Merge branch 'Muzz-Advanced-Bloom' into 1.10
This commit is contained in:
BIN
Content/Shaders/PostProcessing.flax
(Stored with Git LFS)
BIN
Content/Shaders/PostProcessing.flax
(Stored with Git LFS)
Binary file not shown.
@@ -42,8 +42,10 @@ void BloomSettings::BlendWith(BloomSettings& other, float weight)
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BLEND_BOOL(Enabled);
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BLEND_FLOAT(Intensity);
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BLEND_FLOAT(Threshold);
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BLEND_FLOAT(BlurSigma);
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BLEND_FLOAT(Limit);
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BLEND_FLOAT(ThresholdKnee);
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BLEND_FLOAT(Clamp);
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BLEND_FLOAT(BaseMix);
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BLEND_FLOAT(HighMix);
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}
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void ToneMappingSettings::BlendWith(ToneMappingSettings& other, float weight)
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@@ -415,19 +415,29 @@ API_ENUM(Attributes="Flags") enum class BloomSettingsOverride : int32
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Threshold = 1 << 2,
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/// <summary>
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/// Overrides <see cref="BloomSettings.BlurSigma"/> property.
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/// Overrides <see cref="BloomSettings.ThresholdKnee"/> property.
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/// </summary>
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BlurSigma = 1 << 3,
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ThresholdKnee = 1 << 3,
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/// <summary>
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/// Overrides <see cref="BloomSettings.Limit"/> property.
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/// Overrides <see cref="BloomSettings.Clamp"/> property.
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/// </summary>
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Limit = 1 << 4,
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Clamp = 1 << 4,
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/// <summary>
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/// Overrides <see cref="BloomSettings.BaseMix"/> property.
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/// </summary>
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BaseMix = 1 << 5,
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/// <summary>
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/// Overrides <see cref="BloomSettings.HighMix"/> property.
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/// </summary>
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HighMix = 1 << 6,
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/// <summary>
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/// All properties.
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/// </summary>
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All = Enabled | Intensity | Threshold | BlurSigma | Limit,
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All = Enabled | Intensity | Threshold | ThresholdKnee | Clamp | BaseMix | HighMix,
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};
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/// <summary>
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@@ -452,28 +462,40 @@ API_STRUCT() struct FLAXENGINE_API BloomSettings : ISerializable
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bool Enabled = true;
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/// <summary>
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/// Bloom effect strength. Set a value of 0 to disabled it, while higher values increase the effect.
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/// Overall bloom effect strength. Higher values create a stronger glow effect.
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/// </summary>
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API_FIELD(Attributes="Limit(0, 20.0f, 0.01f), EditorOrder(1), PostProcessSetting((int)BloomSettingsOverride.Intensity)")
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API_FIELD(Attributes="Limit(0, 100.0f, 0.001f), EditorOrder(1), PostProcessSetting((int)BloomSettingsOverride.Intensity)")
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float Intensity = 1.0f;
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/// <summary>
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/// Minimum pixel brightness value to start blooming. Values below this threshold are skipped.
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/// Luminance threshold where bloom begins.
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/// </summary>
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API_FIELD(Attributes="Limit(0, 15.0f, 0.01f), EditorOrder(2), PostProcessSetting((int)BloomSettingsOverride.Threshold)")
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float Threshold = 3.0f;
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API_FIELD(Attributes="Limit(0, 100.0f, 0.1f), EditorOrder(2), PostProcessSetting((int)BloomSettingsOverride.Threshold)")
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float Threshold = 1.0f;
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/// <summary>
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/// This affects the fall-off of the bloom. It's the standard deviation (sigma) used in the Gaussian blur formula when calculating the kernel of the bloom.
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/// Controls the threshold rolloff curve. Higher values create a softer transition.
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/// </summary>
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API_FIELD(Attributes="Limit(0, 20.0f, 0.01f), EditorOrder(3), PostProcessSetting((int)BloomSettingsOverride.BlurSigma)")
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float BlurSigma = 4.0f;
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API_FIELD(Attributes="Limit(0, 100.0f, 0.01f), EditorOrder(3), PostProcessSetting((int)BloomSettingsOverride.ThresholdKnee)")
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float ThresholdKnee = 0.5f;
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/// <summary>
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/// Bloom effect brightness limit. Pixels with higher luminance will be capped to this brightness level.
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/// Maximum brightness limit for bloom highlights.
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/// </summary>
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API_FIELD(Attributes="Limit(0, 100.0f, 0.01f), EditorOrder(4), PostProcessSetting((int)BloomSettingsOverride.Limit)")
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float Limit = 10.0f;
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API_FIELD(Attributes="Limit(0, 100.0f, 0.1f), EditorOrder(4), PostProcessSetting((int)BloomSettingsOverride.Clamp)")
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float Clamp = 3.0f;
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/// <summary>
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/// Base mip contribution for wider, softer bloom.
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/// </summary>
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API_FIELD(Attributes="Limit(0, 1.0f, 0.01f), EditorOrder(5), PostProcessSetting((int)BloomSettingsOverride.BaseMix)")
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float BaseMix = 0.6f;
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/// <summary>
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/// High mip contribution for tighter, core bloom.
