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authorx2048 <codeforsmile@gmail.com>2022-11-02 09:09:48 +0100
committerGitHub <noreply@github.com>2022-11-02 09:09:48 +0100
commit9b24041394ecf8210514845372d965f8d65302c9 (patch)
treebdd8f6beea3ae775e3d2dbafa452257bd8f01ff9 /src
parentfb3085a2c593e0671e3322fe0e7d0914a052acef (diff)
downloadminetest-9b24041394ecf8210514845372d965f8d65302c9.tar.xz
Improve bloom effect (#12916)
* Remove the built-in exposure factor of 2.5 * Add physics-based bloom (https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom) * Add luminance scaling for bloom layer to simulate HDR * Add setting to control bloom strength
Diffstat (limited to 'src')
-rw-r--r--src/client/game.cpp16
-rw-r--r--src/client/render/pipeline.h5
-rw-r--r--src/client/render/secondstage.cpp61
-rw-r--r--src/client/renderingengine.cpp1
-rw-r--r--src/client/renderingengine.h4
-rw-r--r--src/defaultsettings.cpp4
6 files changed, 58 insertions, 33 deletions
diff --git a/src/client/game.cpp b/src/client/game.cpp
index 5eb185f86..2f97b9b0c 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -432,6 +432,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
bool m_bloom_enabled;
CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
float m_bloom_intensity;
+ CachedPixelShaderSetting<float> m_bloom_strength_pixel;
+ float m_bloom_strength;
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
float m_bloom_radius;
@@ -444,8 +446,10 @@ public:
m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
if (name == "bloom_intensity")
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
+ if (name == "bloom_strength_factor")
+ m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
if (name == "bloom_radius")
- m_bloom_radius = g_settings->getFloat("bloom_radius", 1.0f, 64.0f);
+ m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
}
static void settingsCallback(const std::string &name, void *userdata)
@@ -479,17 +483,20 @@ public:
m_texel_size0("texelSize0"),
m_exposure_factor_pixel("exposureFactor"),
m_bloom_intensity_pixel("bloomIntensity"),
+ m_bloom_strength_pixel("bloomStrength"),
m_bloom_radius_pixel("bloomRadius")
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
g_settings->registerChangedCallback("exposure_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
+ g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
m_bloom_enabled = g_settings->getBool("enable_bloom");
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
- m_bloom_radius = g_settings->getFloat("bloom_radius", 1.0f, 64.0f);
+ m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
+ m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
}
~GameGlobalShaderConstantSetter()
@@ -567,14 +574,15 @@ public:
m_texel_size0.set(m_texel_size0_values.data(), services);
- float exposure_factor = RenderingEngine::DEFAULT_EXPOSURE_FACTOR * m_user_exposure_factor;
+ float exposure_factor = m_user_exposure_factor;
if (std::isnan(exposure_factor))
- exposure_factor = RenderingEngine::DEFAULT_EXPOSURE_FACTOR;
+ exposure_factor = 1.0f;
m_exposure_factor_pixel.set(&exposure_factor, services);
if (m_bloom_enabled) {
m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
m_bloom_radius_pixel.set(&m_bloom_radius, services);
+ m_bloom_strength_pixel.set(&m_bloom_strength, services);
}
}
diff --git a/src/client/render/pipeline.h b/src/client/render/pipeline.h
index 771c6f1d5..354624102 100644
--- a/src/client/render/pipeline.h
+++ b/src/client/render/pipeline.h
@@ -390,9 +390,10 @@ public:
* @return RenderStep* Pointer to the created step for further configuration.
