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authorx2048 <codeforsmile@gmail.com>2022-09-29 20:34:05 +0200
committerGitHub <noreply@github.com>2022-09-29 20:34:05 +0200
commit9df79a4b2d68979c3e15797d518d957787ba4e21 (patch)
tree027f372a420f1aa3aa72bf72de34c5e6062b9090 /src/client/render
parent3978b9b8ed1c318c3f9a088beb331c26bca6de6b (diff)
downloadminetest-9df79a4b2d68979c3e15797d518d957787ba4e21.tar.xz
Bloom (#12791)
Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
Diffstat (limited to 'src/client/render')
-rw-r--r--src/client/render/pipeline.cpp101
-rw-r--r--src/client/render/pipeline.h36
-rw-r--r--src/client/render/secondstage.cpp66
-rw-r--r--src/client/render/secondstage.h18
4 files changed, 124 insertions, 97 deletions
diff --git a/src/client/render/pipeline.cpp b/src/client/render/pipeline.cpp
index baf215d8e..eb38adbad 100644
--- a/src/client/render/pipeline.cpp
+++ b/src/client/render/pipeline.cpp
@@ -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);
}
diff --git a/src/client/render/pipeline.h b/src/client/render/pipeline.h
index 4a6df7de2..771c6f1d5 100644
--- a/src/client/render/pipeline.h
+++ b/src/client/render/pipeline.h
@@ -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 };
};
/**
diff --git a/src/client/render/secondstage.cpp b/src/client/render/secondstage.cpp
index 8f6f59537..860b277bd 100644
--- a/src/client/render/secondstage.cpp
+++ b/src/client/render/secondstage.cpp
@@ -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")) {
+
+ 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));
+ }
- RenderStep *effect = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR });
+ // 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;
}
diff --git a/src/client/render/secondstage.h b/src/client/render/secondstage.h
index 0c3c0a447..37d5b5071 100644
--- a/src/client/render/secondstage.h
+++ b/src/client/render/secondstage.h
@@ -22,17 +22,33 @@ 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);
-
+
void setRenderSource(RenderSource *source) override;
void setRenderTarget(RenderTarget *target) override;
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;