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MushMachine/framework/opengl_renderer/src/mm/opengl/bloom.cpp

161 lines
5.5 KiB
C++

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