Bloom Tweaks

This commit is contained in:
Samuel Skiff 2022-08-21 01:55:25 -05:00
parent 820e1972b0
commit 878b2e2aec
6 changed files with 366 additions and 83 deletions

View file

@ -20,10 +20,17 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
singleton ShaderData( PFX_Bloom_Shader )
$PostFX::BloomPostFX::threshold = 1.0;
$PostFX::BloomPostFX::intensity = 0.5;
$PostFX::BloomPostFX::radius = 8.0;
// Valid Values: 0, 1, 2, 3
$PostFX::BloomPostFX::quality = 1;
singleton ShaderData( PFX_BloomThreshold_Shader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./bloomP.hlsl";
DXPixelShaderFile = "./bloomThresholdP.hlsl";
samplerNames[0] = "$inputTex";
@ -40,19 +47,72 @@ singleton ShaderData( PFX_Bloom_Shader )
// pixVersion = 3.0;
//};
singleton ShaderData( PFX_BloomUpSample_Shader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./upSampleP.hlsl";
samplerNames[0] = "$inputTex";
pixVersion = 3.0;
};
singleton ShaderData( PFX_BloomCombine_Shader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./bloomCombineP.hlsl";
samplerNames[0] = "$inputTex";
pixVersion = 3.0;
};
singleton GFXStateBlockData( BloomPostFX_SampleStateBlock : PFX_DefaultStateBlock )
{
samplersDefined = true;
samplerStates[0] = SamplerClampLinear;
};
//function BloomPostFX::setShaderConsts( %this )
//{
//}
//
//function BloomPostFX::preProcess( %this )
//{
//}
singleton GFXStateBlockData( BloomPostFX_Combine_SampleStateBlock : PFX_DefaultStateBlock )
{
samplersDefined = true;
samplerStates[0] = SamplerClampLinear;
samplerStates[1] = SamplerClampLinear;
samplerStates[2] = SamplerClampLinear;
};
function BloomPostFX::setShaderConsts( %this )
{
%this.setShaderConst("$threshold", $PostFX::BloomPostFX::threshold);
%blurOne = %this->blur_one;
%blurOne.setShaderConst("$blurRadius", $PostFX::BloomPostFX::radius);
%blurTwo = %this->blur_two;
%blurTwo.setShaderConst("$blurRadius", $PostFX::BloomPostFX::radius);
%combine = %this->bloom_combine;
%combine.setShaderConst("$intensity", $PostFX::BloomPostFX::intensity);
%steps = mRound($PostFX::BloomPostFX::radius * 0.333 + 1);
echo(%steps);
%blurOne.setShaderConst("$numSteps", %steps);
%blurTwo.setShaderConst("$numSteps", %steps);
}
function BloomPostFX::preProcess( %this )
{
if ( $PostFX::BloomPostFX::quality !$= %this.quality )
{
%this.quality = mClamp( mRound( $PostFX::BloomPostFX::quality ), 0, 3 );
%blurOne = %this->blur_one;
%blurTwo = %this->blur_two;
%blurOne.setShaderMacro( "QUALITY", %this.quality );
%blurTwo.setShaderMacro( "QUALITY", %this.quality );
}
}
function BloomPostFX::onAdd(%this)
{
@ -77,6 +137,10 @@ function BloomPostFX::populatePostFXSettings(%this)
{
PostEffectEditorInspector.startGroup("BloomPostFX - General");
PostEffectEditorInspector.addCallbackField("$PostFX::BloomPostFX::Enabled", "Enabled", "bool", "", $PostFX::BloomPostFX::Enabled, "", "toggleBloomPostFX");
PostEffectEditorInspector.addField("$PostFX::BloomPostFX::quality", "Quality", "list", "0,1,2,3", $PostFX::BloomPostFX::quality, "0,1,2,3");