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/// </summary>
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API_FIELD(Attributes="Limit(0, 1.0f, 0.01f), EditorOrder(6), PostProcessSetting((int)BloomSettingsOverride.HighMix)")
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float HighMix = 1.0f;
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public:
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/// <summary>
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@@ -487,7 +509,7 @@ public:
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/// <summary>
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/// The structure members override flags.
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/// </summary>
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API_ENUM(Attributes="Flags") enum class ToneMappingSettingsOverride : int32
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API_ENUM(Attributes ="Flags") enum class ToneMappingSettingsOverride : int32
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{
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/// <summary>
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/// None properties.
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@@ -1937,25 +1959,25 @@ API_STRUCT() struct FLAXENGINE_API AntiAliasingSettings : ISerializable
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/// <summary>
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/// The sharpening strength for the Contrast Adaptive Sharpening (CAS) pass. Ignored when using TAA that contains own contrast filter.
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/// </summary>
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API_FIELD(Attributes = "Limit(0, 10f, 0.001f), EditorOrder(10), PostProcessSetting((int)AntiAliasingSettingsOverride.CAS_SharpeningAmount), EditorDisplay(null, \"CAS Sharpening Amount\"), VisibleIf(nameof(ShowTAASettings), true)")
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API_FIELD(Attributes="Limit(0, 10f, 0.001f), EditorOrder(10), PostProcessSetting((int)AntiAliasingSettingsOverride.CAS_SharpeningAmount), EditorDisplay(null, \"CAS Sharpening Amount\"), VisibleIf(nameof(ShowTAASettings), true)")
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float CAS_SharpeningAmount = 0.0f;
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/// <summary>
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/// The edge sharpening strength for the Contrast Adaptive Sharpening (CAS) pass. Ignored when using TAA that contains own contrast filter.
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/// </summary>
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API_FIELD(Attributes = "Limit(0, 10f, 0.001f), EditorOrder(11), PostProcessSetting((int)AntiAliasingSettingsOverride.CAS_EdgeSharpening), EditorDisplay(null, \"CAS Edge Sharpening\"), VisibleIf(nameof(ShowTAASettings), true)")
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API_FIELD(Attributes="Limit(0, 10f, 0.001f), EditorOrder(11), PostProcessSetting((int)AntiAliasingSettingsOverride.CAS_EdgeSharpening), EditorDisplay(null, \"CAS Edge Sharpening\"), VisibleIf(nameof(ShowTAASettings), true)")
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float CAS_EdgeSharpening = 0.5f;
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/// <summary>
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/// The minimum edge threshold for the Contrast Adaptive Sharpening (CAS) pass. Ignored when using TAA that contains own contrast filter.
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/// </summary>
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API_FIELD(Attributes = "Limit(0, 10f, 0.001f), EditorOrder(12), PostProcessSetting((int)AntiAliasingSettingsOverride.CAS_MinEdgeThreshold), EditorDisplay(null, \"CAS Min Edge Threshold\"), VisibleIf(nameof(ShowTAASettings), true)")
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API_FIELD(Attributes="Limit(0, 10f, 0.001f), EditorOrder(12), PostProcessSetting((int)AntiAliasingSettingsOverride.CAS_MinEdgeThreshold), EditorDisplay(null, \"CAS Min Edge Threshold\"), VisibleIf(nameof(ShowTAASettings), true)")
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float CAS_MinEdgeThreshold = 0.03f;
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/// <summary>
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/// The over-blur limit for the Contrast Adaptive Sharpening (CAS) pass. Ignored when using TAA that contains own contrast filter.
