::string &na
if (m_definitions.size() <= index)
m_definitions.resize(index + 1);
if (m_depth_texture_index == index)
m_depth_texture_index = NO_DEPTH_TEXTURE;
auto &definition = m_definitions[index];
definition.valid = true;
definition.dirty = true;
@ -83,20 +72,6 @@ void TextureBuffer::setTexture(u8 index, v2f scale_factor, const std::string &na
definition.format = format;
}
void TextureBuffer::setDepthTexture(u8 index, core::dimension2du size, const std::string &name, video::ECOLOR_FORMAT format)
{
assert(index != NO_DEPTH_TEXTURE);
setTexture(index, size, name, format);
m_depth_texture_index = index;
}
void TextureBuffer::setDepthTexture(u8 index, v2f scale_factor, const std::string &name, video::ECOLOR_FORMAT format)
{
assert(index != NO_DEPTH_TEXTURE);
setTexture(index, scale_factor, name, format);
m_depth_texture_index = index;
}
void TextureBuffer::reset(PipelineContext &context)
{
if (!m_driver)
@ -116,41 +91,14 @@ void TextureBuffer::reset(PipelineContext &context)
m_textures.push_back(nullptr);
// change textures to match definitions
bool modified = false;
for (u32 i = 0; i < m_definitions.size(); i++) {
video::ITexture **ptr = &m_textures[i];
if (i == m_depth_texture_index) {
if (*ptr) {
m_driver->removeTexture(*ptr);
*ptr = nullptr;
}
ptr = &m_depth_texture;
}
if (ensureTexture(ptr, m_definitions[i], context))
modified = true;
ensureTexture(ptr, m_definitions[i], context);
m_definitions[i].dirty = false;
}
// make sude depth texture is removed and reset
if (m_depth_texture_index == NO_DEPTH_TEXTURE && m_depth_texture) {
m_driver->removeTexture(m_depth_texture);
m_depth_texture = nullptr;
}
if (!m_render_target)
m_render_target = m_driver->addRenderTarget();
if (modified)
m_render_target->setTexture(m_textures, m_depth_texture);
RenderTarget::reset(context);
}
void TextureBuffer::activate(PipelineContext &context)
{
m_driver->setRenderTargetEx(m_render_target, m_clear ? video::ECBF_DEPTH | video::ECBF_COLOR : 0, context.clear_color);
RenderTarget::activate(context);
RenderSource::reset(context);
}
bool TextureBuffer::ensureTexture(video::ITexture **texture, const TextureDefinition& definition, PipelineContext &context)
@ -186,15 +134,48 @@ bool TextureBuffer::ensureTexture(video::ITexture **texture, const TextureDefini
}
TextureBufferOutput::TextureBufferOutput(TextureBuffer *_buffer, u8 _texture_index)
: buffer(_buffer), texture_index(_texture_index)
: buffer(_buffer), texture_map({_texture_index})
{}
TextureBufferOutput::TextureBufferOutput(TextureBuffer *_buffer, const std::vector<u8> &_texture_map)
: buffer(_buffer), texture_map(_texture_map)
{}
TextureBufferOutput::TextureBufferOutput(TextureBuffer *_buffer, const std::vector<u8> &_texture_map, u8 _depth_stencil)
: buffer(_buffer), texture_map(_texture_map), depth_stencil(_depth_stencil)
{}
TextureBufferOutput::~TextureBufferOutput()
{
if (render_target && driver)
driver->removeRenderTarget(render_target);
}
void TextureBufferOutput::activate(PipelineContext &context)
{
auto texture = buffer->getTexture(texture_index);
auto driver = context.device->getVideoDriver();
driver->setRenderTarget(texture, m_clear, m_clear, context.clear_color);
driver->OnResize(texture->getSize());
if (!driver)
driver = context.device->getVideoDriver();
if (!render_target)
render_target = driver->addRenderTarget();
core::array<video::ITexture *> textures;
core::dimension2du size(0, 0);
for (size_t i = 0; i < texture_map.size(); i++) {
video::ITexture *texture = buffer->getTexture(texture_map[i]);
textures.push_back(texture);
if (texture && size.Width == 0)
size = texture->getSize();
}
video::ITexture *depth_texture = nullptr;
if (depth_stencil != NO_DEPTH_TEXTURE)
depth_texture = buffer->getTexture(depth_stencil);
render_target->setTexture(textures, depth_texture);
driver->setRenderTargetEx(render_target, m_clear ? video::ECBF_ALL : video::ECBF_NONE, context.clear_color);
driver->OnResize(size);
RenderTarget::activate(context);
}

