# bottom-left - raw base image, bottom-right - bloom texture.
enable_bloom_debug (Enable Bloom Debug) bool false
-# Set to true to use dedicated texture at each step of bloom effect.
-# This is a compatibility setting to avoid visual artifacts
-# on certain GPUs and video drivers.
-enable_bloom_dedicated_texture (Enable Bloom Dedicated Texture) bool false
-
-# Set the intensity of bloom
+# Defines how much bloom is applied to the rendered image
# Smaller values make bloom more subtle
# Range: from 0.01 to 1.0, default: 0.05
bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
-# Set the radius of the bloom filter in pixels.
-# Larger values render more glow around bright objects
-# at the cost of higher resource consumption.
-# Range: from 1 to 64, default: 16
-bloom_radius (Bloom Radius) int 16 1 64
+# Defines the magnitude of bloom overexposure.
+# Range: from 0.1 to 10.0, default: 1.0
+bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
+
+# Logical value that controls how far the bloom effect spreads
+# from the bright objects.
+# Range: from 0.1 to 8, default: 1
+bloom_radius (Bloom Radius) float 1 0.1 8
[*Audio]
--- /dev/null
+// based on Phys.Bloom OpenGL tutorial https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
+// and ACM Siggraph talk in 2014 by Jorge Jimenez for Call of Duty: Advanced Warfare.
+#define rendered texture0
+
+uniform sampler2D rendered;
+uniform vec2 texelSize0;
+
+#ifdef GL_ES
+varying mediump vec2 varTexCoord;
+#else
+centroid varying vec2 varTexCoord;
+#endif
+
+void main(void)
+{
+ vec2 tx = 2.0 * texelSize0;
+ vec3 a = texture2D(rendered, varTexCoord.st + vec2(-1., -1.) * tx).rgb;
+ vec3 b = texture2D(rendered, varTexCoord.st + vec2(0., -1.) * tx).rgb;
+ vec3 c = texture2D(rendered, varTexCoord.st + vec2(1., -1.) * tx).rgb;
+ vec3 d = texture2D(rendered, varTexCoord.st + vec2(-1., 0.) * tx).rgb;
+ vec3 e = texture2D(rendered, varTexCoord.st + vec2(0., 0.) * tx).rgb;
+ vec3 f = texture2D(rendered, varTexCoord.st + vec2(1., 0.) * tx).rgb;
+ vec3 g = texture2D(rendered, varTexCoord.st + vec2(-1., 1.) * tx).rgb;
+ vec3 h = texture2D(rendered, varTexCoord.st + vec2(0., 1.) * tx).rgb;
+ vec3 i = texture2D(rendered, varTexCoord.st + vec2(1., 1.) * tx).rgb;
+ vec3 j = texture2D(rendered, varTexCoord.st + vec2(-0.5, -0.5) * tx).rgb;
+ vec3 k = texture2D(rendered, varTexCoord.st + vec2(0.5, -0.5) * tx).rgb;
+ vec3 l = texture2D(rendered, varTexCoord.st + vec2(-0.5, 0.5) * tx).rgb;
+ vec3 m = texture2D(rendered, varTexCoord.st + vec2(-0.5, 0.5) * tx).rgb;
+
+ vec3 color =
+ (a + c + g + i) * 0.03125 +
+ (b + d + f + h) * 0.0625 +
+ (e + j + k + l + m) * 0.125;
+
+ gl_FragColor = max(vec4(color, 1.0), 1e-4);
+}
--- /dev/null
+#ifdef GL_ES
+varying mediump vec2 varTexCoord;
+#else
+centroid varying vec2 varTexCoord;
+#endif
+
+void main(void)
+{
+ varTexCoord.st = inTexCoord0.st;
+ gl_Position = inVertexPosition;
+}
--- /dev/null
+#define current texture0
+#define previous texture1
+
+uniform sampler2D current;
+uniform sampler2D previous;
+uniform vec2 texelSize0;
+uniform mediump float bloomRadius;
+
+#ifdef GL_ES
+varying mediump vec2 varTexCoord;
+#else
+centroid varying vec2 varTexCoord;
+#endif
+
+void main(void)
+{
+ vec2 offset = bloomRadius * texelSize0;
+
+ vec3 a = texture2D(previous, varTexCoord.st + vec2(-1., -1.) * offset).rgb;
+ vec3 b = texture2D(previous, varTexCoord.st + vec2(0., -1.) * offset).rgb;
+ vec3 c = texture2D(previous, varTexCoord.st + vec2(1., -1.) * offset).rgb;
+ vec3 d = texture2D(previous, varTexCoord.st + vec2(-1., 0.) * offset).rgb;
+ vec3 e = texture2D(previous, varTexCoord.st + vec2(0., 0.) * offset).rgb;
+ vec3 f = texture2D(previous, varTexCoord.st + vec2(1., 0.) * offset).rgb;
+ vec3 g = texture2D(previous, varTexCoord.st + vec2(-1., 1.) * offset).rgb;
+ vec3 h = texture2D(previous, varTexCoord.st + vec2(0., 1.) * offset).rgb;
+ vec3 i = texture2D(previous, varTexCoord.st + vec2(1., 1.) * offset).rgb;
+