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/// </summary>
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API_FIELD(Attributes = "Limit(0, 100f, 0.001f), EditorOrder(13), PostProcessSetting((int)AntiAliasingSettingsOverride.CAS_OverBlurLimit), EditorDisplay(null, \"CAS Over-blur Limit\"), VisibleIf(nameof(ShowTAASettings), true)")
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API_FIELD(Attributes="Limit(0, 100f, 0.001f), EditorOrder(13), PostProcessSetting((int)AntiAliasingSettingsOverride.CAS_OverBlurLimit), EditorDisplay(null, \"CAS Over-blur Limit\"), VisibleIf(nameof(ShowTAASettings), true)")
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float CAS_OverBlurLimit = 1.0f;
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public:
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@@ -9,18 +9,61 @@
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#include "Engine/Graphics/RenderTargetPool.h"
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#include "Engine/Engine/Time.h"
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PostProcessingPass::PostProcessingPass()
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: _shader(nullptr)
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, _psThreshold(nullptr)
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, _psScale(nullptr)
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, _psBlurH(nullptr)
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, _psBlurV(nullptr)
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, _psGenGhosts(nullptr)
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, _defaultLensColor(nullptr)
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, _defaultLensStar(nullptr)
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, _defaultLensDirt(nullptr)
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{
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}
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#define GB_RADIUS 6
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#define GB_KERNEL_SIZE (GB_RADIUS * 2 + 1)
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GPU_CB_STRUCT(Data{
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float BloomIntensity; // Overall bloom strength multiplier
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float BloomClamp; // Maximum brightness limit for bloom
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float BloomThreshold; // Luminance threshold where bloom begins
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float BloomThresholdKnee; // Controls the threshold rolloff curve
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float BloomBaseMix; // Base mip contribution
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float BloomHighMix; // High mip contribution
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float BloomMipCount;
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float BloomLayer;
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Float3 VignetteColor;
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float VignetteShapeFactor;
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Float2 InputSize;
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float InputAspect;
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float GrainAmount;
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float GrainTime;
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float GrainParticleSize;
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int32 Ghosts;
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float HaloWidth;
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float HaloIntensity;
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float Distortion;
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float GhostDispersal;
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float LensFlareIntensity;
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Float2 LensInputDistortion;
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float LensScale;
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float LensBias;
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Float2 InvInputSize;
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float ChromaticDistortion;
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float Time;
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float Dummy1;
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float PostExposure;
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float VignetteIntensity;
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float LensDirtIntensity;
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Color ScreenFadeColor;
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Matrix LensFlareStarMat;
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});
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GPU_CB_STRUCT(GaussianBlurData{
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Float2 Size;
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float Dummy3;
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float Dummy4;
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Float4 GaussianBlurCache[GB_KERNEL_SIZE]; // x-weight, y-offset
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});
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String PostProcessingPass::ToString() const
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{
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@@ -30,8 +73,9 @@ String PostProcessingPass::ToString() const
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bool PostProcessingPass::Init()
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{
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// Create pipeline states
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_psThreshold = GPUDevice::Instance->CreatePipelineState();
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_psScale = GPUDevice::Instance->CreatePipelineState();
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_psBloomBrightPass = GPUDevice::Instance->CreatePipelineState();
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_psBloomDownsample = GPUDevice::Instance->CreatePipelineState();
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_psBloomDualFilterUpsample = GPUDevice::Instance->CreatePipelineState();
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_psBlurH = GPUDevice::Instance->CreatePipelineState();
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_psBlurV = GPUDevice::Instance->CreatePipelineState();
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_psGenGhosts = GPUDevice::Instance->CreatePipelineState();
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@@ -69,16 +113,22 @@ bool PostProcessingPass::setupResources()
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// Create pipeline stages
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GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
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if (!_psThreshold->IsValid())
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if (!_psBloomBrightPass->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_Threshold");
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if (_psThreshold->Init(psDesc))
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psDesc.PS = shader->GetPS("PS_BloomBrightPass");
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if (_psBloomBrightPass->Init(psDesc))
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return true;
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}
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if (!_psScale->IsValid())
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if (!_psBloomDownsample->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_Scale");
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if (_psScale->Init(psDesc))
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psDesc.PS = shader->GetPS("PS_BloomDownsample");
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if (_psBloomDownsample->Init(psDesc))
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return true;
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}
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if (!_psBloomDualFilterUpsample->IsValid())
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{
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psDesc.PS = shader->GetPS("PS_BloomDualFilterUpsample");
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if (_psBloomDualFilterUpsample->Init(psDesc))
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return true;
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}
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if (!_psBlurH->IsValid())
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@@ -108,7 +158,7 @@ bool PostProcessingPass::setupResources()
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return false;
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}
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GPUTexture* PostProcessingPass::getCustomOrDefault(Texture* customTexture, AssetReference<Texture>& defaultTexture, const Char* defaultName)
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GPUTexture* GetCustomOrDefault(Texture* customTexture, AssetReference<Texture>& defaultTexture, const Char* defaultName)
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{
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// Check if use custom texture
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if (customTexture)
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@@ -125,7 +175,15 @@ GPUTexture* PostProcessingPass::getCustomOrDefault(Texture* customTexture, Asset
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return defaultTexture ? defaultTexture->GetTexture() : nullptr;
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}
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void PostProcessingPass::GB_ComputeKernel(float sigma, float width, float height)
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/// <summary>
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/// Calculates the Gaussian blur filter kernel. This implementation is
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/// ported from the original Java code appearing in chapter 16 of
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/// "Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java".