PostEffectEditorInspector.addField("$PostFX::BloomPostFX::threshold", "Threshold", "range", "", $PostFX::BloomPostFX::threshold, "0 1 10");
PostEffectEditorInspector.addField("$PostFX::BloomPostFX::intensity", "Intensity", "range", "", $PostFX::BloomPostFX::intensity, "0 2 10");
PostEffectEditorInspector.addField("$PostFX::BloomPostFX::radius", "Radius", "float", "", $PostFX::BloomPostFX::radius, "");
PostEffectEditorInspector.endGroup();
}
@ -104,6 +168,10 @@ function BloomPostFX::applyFromPreset(%this)
function BloomPostFX::savePresetSettings(%this)
{
PostFXManager::savePresetSetting("$PostFX::BloomPostFX::Enabled");
PostFXManager::savePresetSetting("$PostFX::BloomPostFX::quality");
PostFXManager::savePresetSetting("$PostFX::BloomPostFX::threshold");
PostFXManager::savePresetSetting("$PostFX::BloomPostFX::intensity");
PostFXManager::savePresetSetting("$PostFX::BloomPostFX::radius");
}
//Our actual postFX
@ -112,34 +180,15 @@ singleton PostEffect( BloomPostFX )
enabled = false;
allowReflectPass = false;
renderTime = "PFXAfterBin";
renderBin = "EditorBin";
renderPriority = 9999;
renderTime = "PFXAfterDiffuse";
renderBin = "ObjTranslucentBin";
renderPriority = 0.9;
shader = PFX_Bloom_Shader;
shader = PFX_BloomThreshold_Shader;
stateBlock = BloomPostFX_SampleStateBlock;
texture[0] = "$backBuffer";
target = "$outTex";
// new PostEffect()
// {
// allowReflectPass = false;
// shader = PFX_BloomDownSample_Shader;
// stateBlock = BloomPostFX_SampleStateBlock;
// texture[0] = "$inTex";
// target = "#bloom0";
// targetScale = "0.5 0.5";
// };
//
// new PostEffect()
// {
// allowReflectPass = false;
// shader = PFX_BloomDownSample_Shader;
// stateBlock = BloomPostFX_SampleStateBlock;
// texture[0] = "#bloom0";
// target = "#bloom1";
// targetScale = "0.25 0.25";
// };
targetClear = PFXTargetClear_OnDraw;
new PostEffect()
{
@ -147,6 +196,50 @@ singleton PostEffect( BloomPostFX )
shader = PFX_PassthruShader;
stateBlock = BloomPostFX_SampleStateBlock;
texture[0] = "$inTex";
target = "#bloom0";
targetScale = "0.5 0.5";
};
new PostEffect()
{
allowReflectPass = false;
shader = PFX_PassthruShader;
stateBlock = BloomPostFX_SampleStateBlock;
texture[0] = "#bloom0";
target = "#bloom1";
targetScale = "0.25 0.25";
};
new PostEffect()
{
internalName = "blur_one";
allowReflectPass = false;
shader = PFX_BloomUpSample_Shader;
stateBlock = BloomPostFX_SampleStateBlock;
texture[0] = "#bloom0";
target = "#blur0";
};
new PostEffect()
{
internalName = "blur_two";
allowReflectPass = false;
shader = PFX_BloomUpSample_Shader;
stateBlock = BloomPostFX_SampleStateBlock;
texture[0] = "#bloom1";
target = "#blur1";
targetScale = "0.5 0.5";
};
new PostEffect()
{
internalName = "bloom_combine";
allowReflectPass = false;
shader = PFX_BloomCombine_Shader;
stateBlock = BloomPostFX_Combine_SampleStateBlock;
texture[0] = "#blur0";
texture[1] = "#blur1";
texture[2] = "$backBuffer";
target = "$backBuffer";
};
};