@ -112,7 +112,7 @@ protected:
*
* @note Use of TextureBuffer requires use of gl_FragData[] in the shader
*/
class TextureBuffer : public RenderSource, public RenderTarget
class TextureBuffer : public RenderSource
{
public:
virtual ~TextureBuffer() override;
@ -138,29 +138,8 @@ public:
*/
void setTexture(u8 index, v2f scale_factor, const std::string& name, video::ECOLOR_FORMAT format);
/**
* @Configure depth texture and assign index
*
* @param index index to use for the depth texture
* @param size width and height of the texture in pixels
* @param name unique name for the texture
* @param format color format
*/
void setDepthTexture(u8 index, core::dimension2du size, const std::string& name, video::ECOLOR_FORMAT format);
/**
* @Configure depth texture and assign index
*
* @param index index to use for the depth texture
* @param scale_factor relation of the texture dimensions to the screen dimensions
* @param name unique name for the texture
* @param format color format
*/
void setDepthTexture(u8 index, v2f scale_factor, const std::string& name, video::ECOLOR_FORMAT format);
virtual u8 getTextureCount() override { return m_textures.size(); }
virtual video::ITexture *getTexture(u8 index) override;
virtual void activate(PipelineContext &context) override;
virtual void reset(PipelineContext &context) override;
private:
static const u8 NO_DEPTH_TEXTURE = 255;
@ -189,9 +168,6 @@ private:
video::IVideoDriver *m_driver { nullptr };
std::vector<TextureDefinition> m_definitions;
core::array<video::ITexture *> m_textures;
video::ITexture *m_depth_texture { nullptr };
u8 m_depth_texture_index { NO_DEPTH_TEXTURE };
video::IRenderTarget *m_render_target { nullptr };
};
/**
@ -201,10 +177,18 @@ class TextureBufferOutput : public RenderTarget
{
public:
TextureBufferOutput(TextureBuffer *buffer, u8 texture_index);
TextureBufferOutput(TextureBuffer *buffer, const std::vector<u8> &texture_map);
TextureBufferOutput(TextureBuffer *buffer, const std::vector<u8> &texture_map, u8 depth_stencil);
virtual ~TextureBufferOutput() override;
void activate(PipelineContext &context) override;
private:
static const u8 NO_DEPTH_TEXTURE = 255;
TextureBuffer *buffer;
u8 texture_index;
std::vector<u8> texture_map;
u8 depth_stencil { NO_DEPTH_TEXTURE };
video::IRenderTarget* render_target { nullptr };
video::IVideoDriver* driver { nullptr };
};
/**

@ -88,31 +88,77 @@ void PostProcessingStep::run(PipelineContext &context)
driver->drawVertexPrimitiveList(&vertices, 4, &indices, 2);
}
void PostProcessingStep::setBilinearFilter(u8 index, bool value)
{
assert(index < video::MATERIAL_MAX_TEXTURES);
material.TextureLayer[index].BilinearFilter = value;
}
RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep, v2f scale, Client *client)
{
auto buffer = pipeline->createOwned<TextureBuffer>();
static const u8 TEXTURE_COLOR = 0;
static const u8 TEXTURE_DEPTH = 3;
auto driver = client->getSceneManager()->getVideoDriver();
// init post-processing buffer
buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", video::ECF_A8R8G8B8);
// configure texture formats
video::ECOLOR_FORMAT color_format = video::ECF_A8R8G8B8;
if (driver->queryTextureFormat(video::ECF_A16B16G16R16F))
color_format = video::ECF_A16B16G16R16F;
video::ECOLOR_FORMAT depth_format = video::ECF_D16; // fallback depth format
auto driver = client->getSceneManager()->getVideoDriver();
if (driver->queryTextureFormat(video::ECF_D32))
depth_format = video::ECF_D32;
else if (driver->queryTextureFormat(video::ECF_D24S8))
depth_format = video::ECF_D24S8;
buffer->setDepthTexture(TEXTURE_DEPTH, scale, "3d_depthmap", depth_format);
// init post-processing buffer
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;
buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", color_format);
buffer->setTexture(TEXTURE_DEPTH, scale, "3d_depthmap", depth_format);
// attach buffer to the previous step
previousStep->setRenderTarget(buffer);
previousStep->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, std::vector<u8> { TEXTURE_COLOR }, TEXTURE_DEPTH));
// post-processing stage
// set up shader
u32 shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
// set up bloom
if (g_settings->getBool("enable_bloom")) {
RenderStep *effect = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR });
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;
}
// 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));
}
// 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 });
pipeline->addStep(effect);
effect->setBilinearFilter(1, true); // apply filter to the bloom
effect->setRenderSource(buffer);
return effect;
}

@ -22,9 +22,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "stereo.h"
#include "pipeline.h"
/**
* Step to apply post-processing filter to the rendered image
*/
class PostProcessingStep : public RenderStep
{
public:
/**
* Construct a new PostProcessingStep object
*
* @param shader_id ID of the shader in IShaderSource
* @param texture_map Map of textures to be chosen from the render source
*/
PostProcessingStep(u32 shader_id, const std::vector<u8> &texture_map);
@ -33,6 +42,13 @@ public:
void reset(PipelineContext &context) override;
void run(PipelineContext &context) override;
/**
* Configure bilinear filtering for a specific texture layer
*
* @param index Index of the texture layer
* @param value true to enable the bilinear filter, false to disable
*/
void setBilinearFilter(u8 index, bool value);
private:
u32 shader_id;
std::vector<u8> texture_map;

@ -46,6 +46,10 @@ 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;
RenderingEngine(IEventReceiver *eventReceiver);
~RenderingEngine();

@ -682,6 +682,13 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
)";
}
// map legacy semantic texture names to texture identifiers
fragment_header += R"(
#define baseTexture texture0
#define normalTexture texture1
#define textureFlags texture2
)";
// Since this is the first time we're using the GL bindings be extra careful.
// This should be removed before 5.6.0 or similar.
if (!GL.GetString) {
@ -771,6 +778,12 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";
}
if (g_settings->getBool("enable_bloom")) {
shaders_header << "#define ENABLE_BLOOM 1\n";
if (g_settings->getBool("enable_bloom_debug"))
shaders_header << "#define ENABLE_BLOOM_DEBUG 1\n";
}
shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
std::string common_header = shaders_header.str();

@ -263,6 +263,12 @@ void set_default_settings()
settings->setDefault("water_wave_speed", "5.0");
settings->setDefault("enable_waving_leaves", "false");
settings->setDefault("enable_waving_plants", "false");
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_intensity", "0.05");
settings->setDefault("bloom_radius", "16");
// Effects Shadows
settings->setDefault("enable_dynamic_shadows", "false");