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/// </summary>
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/// <param name="sigma">Gaussian Blur sigma parameter</param>
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/// <param name="width">Texture to blur width in pixels</param>
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/// <param name="height">Texture to blur height in pixels</param>
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void GB_ComputeKernel(float sigma, float width, float height, Float4 gaussianBlurCacheH[GB_KERNEL_SIZE], Float4 gaussianBlurCacheV[GB_KERNEL_SIZE])
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{
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float total = 0.0f;
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float twoSigmaSquare = 2.0f * sigma * sigma;
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@@ -146,19 +204,16 @@ void PostProcessingPass::GB_ComputeKernel(float sigma, float width, float height
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// Calculate total weights sum
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total += weight;
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GaussianBlurCacheH[index] = Float4(weight, i * xOffset, 0, 0);
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GaussianBlurCacheV[index] = Float4(weight, i * yOffset, 0, 0);
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gaussianBlurCacheH[index] = Float4(weight, i * xOffset, 0, 0);
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gaussianBlurCacheV[index] = Float4(weight, i * yOffset, 0, 0);
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}
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// Normalize weights
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for (int32 i = 0; i < GB_KERNEL_SIZE; i++)
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{
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GaussianBlurCacheH[i].X /= total;
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GaussianBlurCacheV[i].X /= total;
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gaussianBlurCacheH[i].X /= total;
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gaussianBlurCacheV[i].X /= total;
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}
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// Assign size
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_gbData.Size = Float2(width, height);
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}
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void PostProcessingPass::Dispose()
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@@ -167,8 +222,9 @@ void PostProcessingPass::Dispose()
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RendererPass::Dispose();
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// Cleanup
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SAFE_DELETE_GPU_RESOURCE(_psThreshold);
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SAFE_DELETE_GPU_RESOURCE(_psScale);
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SAFE_DELETE_GPU_RESOURCE(_psBloomBrightPass);
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SAFE_DELETE_GPU_RESOURCE(_psBloomDownsample);
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SAFE_DELETE_GPU_RESOURCE(_psBloomDualFilterUpsample);
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SAFE_DELETE_GPU_RESOURCE(_psBlurH);
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SAFE_DELETE_GPU_RESOURCE(_psBlurV);
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SAFE_DELETE_GPU_RESOURCE(_psGenGhosts);
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@@ -179,13 +235,30 @@ void PostProcessingPass::Dispose()
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_defaultLensStar = nullptr;
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}
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int32 CalculateBloomMipCount(int32 width, int32 height)
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{
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// Calculate the smallest dimension
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int32 minDimension = Math::Min(width, height);
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// Calculate how many times we can half the dimension until we hit a minimum size
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// (e.g., 16x16 pixels as the smallest mip)
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const int32 MIN_MIP_SIZE = 16;
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int32 mipCount = 1;
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while (minDimension > MIN_MIP_SIZE)
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{
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minDimension /= 2;
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mipCount++;
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}
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return mipCount;
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}
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void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output, GPUTexture* colorGradingLUT)
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{
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PROFILE_GPU_CPU("Post Processing");
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auto device = GPUDevice::Instance;
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auto context = device->GetMainContext();
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auto& view = renderContext.View;
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context->ResetRenderTarget();
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PostProcessSettings& settings = renderContext.List->Settings;
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@@ -204,8 +277,10 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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int32 h4 = h2 >> 1;
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int32 h8 = h4 >> 1;
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int32 bloomMipCount = CalculateBloomMipCount(w1, h1);
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// Ensure to have valid data and if at least one effect should be applied
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if (!(useBloom || useToneMapping || useCameraArtifacts) || checkIfSkipPass() || w8 == 0 || h8 ==0)
