mirror of
https://github.com/MadeOfJelly/MushMachine.git
synced 2025-07-13 04:26:47 +02:00
161 lines
5.5 KiB
C++
161 lines
5.5 KiB
C++
#include "./bloom.hpp"
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#include <mm/opengl/render_tasks/bloom_extraction.hpp>
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#include <mm/opengl/render_tasks/blur.hpp>
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#include <mm/opengl/render_tasks/bloom_combine.hpp>
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#include <mm/opengl/fbo_builder.hpp>
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#include <mm/opengl/texture_loader.hpp>
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namespace MM::OpenGL {
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using namespace entt::literals;
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void setup_bloom(
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MM::Engine& engine,
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const std::string color_src_tex,
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const size_t bloom_phases,
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const float bloom_in_scale,
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const float bloom_phase_scale
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) {
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assert(bloom_phases > 1);
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auto& rs = engine.getService<MM::Services::OpenGLRenderer>();
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auto& rm_t = MM::ResourceManager<MM::OpenGL::Texture>::ref();
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auto [w, h] = engine.getService<MM::Services::SDLService>().getWindowSize();
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#ifdef MM_OPENGL_3_GLES
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#if 0 // NOPE!!
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// TODO: caps at 1, invest in half float?
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const auto bloom_internal_format = GL_RGB565; // prolly fine. NOPE its not. it causes green pixely halos
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const auto bloom_format_type = GL_UNSIGNED_BYTE;
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#else
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//const auto bloom_internal_format = GL_RGBA16F;
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const auto bloom_internal_format = GL_R11F_G11F_B10F;
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const auto bloom_format_type = GL_FLOAT;
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#endif
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#else
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//const auto bloom_internal_format = GL_RGB16F;
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const auto bloom_internal_format = GL_R11F_G11F_B10F;
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const auto bloom_format_type = GL_FLOAT;
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#endif
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{ // bloom in (bloom extraction)
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rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
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"bloom_in",
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bloom_internal_format,
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w * bloom_in_scale, h * bloom_in_scale,
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GL_RGB, bloom_format_type
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);
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{ // filter
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rm_t.get("bloom_in"_hs)->bind(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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rs.targets["bloom_extraction"] = MM::OpenGL::FBOBuilder::start()
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.attachTexture(rm_t.get("bloom_in"_hs), GL_COLOR_ATTACHMENT0)
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.setResizeFactors(bloom_in_scale, bloom_in_scale)
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.setResize(true)
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.finish();
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assert(rs.targets["bloom_extraction"]);
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}
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// blur textures and fbos
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for (size_t i = 1; i <= bloom_phases; i++) {
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// TODO: further dedup
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std::string tex_out_name {"blur_out" + std::to_string(i)};
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auto tex_out_id = entt::hashed_string::value(tex_out_name.c_str());
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rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
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tex_out_id,
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bloom_internal_format,
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w * bloom_in_scale * glm::pow(bloom_phase_scale, i), h * bloom_in_scale * glm::pow(bloom_phase_scale, i),
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GL_RGB, bloom_format_type
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);
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{ // filter
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rm_t.get(tex_out_id)->bind(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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std::string tex_tmp_name {"blur_tmp" + std::to_string(i)};
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auto tex_tmp_id = entt::hashed_string::value(tex_tmp_name.c_str());
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rm_t.reload<MM::OpenGL::TextureLoaderEmpty>(
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tex_tmp_id,
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bloom_internal_format,
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w * bloom_in_scale * glm::pow(bloom_phase_scale, i), h * bloom_in_scale * glm::pow(bloom_phase_scale, i),
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GL_RGB, bloom_format_type
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);
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{ // filter
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rm_t.get(tex_tmp_id)->bind(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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rs.targets[tex_out_name] = MM::OpenGL::FBOBuilder::start()
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.attachTexture(rm_t.get(tex_out_id), GL_COLOR_ATTACHMENT0)
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.setResizeFactors(bloom_in_scale * glm::pow(bloom_phase_scale, i), bloom_in_scale * glm::pow(bloom_phase_scale, i))
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.setResize(true)
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.finish();
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assert(rs.targets[tex_out_name]);
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rs.targets[tex_tmp_name] = MM::OpenGL::FBOBuilder::start()
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.attachTexture(rm_t.get(tex_tmp_id), GL_COLOR_ATTACHMENT0)
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.setResizeFactors(bloom_in_scale * glm::pow(bloom_phase_scale, i), bloom_in_scale * glm::pow(bloom_phase_scale, i))
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.setResize(true)
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.finish();
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assert(rs.targets[tex_tmp_name]);
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}
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{ // render tasks
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auto& extraction = rs.addRenderTask<MM::OpenGL::RenderTasks::BloomExtraction>(engine);
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extraction.src_tex = color_src_tex;
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extraction.target_fbo = "bloom_extraction";
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const glm::vec2 blur_factor {1.f, 1.f};
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{ // blur rt
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std::string prev_out_tex = "bloom_in";
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for (size_t i = 1; i <= bloom_phases; i++) {
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auto& blur = rs.addRenderTask<MM::OpenGL::RenderTasks::Blur>(engine);
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// h
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blur.in_tex = prev_out_tex;
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blur.temp_fbo = "blur_tmp" + std::to_string(i);
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// v
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blur.temp_tex = "blur_tmp" + std::to_string(i);
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blur.out_fbo = "blur_out" + std::to_string(i);
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blur.out_tex = "blur_out" + std::to_string(i);
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blur.tex_offset_factor = blur_factor * glm::vec2{2.f, 1.f}; // the input texture is double the size
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// old blur:
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//blur.tex_offset = {1.f/(w * bloom_in_scale * bloom_in_scale), 1.f/(h * bloom_in_scale * bloom_in_scale)};
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prev_out_tex = blur.out_tex;
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}
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}
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// combine passes
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for (size_t i = bloom_phases; i > 1; i--) {
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auto& combine = rs.addRenderTask<MM::OpenGL::RenderTasks::BloomCombine>(engine);
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if (i == bloom_phases) {
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combine.tex0 = "blur_out" + std::to_string(i);
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} else {
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combine.tex0 = "blur_tmp" + std::to_string(i);
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}
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combine.tex1 = "blur_out" + std::to_string(i-1);
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combine.target_fbo = "blur_tmp" + std::to_string(i-1); // -> blur_tmpi-1
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}
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}
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}
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} // MM::OpenGL
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