*/
template<typename T, typename... Args>
- RenderStep *addStep(Args&&... args) {
+ T *addStep(Args&&... args) {
T* result = own(std::make_unique<T>(std::forward<Args>(args)...));
- return addStep(result);
+ addStep(result);
+ return result;
}
RenderSource *getInput();
diff --git a/src/client/render/secondstage.cpp b/src/client/render/secondstage.cpp
index 860b277bd..ebc7e7411 100644
--- a/src/client/render/secondstage.cpp
+++ b/src/client/render/secondstage.cpp
@@ -115,8 +115,8 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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;
+ static const u8 TEXTURE_BLOOM_DOWN = 10;
+ static const u8 TEXTURE_BLOOM_UP = 20;
buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", color_format);
buffer->setTexture(TEXTURE_DEPTH, scale, "3d_depthmap", depth_format);
@@ -124,39 +124,56 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
// attach buffer to the previous step
previousStep->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, std::vector<u8> { TEXTURE_COLOR }, TEXTURE_DEPTH));
+ // shared variables
+ u32 shader_id;
+
// post-processing stage
// 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;
+
+ buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);
+
+ const u8 MIPMAP_LEVELS = 4;
+ v2f downscale = scale * 0.5;
+ for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
+ buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("bloom_down") + std::to_string(i), color_format);
+ buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("bloom_up") + std::to_string(i), color_format);
+ downscale *= 0.5;
}
// 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));
+ extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
+
+ // downsample
+ shader_id = client->getShaderSource()->getShader("bloom_downsample", TILE_MATERIAL_PLAIN, NDT_MESH);
+ u8 source = TEXTURE_BLOOM;
+ for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
+ auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source });
+ step->setRenderSource(buffer);
+ step->setBilinearFilter(0, true);
+ step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM_DOWN + i));
+ source = TEXTURE_BLOOM_DOWN + i;
+ }
+
+ // upsample
+ shader_id = client->getShaderSource()->getShader("bloom_upsample", TILE_MATERIAL_PLAIN, NDT_MESH);
+ for (u8 i = MIPMAP_LEVELS - 1; i > 0; i--) {
+ auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { u8(TEXTURE_BLOOM_DOWN + i - 1), source });
+ step->setRenderSource(buffer);
+ step->setBilinearFilter(0, true);
+ step->setBilinearFilter(1, true);
+ step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, u8(TEXTURE_BLOOM_UP + i - 1)));
+ source = TEXTURE_BLOOM_UP + i - 1;
+ }
}
// 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 });
+ 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_UP });
pipeline->addStep(effect);
effect->setBilinearFilter(1, true); // apply filter to the bloom
effect->setRenderSource(buffer);
diff --git a/src/client/renderingengine.cpp b/src/client/renderingengine.cpp
index 9698b63bb..465e3fd4f 100644
--- a/src/client/renderingengine.cpp
+++ b/src/client/renderingengine.cpp
@@ -56,6 +56,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#endif
RenderingEngine *RenderingEngine::s_singleton = nullptr;
+const float RenderingEngine::BASE_BLOOM_STRENGTH = 8.0f;
static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
diff --git a/src/client/renderingengine.h b/src/client/renderingengine.h
index e26171a44..b477da027 100644
--- a/src/client/renderingengine.h
+++ b/src/client/renderingengine.h
@@ -46,9 +46,7 @@ class RenderingCore;
class RenderingEngine
{
public:
- /// Default color factor before applying effects like bloom or tomemapping
- /// this is derived from tonemapping code and tuned empirically
- static constexpr float DEFAULT_EXPOSURE_FACTOR = 2.5f;
+ static const float BASE_BLOOM_STRENGTH;
RenderingEngine(IEventReceiver *eventReceiver);
~RenderingEngine();
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 3274e1ff5..fb1130caa 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -273,9 +273,9 @@ void set_default_settings()
settings->setDefault("exposure_factor", "1.0");
settings->setDefault("enable_bloom", "false");
settings->setDefault("enable_bloom_debug", "false");
- settings->setDefault("enable_bloom_dedicated_texture", "false");
+ settings->setDefault("bloom_strength_factor", "1.0");
settings->setDefault("bloom_intensity", "0.05");
- settings->setDefault("bloom_radius", "16");
+ settings->setDefault("bloom_radius", "1");
// Effects Shadows
settings->setDefault("enable_dynamic_shadows", "false");