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if (!(useBloom || useToneMapping || useCameraArtifacts) || checkIfSkipPass() || w8 == 0 || h8 == 0)
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{
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// Resources are missing. Do not perform rendering. Just copy raw frame
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context->SetViewportAndScissors((float)output->Width(), (float)output->Height());
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@@ -245,14 +320,18 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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}
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if (useBloom)
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{
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data.BloomMagnitude = settings.Bloom.Intensity;
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data.BloomIntensity = settings.Bloom.Intensity;
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data.BloomClamp = settings.Bloom.Clamp;
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data.BloomThreshold = settings.Bloom.Threshold;
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data.BloomBlurSigma = Math::Max(settings.Bloom.BlurSigma, 0.0001f);
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data.BloomLimit = settings.Bloom.Limit;
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data.BloomThresholdKnee = settings.Bloom.ThresholdKnee;
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data.BloomBaseMix = settings.Bloom.BaseMix;
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data.BloomHighMix = settings.Bloom.HighMix;
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data.BloomMipCount = (float)bloomMipCount;
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data.BloomLayer = 0.0f;
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}
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else
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{
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data.BloomMagnitude = 0;
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data.BloomIntensity = 0;
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}
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if (useLensFlares)
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{
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@@ -298,94 +377,71 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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////////////////////////////////////////////////////////////////////////////////////
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||||
// Bloom
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||||
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auto tempDesc = GPUTextureDescription::New2D(w2, h2, 0, output->Format(), GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
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auto bloomTmp1 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomTmp1, "PostProcessing.Bloom");
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// TODO: bloomTmp2 could be quarter res because we don't use it's first mip
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auto bloomTmp2 = RenderTargetPool::Get(tempDesc);
|
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RENDER_TARGET_POOL_SET_NAME(bloomTmp2, "PostProcessing.Bloom");
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auto tempDesc = GPUTextureDescription::New2D(w2, h2, bloomMipCount, output->Format(), GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
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auto bloomBuffer1 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomBuffer1, "PostProcessing.Bloom");
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auto bloomBuffer2 = RenderTargetPool::Get(tempDesc);
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||||
RENDER_TARGET_POOL_SET_NAME(bloomBuffer2, "PostProcessing.Bloom");
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|
||||
for (int32 mip = 0; mip < bloomMipCount; mip++)
|
||||
{
|
||||
context->Clear(bloomBuffer1->View(0, mip), Color::Transparent);
|
||||
context->Clear(bloomBuffer2->View(0, mip), Color::Transparent);
|
||||
}
|
||||
|
||||
// Check if use bloom
|
||||
if (useBloom)
|
||||
{
|
||||
// Bloom Threshold and downscale to 1/2
|
||||
context->SetRenderTarget(bloomTmp1->View(0, 0));
|
||||
context->SetRenderTarget(bloomBuffer1->View(0, 0));
|
||||
context->SetViewportAndScissors((float)w2, (float)h2);
|
||||
context->BindSR(0, input->View());
|
||||
context->SetState(_psThreshold);
|
||||
context->SetState(_psBloomBrightPass);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
|
||||
// Downscale to 1/4
|
||||
context->SetRenderTarget(bloomTmp1->View(0, 1));
|
||||
context->SetViewportAndScissors((float)w4, (float)h4);
|
||||
context->BindSR(0, bloomTmp1->View(0, 0));
|
||||
context->SetState(_psScale);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
|
||||
// Downscale to 1/8
|
||||
context->SetRenderTarget(bloomTmp1->View(0, 2));
|
||||
context->SetViewportAndScissors((float)w8, (float)h8);
|
||||
context->BindSR(0, bloomTmp1->View(0, 1));
|
||||
context->SetState(_psScale);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
|
||||
// TODO: perform blur when downscaling (13 tap) and when upscaling? (9 tap)
|
||||
|
||||
// Gaussian Blur
|
||||
GB_ComputeKernel(data.BloomBlurSigma, static_cast<float>(w8), static_cast<float>(h8));
|
||||
//int32 blurStages = (int)Rendering.Quality + 1;
|
||||
int32 blurStages = 2;
|
||||
for (int32 i = 0; i < blurStages; i++)
|
||||
// Progressive downsamples
|
||||
for (int32 mip = 1; mip < bloomMipCount; mip++)
|
||||
{
|
||||
// Horizontal Bloom Blur
|
||||
Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheH, sizeof(GaussianBlurCacheH));
|
||||
context->UpdateCB(cb1, &_gbData);
|
||||
context->BindCB(1, cb1);
|
||||
//
|
||||
context->SetRenderTarget(bloomTmp2->View(0, 2));
|
||||
context->BindSR(0, bloomTmp1->View(0, 2));
|
||||
context->SetState(_psBlurH);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
const int32 mipWidth = w2 >> mip;
|
||||
const int32 mipHeight = h2 >> mip;
|
||||
|
||||
// Vertical Bloom Blur
|
||||
Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheV, sizeof(GaussianBlurCacheV));
|
||||
context->UpdateCB(cb1, &_gbData);
|
||||
context->BindCB(1, cb1);
|
||||
//
|
||||
context->SetRenderTarget(bloomTmp1->View(0, 2));
|
||||
context->BindSR(0, bloomTmp2->View(0, 2));