View file

@ -0,0 +1,36 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex0, 0);
TORQUE_UNIFORM_SAMPLER2D(inputTex1, 1);
TORQUE_UNIFORM_SAMPLER2D(colorTex, 2);
uniform float intensity;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 bloom = (TORQUE_TEX2D(inputTex0, IN.uv0) + TORQUE_TEX2D(inputTex1, IN.uv0)) * 0.5f;
float4 screenColor = TORQUE_TEX2D(colorTex, IN.uv0);
screenColor.rgb += bloom.rgb * intensity;
return screenColor;
}

View file

@ -23,10 +23,12 @@
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float threshold;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 screenColor = TORQUE_TEX2D(inputTex, IN.uv0);
float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
return float4(screenColor.rgb * saturate(pow(brightness, 8.0f)), screenColor.a);
//clip(brightness - threshold);
return screenColor * saturate(pow(brightness, threshold*8.0f));
}

View file

@ -27,35 +27,35 @@
//-----------------------------------------------------------------------------
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
//uniform float2 oneOverTargetSize;
uniform float2 oneOverTargetSize;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float x = 0.01f;
float y = 0.01f;
float4 a = TORQUE_TEX2D( inputTex, IN.uv0 + float2(-x*2.0f, y*2.0f));
float4 b = TORQUE_TEX2D( inputTex, IN.uv0 + float2( 0.0f , y*2.0f));
float4 c = TORQUE_TEX2D( inputTex, IN.uv0 + float2( x*2.0f, y*2.0f));
float4 d = TORQUE_TEX2D( inputTex, IN.uv0 + float2(-x*2.0f, 0.0f));
float4 e = TORQUE_TEX2D( inputTex, IN.uv0);
float4 f = TORQUE_TEX2D( inputTex, IN.uv0 + float2( x*2.0f, 0.0f));
float4 g = TORQUE_TEX2D( inputTex, IN.uv0 + float2(-x*2.0f,-y*2.0f));
float4 h = TORQUE_TEX2D( inputTex, IN.uv0 + float2( 0.0f ,-y*2.0f));
float4 i = TORQUE_TEX2D( inputTex, IN.uv0 + float2( x*2.0f,-y*2.0f));
float4 j = TORQUE_TEX2D( inputTex, IN.uv0 + float2(-x, y));
float4 k = TORQUE_TEX2D( inputTex, IN.uv0 + float2( x, y));
float4 l = TORQUE_TEX2D( inputTex, IN.uv0 + float2(-x,-y));
float4 m = TORQUE_TEX2D( inputTex, IN.uv0 + float2( x,-y));
float x = oneOverTargetSize.x;
float y = oneOverTargetSize.y;
float4 a = TORQUE_TEX2D(inputTex, IN.uv0 + float2(-x*2.0f, y*2.0f));
float4 b = TORQUE_TEX2D(inputTex, IN.uv0 + float2( 0.0f , y*2.0f));
float4 c = TORQUE_TEX2D(inputTex, IN.uv0 + float2( x*2.0f, y*2.0f));
float4 d = TORQUE_TEX2D(inputTex, IN.uv0 + float2(-x*2.0f, 0.0f));
float4 e = TORQUE_TEX2D(inputTex, IN.uv0);
float4 f = TORQUE_TEX2D(inputTex, IN.uv0 + float2( x*2.0f, 0.0f));
float4 g = TORQUE_TEX2D(inputTex, IN.uv0 + float2(-x*2.0f,-y*2.0f));
float4 h = TORQUE_TEX2D(inputTex, IN.uv0 + float2( 0.0f ,-y*2.0f));
float4 i = TORQUE_TEX2D(inputTex, IN.uv0 + float2( x*2.0f,-y*2.0f));
float4 j = TORQUE_TEX2D(inputTex, IN.uv0 + float2(-x, y));
float4 k = TORQUE_TEX2D(inputTex, IN.uv0 + float2( x, y));
float4 l = TORQUE_TEX2D(inputTex, IN.uv0 + float2(-x,-y));
float4 m = TORQUE_TEX2D(inputTex, IN.uv0 + float2( x,-y));
float4 sample = e * 0.125f;
sample += (a+c+g+i) * 0.03125f;
sample += (b+d+f+h) * 0.0625;
sample += (j+k+l+m) * 0.125;
return sample;
float4 downSample = e * 0.125f;
downSample += (a+c+g+i) * 0.03125f;
downSample += (b+d+f+h) * 0.0625;
downSample += (j+k+l+m) * 0.125;
return downSample;
}