+ vec3 base = texture2D(current, varTexCoord.st).rgb;
+
+ gl_FragColor = max(vec4(base +
+ (a + c + g + i) * 0.0625 +
+ (b + d + f + h) * 0.125 +
+ e * 0.25, 1.), 1e-4);
+}
--- /dev/null
+#ifdef GL_ES
+varying mediump vec2 varTexCoord;
+#else
+centroid varying vec2 varTexCoord;
+#endif
+
+void main(void)
+{
+ varTexCoord.st = inTexCoord0.st;
+ gl_Position = inVertexPosition;
+}
uniform sampler2D rendered;
uniform vec2 texelSize0;
uniform mediump float bloomRadius;
+uniform mat3 bloomBlurWeights;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
centroid varying vec2 varTexCoord;
#endif
+// smoothstep - squared
+float smstsq(float f)
+{
+ f = f * f * (3 - 2 * f);
+ return f;
+}
+
void main(void)
{
// kernel distance and linear size
vec4 color = vec4(0.);
mediump float sum = 0.;
for (mediump float i = 0.; i < n; i++) {
- mediump float weight = pow(1. - (abs(i / bloomRadius - 1.)), 1.3);
- color += texture2D(rendered, uv).rgba * weight;
+ mediump float weight = smstsq(1. - (abs(i / bloomRadius - 1.)));
+ color.rgb += texture2D(rendered, uv).rgb * weight;
sum += weight;
uv += vec2(texelSize0.x, 0.);
}
uniform sampler2D rendered;
uniform vec2 texelSize0;
uniform mediump float bloomRadius;
+uniform mat3 bloomBlurWeights;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
centroid varying vec2 varTexCoord;
#endif
+// smoothstep - squared
+float smstsq(float f)
+{
+ f = f * f * (3 - 2 * f);
+ return f;
+}
+
void main(void)
{
// kernel distance and linear size
vec4 color = vec4(0.);
mediump float sum = 0.;
for (mediump float i = 0.; i < n; i++) {
- mediump float weight = pow(1. - (abs(i / bloomRadius - 1.)), 1.3);
- color += texture2D(rendered, uv).rgba * weight;
+ mediump float weight = smstsq(1. - (abs(i / bloomRadius - 1.)));
+ color.rgb += texture2D(rendered, uv).rgb * weight;
sum += weight;
uv += vec2(0., texelSize0.y);
}
uniform sampler2D rendered;
uniform mediump float exposureFactor;
-uniform float bloomLuminanceThreshold;
+uniform mediump float bloomStrength;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
void main(void)
{
vec2 uv = varTexCoord.st;
- vec4 color = texture2D(rendered, uv).rgba;
+ vec3 color = texture2D(rendered, uv).rgb;
// translate to linear colorspace (approximate)
- color.rgb = pow(color.rgb, vec3(2.2)) * exposureFactor;
- gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
+ color = pow(color, vec3(2.2));
+
+ // Scale colors by luminance to amplify bright colors
+ // in SDR textures.
+ float luminance = dot(color, vec3(0.213, 0.515, 0.072));
+ luminance *= luminance;
+ color *= luminance * exposureFactor * bloomStrength;
+ gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
}
vec4 applyBloom(vec4 color, vec2 uv)
{
- float bias = bloomIntensity;
- vec4 bloom = texture2D(bloom, uv);
+ vec3 light = texture2D(bloom, uv).rgb;
#ifdef ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 && uv.y < 0.5)
- return vec4(bloom.rgb, color.a);
+ return vec4(light, color.a);
if (uv.x < 0.5)
- return color;
+ return light;
#endif
- color.rgb = mix(color.rgb, bloom.rgb, bias);
+ color.rgb = mix(color.rgb, light, bloomIntensity);
return color;
}
{
#if ENABLE_TONE_MAPPING
color = applyToneMapping(color);
-#else
- color.rgb /= 2.5; // default exposure factor, see also RenderingEngine::DEFAULT_EXPOSURE_FACTOR;
#endif
}
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;
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)
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()
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);
}
}
* @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();
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);
// 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);
#endif
RenderingEngine *RenderingEngine::s_singleton = nullptr;
+const float RenderingEngine::BASE_BLOOM_STRENGTH = 8.0f;
static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
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();
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");