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Using uniform buffer for bloom threshold
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parent
a97d4f655a
commit
1097e666d6
4 changed files with 44 additions and 22 deletions
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@ -21,13 +21,15 @@
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#define BLOOM_BLUR_LEVEL_COUNT 3
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BloomThreshold::BloomThreshold(unsigned int downsamplingFactor) :
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_downsamplingFactor(downsamplingFactor) {
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BloomThreshold::BloomThreshold(unsigned int downsamplingFactor) {
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assert(downsamplingFactor > 0);
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_parameters.edit()._sampleCount = downsamplingFactor;
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}
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void BloomThreshold::configure(const Config& config) {
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_threshold = config.threshold;
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if (_parameters.get()._threshold != config.threshold) {
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_parameters.edit()._threshold = config.threshold;
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}
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}
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void BloomThreshold::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& outputs) {
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@ -43,10 +45,11 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
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auto inputBuffer = inputFrameBuffer->getRenderBuffer(0);
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auto bufferSize = gpu::Vec2u(inputBuffer->getDimensions());
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const auto downSamplingFactor = _parameters.get()._sampleCount;
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// Downsample resolution
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bufferSize.x /= _downsamplingFactor;
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bufferSize.y /= _downsamplingFactor;
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bufferSize.x /= downSamplingFactor;
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bufferSize.y /= downSamplingFactor;
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if (!_outputBuffer || _outputBuffer->getSize() != bufferSize) {
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auto colorTexture = gpu::TexturePointer(gpu::Texture::createRenderBuffer(inputBuffer->getTexelFormat(), bufferSize.x, bufferSize.y,
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@ -54,10 +57,12 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
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_outputBuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("BloomThreshold"));
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_outputBuffer->setRenderBuffer(0, colorTexture);
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_parameters.edit()._deltaUV = { 1.0f / bufferSize.x, 1.0f / bufferSize.y };
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}
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static const int COLOR_MAP_SLOT = 0;
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static const int THRESHOLD_SLOT = 1;
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static const int PARAMETERS_SLOT = 1;
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if (!_pipeline) {
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auto vs = gpu::StandardShaderLib::getDrawTransformUnitQuadVS();
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@ -66,7 +71,7 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding("colorMap", COLOR_MAP_SLOT));
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slotBindings.insert(gpu::Shader::Binding("threshold", THRESHOLD_SLOT));
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slotBindings.insert(gpu::Shader::Binding("parametersBuffer", PARAMETERS_SLOT));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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@ -86,7 +91,7 @@ void BloomThreshold::run(const render::RenderContextPointer& renderContext, cons
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batch.setFramebuffer(_outputBuffer);
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batch.setResourceTexture(COLOR_MAP_SLOT, inputBuffer);
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batch._glUniform1f(THRESHOLD_SLOT, _threshold);
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batch.setUniformBuffer(PARAMETERS_SLOT, _parameters);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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});
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@ -61,10 +61,11 @@ public:
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private:
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#include "BloomThreshold.shared.slh"
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gpu::FramebufferPointer _outputBuffer;
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gpu::PipelinePointer _pipeline;
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float _threshold;
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unsigned int _downsamplingFactor;
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gpu::StructBuffer<Parameters> _parameters;
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};
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18
libraries/render-utils/src/BloomThreshold.shared.slh
Normal file
18
libraries/render-utils/src/BloomThreshold.shared.slh
Normal file
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@ -0,0 +1,18 @@
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// glsl / C++ compatible source as interface for FadeEffect
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#ifdef __cplusplus
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# define BT_VEC2 glm::vec2
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#else
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# define BT_VEC2 vec2
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#endif
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struct Parameters
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{
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BT_VEC2 _deltaUV;
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float _threshold;
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int _sampleCount;
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};
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// <@if 1@>
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// Trigger Scribe include
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// <@endif@> <!def that !>
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//
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@ -9,37 +9,35 @@
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include BloomThreshold.shared.slh@>
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uniform sampler2D colorMap;
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uniform float threshold;
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layout(std140) uniform parametersBuffer {
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Parameters parameters;
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};
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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#define DOWNSAMPLING_FACTOR 4
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#define SAMPLE_COUNT (DOWNSAMPLING_FACTOR/2)
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void main(void) {
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vec2 deltaX = dFdx(varTexCoord0) / SAMPLE_COUNT;
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vec2 deltaY = dFdy(varTexCoord0) / SAMPLE_COUNT;
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vec2 startUv = varTexCoord0;
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vec4 maskedColor = vec4(0,0,0,0);
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for (int y=0 ; y<SAMPLE_COUNT ; y++) {
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for (int y=0 ; y<parameters._sampleCount ; y++) {
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vec2 uv = startUv;
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for (int x=0 ; x<SAMPLE_COUNT ; x++) {
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for (int x=0 ; x<parameters._sampleCount ; x++) {
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vec4 color = texture(colorMap, uv);
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float luminance = (color.r+color.g+color.b) / 3.0;
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float mask = clamp((luminance-threshold)*0.25, 0, 1);
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float mask = clamp((luminance-parameters._threshold)*0.25, 0, 1);
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color *= mask;
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maskedColor += color;
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uv += deltaX;
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uv.x += parameters._deltaUV.x;
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}
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startUv += deltaY;
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startUv.y += parameters._deltaUV.y;
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}
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maskedColor /= SAMPLE_COUNT*SAMPLE_COUNT;
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maskedColor /= parameters._sampleCount * parameters._sampleCount;
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outFragColor = vec4(maskedColor.rgb, 1.0);
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}
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