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@ -20,38 +20,186 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/torque.hlsl"
#include "core/rendering/shaders/postFX/postFx.hlsl"
struct Conn
{
float4 hpos : TORQUE_POSITION;
float2 texCoord : TEXCOORD0;
#if QUALITY == 3
static const int KERNEL_SAMPLES = 64;
static const float3 KERNEL[64] = {
float3(0.015625, 0.000000, 0.017183),
float3(-0.023043, 0.021109, 0.017183),
float3(0.004098, -0.046696, 0.017183),
float3(0.038027, 0.049600, 0.017183),
float3(-0.076931, -0.013608, 0.017183),
float3(0.079102, -0.050318, 0.017182),
float3(-0.028394, 0.105625, 0.017182),
float3(-0.057613, -0.110931, 0.017181),
float3(0.132092, 0.048240, 0.017180),
float3(-0.144429, 0.059618, 0.017178),
float3(0.072849, -0.155673, 0.017175),
float3(0.056116, 0.178906, 0.017172),
float3(-0.175746, -0.101848, 0.017168),
float3(0.213648, -0.046970, 0.017163),
float3(-0.134796, 0.191733, 0.017157),
float3(-0.032128, -0.247927, 0.017149),
float3(0.203110, 0.171181, 0.017140),
float3(-0.281010, 0.011621, 0.017129),
float3(0.210434, -0.209410, 0.017116),
float3(-0.014435, 0.312166, 0.017101),
float3(-0.210233, -0.251929, 0.017084),
float3(0.340680, 0.045838, 0.017063),
float3(-0.294996, 0.205251, 0.017040),
float3(0.082306, -0.365856, 0.017014),
float3(0.194211, 0.338925, 0.016984),
float3(-0.387031, -0.123474, 0.016951),
float3(0.382974, -0.176944, 0.016913),
float3(-0.168902, 0.403582, 0.016871),
float3(-0.153361, -0.426383, 0.016825),
float3(0.414933, 0.218077, 0.016773),
float3(-0.468376, 0.123462, 0.016717),
float3(0.270419, -0.420563, 0.016654),
float3(0.087335, 0.508175, 0.016586),
float3(-0.420019, -0.325286, 0.016512),
float3(0.545008, -0.045153, 0.016431),
float3(-0.381982, 0.412911, 0.016344),
float3(0.002820, -0.578118, 0.016250),
float3(0.398932, 0.439764, 0.016148),
float3(-0.606775, -0.056236, 0.016038),
float3(0.497850, -0.377850, 0.015921),
float3(-0.114661, 0.630280, 0.015795),
float3(-0.349522, -0.555426, 0.015661),
float3(0.647981, 0.177585, 0.015518),
float3(-0.611659, 0.313893, 0.015367),
float3(0.244418, -0.659276, 0.015206),
float3(0.270999, 0.665703, 0.015037),
float3(-0.663622, -0.314503, 0.014857),
float3(0.716710, -0.220969, 0.014669),
float3(-0.387117, 0.660547, 0.014471),
float3(-0.164025, -0.763837, 0.014263),
float3(0.649650, 0.461481, 0.014045),
float3(-0.806263, 0.100483, 0.013819),
float3(0.536765, -0.630614, 0.013582),
float3(0.030749, 0.843190, 0.013337),
float3(-0.603207, -0.612100, 0.013082),
float3(0.873858, 0.044681, 0.012818),
float3(-0.686583, 0.567289, 0.012545),
float3(0.125226, -0.897556, 0.012264),
float3(0.522814, 0.759288, 0.011975),
float3(-0.913626, -0.210223, 0.011678),
float3(0.829278, -0.469836, 0.011373),
float3(-0.298936, 0.921474, 0.011062),
float3(-0.408505, -0.895610, 0.010745),
float3(0.920579, 0.390557, 0.010422)
};
TORQUE_UNIFORM_SAMPLER2D(inputTex0, 0);
TORQUE_UNIFORM_SAMPLER2D(inputTex1, 1);
//uniform float filterRadius;
#elif QUALITY == 2
float4 main( Conn V_IN ) : TORQUE_TARGET0
static const int KERNEL_SAMPLES = 32;
static const float3 KERNEL[32] = {
float3(0.031250, 0.000000, 0.034485),
float3(-0.046086, 0.042218, 0.034485),
float3(0.008196, -0.093391, 0.034484),
float3(0.076055, 0.099200, 0.034481),
float3(-0.153861, -0.027216, 0.034475),
float3(0.158204, -0.100637, 0.034464),
float3(-0.056788, 0.211250, 0.034446),
float3(-0.115227, -0.221862, 0.034418),
float3(0.264184, 0.096480, 0.034378),
float3(-0.288858, 0.119236, 0.034321),
float3(0.145697, -0.311346, 0.034245),
float3(0.112231, 0.357812, 0.034146),
float3(-0.351492, -0.203697, 0.034019),
float3(0.427296, -0.093940, 0.033859),