|
||||
context->SetState(_psBlurV);
|
||||
context->SetRenderTarget(bloomBuffer1->View(0, mip));
|
||||
context->SetViewportAndScissors((float)mipWidth, (float)mipHeight);
|
||||
context->BindSR(0, bloomBuffer1->View(0, mip - 1));
|
||||
context->SetState(_psBloomDownsample);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
}
|
||||
|
||||
// Upscale to 1/4 (use second tmp target to cache that downscale thress data for lens flares)
|
||||
context->SetRenderTarget(bloomTmp2->View(0, 1));
|
||||
context->SetViewportAndScissors((float)w4, (float)h4);
|
||||
context->BindSR(0, bloomTmp1->View(0, 2));
|
||||
context->SetState(_psScale);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
// Progressive upsamples
|
||||
for (int32 mip = bloomMipCount - 2; mip >= 0; mip--)
|
||||
{
|
||||
auto upscaleBuffer = bloomBuffer2;
|
||||
if (mip == bloomMipCount - 2)
|
||||
{
|
||||
// If it's the first, copy the chain over
|
||||
upscaleBuffer = bloomBuffer1;
|
||||
}
|
||||
const int32 mipWidth = w2 >> mip;
|
||||
const int32 mipHeight = h2 >> mip;
|
||||
|
||||
// Upscale to 1/2
|
||||
context->SetRenderTarget(bloomTmp1->View(0, 0));
|
||||
context->SetViewportAndScissors((float)w2, (float)h2);
|
||||
context->BindSR(0, bloomTmp2->View(0, 1));
|
||||
context->SetState(_psScale);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
data.BloomLayer = static_cast<float>(mip);
|
||||
context->UpdateCB(cb0, &data);
|
||||
context->SetRenderTarget(bloomBuffer2->View(0, mip));
|
||||
context->SetViewportAndScissors((float)mipWidth, (float)mipHeight);
|
||||
context->BindSR(0, upscaleBuffer->View(0, mip + 1));
|
||||
context->BindSR(1, bloomBuffer1->View(0, mip + 1));
|
||||
context->SetState(_psBloomDualFilterUpsample);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
}
|
||||
|
||||
// Set bloom
|
||||
// Set bloom output
|
||||
context->UnBindSR(0);
|
||||
context->BindSR(2, bloomTmp1->View(0, 0));
|
||||
context->UnBindSR(1);
|
||||
context->BindSR(2, bloomBuffer2->View(0, 0));
|
||||
}
|
||||
else
|
||||
{
|
||||
// No bloom texture
|
||||
context->UnBindSR(2);
|
||||
}
|
||||
|
||||
@@ -396,43 +452,47 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
|
||||
if (useLensFlares)
|
||||
{
|
||||
// Prepare lens flares helper textures
|
||||
context->BindSR(5, getCustomOrDefault(settings.LensFlares.LensStar, _defaultLensStar, TEXT("Engine/Textures/DefaultLensStarburst")));
|
||||
context->BindSR(6, getCustomOrDefault(settings.LensFlares.LensColor, _defaultLensColor, TEXT("Engine/Textures/DefaultLensColor")));
|
||||
context->BindSR(5, GetCustomOrDefault(settings.LensFlares.LensStar, _defaultLensStar, TEXT("Engine/Textures/DefaultLensStarburst")));
|
||||
context->BindSR(6, GetCustomOrDefault(settings.LensFlares.LensColor, _defaultLensColor, TEXT("Engine/Textures/DefaultLensColor")));
|
||||
|
||||
// Render lens flares
|
||||
context->SetRenderTarget(bloomTmp2->View(0, 1));
|
||||
context->SetRenderTarget(bloomBuffer2->View(0, 1));
|
||||
context->SetViewportAndScissors((float)w4, (float)h4);
|
||||
context->BindSR(3, bloomTmp1->View(0, 1));
|
||||
context->BindSR(3, bloomBuffer1->View(0, 1)); // Use mip 1 of bloomBuffer1 as source
|
||||
context->SetState(_psGenGhosts);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
context->UnBindSR(3);
|
||||
|
||||
// Gaussian blur kernel
|
||||
GB_ComputeKernel(2.0f, static_cast<float>(w4), static_cast<float>(h4));
|
||||
GaussianBlurData gbData;
|
||||
Float4 GaussianBlurCacheH[GB_KERNEL_SIZE];
|
||||
Float4 GaussianBlurCacheV[GB_KERNEL_SIZE];
|
||||
gbData.Size = Float2(static_cast<float>(w4), static_cast<float>(h4));
|
||||
GB_ComputeKernel(2.0f, gbData.Size.X, gbData.Size.Y, GaussianBlurCacheH, GaussianBlurCacheV);
|
||||
|
||||
// Gaussian blur H
|
||||
Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheH, sizeof(GaussianBlurCacheH));
|
||||
context->UpdateCB(cb1, &_gbData);
|
||||
Platform::MemoryCopy(gbData.GaussianBlurCache, GaussianBlurCacheH, sizeof(GaussianBlurCacheH));
|
||||
context->UpdateCB(cb1, &gbData);
|
||||
context->BindCB(1, cb1);
|
||||
context->SetRenderTarget(bloomTmp1->View(0, 1));
|
||||
context->BindSR(0, bloomTmp2->View(0, 1));
|
||||
context->SetRenderTarget(bloomBuffer1->View(0, 1));
|
||||
context->BindSR(0, bloomBuffer2->View(0, 1));
|
||||
context->SetState(_psBlurH);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
|
||||
// Gaussian blur V
|
||||
Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheV, sizeof(GaussianBlurCacheV));
|
||||
context->UpdateCB(cb1, &_gbData);
|
||||
Platform::MemoryCopy(gbData.GaussianBlurCache, GaussianBlurCacheV, sizeof(GaussianBlurCacheV));
|
||||
context->UpdateCB(cb1, &gbData);
|
||||
context->BindCB(1, cb1);
|
||||
context->SetRenderTarget(bloomTmp2->View(0, 1));
|
||||
context->BindSR(0, bloomTmp1->View(0, 1));
|
||||
context->SetRenderTarget(bloomBuffer2->View(0, 1));
|
||||
context->BindSR(0, bloomBuffer1->View(0, 1));
|
||||
context->SetState(_psBlurV);
|
||||
context->DrawFullscreenTriangle();
|
||||
context->ResetRenderTarget();
|
||||
|
||||
// Set lens flares output
|
||||
context->BindSR(3, bloomTmp2->View(0, 1));
|
||||
context->BindSR(3, bloomBuffer2->View(0, 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -472,7 +532,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
|
||||
// - 5 - LensStar - lens star texture
|
||||
// - 7 - ColorGradingLUT
|
||||
context->BindSR(0, input->View());
|
||||
context->BindSR(4, getCustomOrDefault(settings.LensFlares.LensDirt, _defaultLensDirt, TEXT("Engine/Textures/DefaultLensDirt")));
|
||||
context->BindSR(4, GetCustomOrDefault(settings.LensFlares.LensDirt, _defaultLensDirt, TEXT("Engine/Textures/DefaultLensDirt")));
|
||||
context->BindSR(7, colorGradingLutView);
|
||||
|
||||
// Composite final frame during single pass (done in full resolution)
|
||||
@@ -482,6 +542,6 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
|
||||
context->DrawFullscreenTriangle();
|
||||
|
||||
// Cleanup
|
||||
RenderTargetPool::Release(bloomTmp1);
|
||||
RenderTargetPool::Release(bloomTmp2);
|
||||
RenderTargetPool::Release(bloomBuffer1);
|
||||
RenderTargetPool::Release(bloomBuffer2);
|
||||
}
|
||||
|
||||
@@ -5,90 +5,25 @@
|
||||
#include "RendererPass.h"
|
||||
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
|
||||
|
||||
#define GB_RADIUS 6
|
||||
#define GB_KERNEL_SIZE (GB_RADIUS * 2 + 1)
|
||||
|
||||
/// <summary>
|
||||
/// Post processing rendering service
|
||||
/// Post-processing rendering service.
|
||||
/// </summary>
|
||||
class PostProcessingPass : public RendererPass<PostProcessingPass>
|
||||
{
|
||||
private:
|
||||
|
||||
GPU_CB_STRUCT(Data {
|
||||
float BloomLimit;
|
||||
float BloomThreshold;
|
||||
float BloomMagnitude;
|
||||
float BloomBlurSigma;
|
||||
|
||||
Float3 VignetteColor;
|
||||
float VignetteShapeFactor;
|
||||
|
||||
Float2 InputSize;
|
||||
float InputAspect;
|
||||
float GrainAmount;
|
||||
|
||||
float GrainTime;
|
||||
float GrainParticleSize;
|
||||
int32 Ghosts;
|
||||
float HaloWidth;
|
||||
|
||||
float HaloIntensity;
|
||||
float Distortion;
|
||||
float GhostDispersal;
|
||||
float LensFlareIntensity;
|
||||
|
||||
Float2 LensInputDistortion;
|
||||
float LensScale;
|
||||
float LensBias;
|
||||
|
||||
Float2 InvInputSize;
|
||||
float ChromaticDistortion;
|
||||
float Time;
|
||||
|
||||
float Dummy1;
|
||||
float PostExposure;
|
||||
float VignetteIntensity;
|
||||
float LensDirtIntensity;
|
||||
|
||||
Color ScreenFadeColor;
|
||||
|
||||
Matrix LensFlareStarMat;
|
||||
});
|
||||
|
||||
GPU_CB_STRUCT(GaussianBlurData {
|
||||
Float2 Size;
|
||||
float Dummy3;
|
||||
float Dummy4;
|
||||
Float4 GaussianBlurCache[GB_KERNEL_SIZE]; // x-weight, y-offset
|
||||
});
|
||||
|
||||
// Post Processing
|
||||
AssetReference<Shader> _shader;
|
||||
GPUPipelineState* _psThreshold;
|
||||
GPUPipelineState* _psScale;
|
||||
GPUPipelineState* _psBlurH;
|
||||
GPUPipelineState* _psBlurV;
|
||||
GPUPipelineState* _psGenGhosts;
|
||||
GPUPipelineState* _psBloomBrightPass = nullptr;
|
||||
GPUPipelineState* _psBloomDownsample = nullptr;
|
||||
GPUPipelineState* _psBloomDualFilterUpsample = nullptr;
|
||||
GPUPipelineState* _psBlurH = nullptr;
|
||||
GPUPipelineState* _psBlurV = nullptr;
|
||||
GPUPipelineState* _psGenGhosts = nullptr;
|
||||
GPUPipelineStatePermutationsPs<3> _psComposite;
|
||||
|
||||
GaussianBlurData _gbData;
|
||||
Float4 GaussianBlurCacheH[GB_KERNEL_SIZE];
|
||||
Float4 GaussianBlurCacheV[GB_KERNEL_SIZE];
|
||||
|
||||
AssetReference<Texture> _defaultLensColor;
|
||||
AssetReference<Texture> _defaultLensStar;
|
||||
AssetReference<Texture> _defaultLensDirt;
|
||||
|
||||
public:
|
||||
|
||||
/// <summary>
|
||||
/// Init
|
||||
/// </summary>
|
||||
PostProcessingPass();
|
||||
|
||||
public:
|
||||
|
||||
/// <summary>
|
||||
/// Perform postFx rendering for the input task
|
||||
/// </summary>
|
||||
@@ -99,24 +34,12 @@ public:
|
||||
void Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output, GPUTexture* colorGradingLUT);
|
||||
|
||||
private:
|
||||
|
||||
GPUTexture* getCustomOrDefault(Texture* customTexture, AssetReference<Texture>& defaultTexture, const Char* defaultName);
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the Gaussian blur filter kernel. This implementation is
|
||||
/// ported from the original Java code appearing in chapter 16 of
|
||||
/// "Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java".