float3(-0.269592, 0.383467, 0.033663),
float3(-0.064255, -0.495854, 0.033424),
float3(0.406220, 0.342362, 0.033139),
float3(-0.562020, 0.023241, 0.032802),
float3(0.420867, -0.418819, 0.032408),
float3(-0.028870, 0.624333, 0.031952),
float3(-0.420465, -0.503858, 0.031431),
float3(0.681360, 0.091676, 0.030841),
float3(-0.589992, 0.410501, 0.030178),
float3(0.164611, -0.731713, 0.029439),
float3(0.388423, 0.677849, 0.028625),
float3(-0.774063, -0.246947, 0.027733),
float3(0.765949, -0.353888, 0.026766),
float3(-0.337803, 0.807164, 0.025725),
float3(-0.306722, -0.852766, 0.024613),
float3(0.829865, 0.436154, 0.023437),
float3(-0.936752, 0.246925, 0.022202),
float3(0.540838, -0.841127, 0.020916)
};
#elif QUALITY == 1
static const int KERNEL_SAMPLES = 16;
static const float3 KERNEL[16] = {
float3(0.062500, 0.000000, 0.069464),
float3(-0.092171, 0.084436, 0.069456),
float3(0.016392, -0.186782, 0.069422),
float3(0.152110, 0.198400, 0.069329),
float3(-0.307723, -0.054432, 0.069134),
float3(0.316408, -0.201273, 0.068781),
float3(-0.113577, 0.422500, 0.068204),
float3(-0.230454, -0.443724, 0.067328),
float3(0.528368, 0.192959, 0.066073),
float3(-0.577716, 0.238473, 0.064362),
float3(0.291394, -0.622692, 0.062123),
float3(0.224463, 0.715623, 0.059300),
float3(-0.702984, -0.407394, 0.055864),
float3(0.854591, -0.187880, 0.051818),
float3(-0.539184, 0.766934, 0.047209),
float3(-0.128511, -0.991708, 0.042133)
};
#elif QUALITY == 0
static const int KERNEL_SAMPLES = 9;
static const float3 KERNEL[9] = {
float3( 0, 0, 0.25),
float3( 1, 0, 0.125),
float3( 0, 1, 0.125),
float3(-1, 0, 0.125),
float3( 0,-1, 0.125),
float3( 0.707, 0.707, 0.0625),
float3( 0.707,-0.707, 0.0625),
float3(-0.707,-0.707, 0.0625),
float3(-0.707, 0.707, 0.0625)
};
#endif
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float blurRadius;
uniform int numSteps;
uniform float2 oneOverTargetSize;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float x = 1.0f;
float y = 1.0f;
float4 upSample = float4(0, 0, 0, 0);
float radStep = blurRadius / float(numSteps);
float4 a = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2(-x, y));
float4 b = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2( 0, y));
float4 c = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2( x, y));
const float alpha = M_2PI_F / float(numSteps);
float4 d = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2(-x, 0));
float4 e = TORQUE_TEX2D( inputTex0, V_IN.texCoord);
float4 f = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2( x, 0));
[unroll]
for (int i=0; i<KERNEL_SAMPLES; i++)
{
float3 offsetW = KERNEL[i];
for (int j=0; j<numSteps; j++)
{
float angle = alpha * float(j);
float2 angles = float2(cos(angle), sin(angle));
float rad = radStep * float(j+1);
float2 offset = float2(
offsetW.x*angles.x - offsetW.y*angles.y,
offsetW.x*angles.y + offsetW.y*angles.x
) * oneOverTargetSize * rad;
float4 sampleCol = TORQUE_TEX2D(inputTex, IN.uv0 + offset);
upSample += sampleCol * offsetW.z;
}
}
float4 g = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2(-x,-y));
float4 h = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2( 0,-y));
float4 i = TORQUE_TEX2D( inputTex0, V_IN.texCoord + float2( x,-y));
float4 sample = e * 4.0f;
sample += (b+d+f+h) * 2.0f;
sample += (a+c+g+i);
sample *= 1.0f / 16.0f;
return sample * 0.75f + TORQUE_TEX2D(inputTex1, V_IN.texCoord) * 0.25f;
return upSample * (1.0f / float(numSteps));
}

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@ -1 +1,5 @@
$PostFX::BloomPostFX::Enabled = "1";
$PostFX::BloomPostFX::quality = "3";
$PostFX::BloomPostFX::threshold = "1";
$PostFX::BloomPostFX::intensity = "2";
$PostFX::BloomPostFX::radius = "6";