|
||||
/// </summary>
|
||||
/// <param name="sigma">Gaussian Blur sigma parameter</param>
|
||||
/// <param name="width">Texture to blur width in pixels</param>
|
||||
/// <param name="height">Texture to blur height in pixels</param>
|
||||
void GB_ComputeKernel(float sigma, float width, float height);
|
||||
|
||||
#if COMPILE_WITH_DEV_ENV
|
||||
void OnShaderReloading(Asset* obj)
|
||||
{
|
||||
_psThreshold->ReleaseGPU();
|
||||
_psScale->ReleaseGPU();
|
||||
_psBloomBrightPass->ReleaseGPU();
|
||||
_psBloomDownsample->ReleaseGPU();
|
||||
_psBloomDualFilterUpsample->ReleaseGPU();
|
||||
_psBlurH->ReleaseGPU();
|
||||
_psBlurV->ReleaseGPU();
|
||||
_psGenGhosts->ReleaseGPU();
|
||||
@@ -126,14 +49,12 @@ private:
|
||||
#endif
|
||||
|
||||
public:
|
||||
|
||||
// [RendererPass]
|
||||
String ToString() const override;
|
||||
bool Init() override;
|
||||
void Dispose() override;
|
||||
|
||||
protected:
|
||||
|
||||
// [RendererPass]
|
||||
bool setupResources() override;
|
||||
};
|
||||
|
||||
@@ -36,10 +36,15 @@
|
||||
|
||||
META_CB_BEGIN(0, Data)
|
||||
|
||||
float BloomLimit;
|
||||
float BloomThreshold;
|
||||
float BloomMagnitude;
|
||||
float BloomBlurSigma;
|
||||
float BloomIntensity;
|
||||
float BloomClamp;
|
||||
float BloomThreshold;
|
||||
float BloomThresholdKnee;
|
||||
|
||||
float BloomBaseMix;
|
||||
float BloomHighMix;
|
||||
float BloomMipCount;
|
||||
float BloomLayer;
|
||||
|
||||
float3 VignetteColor;
|
||||
float VignetteShapeFactor;
|
||||
@@ -254,31 +259,230 @@ float2 coordRot(in float2 tc, in float angle)
|
||||
|
||||
// Uses a lower exposure to produce a value suitable for a bloom pass
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_Threshold(Quad_VS2PS input) : SV_Target
|
||||
float4 PS_BloomBrightPass(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
float4 color = Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0);
|
||||
return clamp(color - BloomThreshold, 0, BloomLimit);
|
||||
// Get dimensions for precise texel calculations
|
||||
uint width, height;
|
||||
Input0.GetDimensions(width, height);
|
||||
float2 texelSize = 1.0 / float2(width, height);
|
||||
// Use fixed 13-tap sample pattern for initial bright pass
|
||||
float3 color = 0;
|
||||
float totalWeight = 0;
|
||||
|
||||
// Center sample with high weight for energy preservation
|
||||
float3 center = Input0.Sample(SamplerLinearClamp, input.TexCoord).rgb;
|
||||
|
||||
// Apply Karis average to prevent bright pixels from dominating
|
||||
float centerLuma = max(dot(center, float3(0.2126, 0.7152, 0.0722)), 0.0001);
|
||||
center = center / (1.0 + centerLuma);
|
||||
|
||||
float centerWeight = 4.0;
|
||||
color += center * centerWeight;
|
||||
totalWeight += centerWeight;
|
||||
|
||||
// Inner ring - fixed offset at 1.0 texel distance
|
||||
UNROLL
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float angle = i * (PI / 2.0);
|
||||
float2 offset = float2(cos(angle), sin(angle)) * texelSize;
|
||||
float3 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset).rgb;
|
||||
|
||||
// Apply Karis average
|
||||
float sampleLuma = max(dot(sample, float3(0.2126, 0.7152, 0.0722)), 0.0001);
|
||||
sample = sample / (1.0 + sampleLuma);
|
||||
|
||||
float weight = 2.0;
|
||||
color += sample * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
// Outer ring - fixed offset at 1.4142 texel distance (diagonal)
|
||||
UNROLL
|
||||
for (int j = 0; j < 8; j++)
|
||||
{
|
||||
float angle = j * (PI / 4.0);
|
||||
float2 offset = float2(cos(angle), sin(angle)) * texelSize * 1.4142;
|
||||
float3 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset).rgb;
|
||||
|
||||
// Apply Karis average
|
||||
float sampleLuma = max(dot(sample, float3(0.2126, 0.7152, 0.0722)), 0.0001);
|
||||
sample = sample / (1.0 + sampleLuma);
|
||||
|
||||
float weight = 1.0;
|
||||
color += sample * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
color /= totalWeight;
|
||||
|
||||
// Un-apply Karis average to maintain energy
|
||||
float finalLuma = max(dot(color, float3(0.2126, 0.7152, 0.0722)), 0.0001);
|
||||
color = color * (1.0 + finalLuma);
|
||||
|
||||
// Apply threshold with quadratic rolloff for smoother transition
|
||||
float luminance = dot(color, float3(0.2126, 0.7152, 0.0722));
|
||||
float threshold = max(BloomThreshold, 0.2);
|
||||
float knee = threshold * BloomThresholdKnee;
|
||||
float softMax = threshold + knee;
|
||||
|
||||
float contribution = 0;
|
||||
if (luminance > threshold)
|
||||
{
|
||||
if (luminance < softMax)
|
||||
{
|
||||
// Quadratic softening between threshold and (threshold + knee)
|
||||
float x = (luminance - threshold) / knee;
|
||||
contribution = x * x * 0.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Full contribution above softMax
|
||||
contribution = luminance - threshold;
|
||||
}
|
||||
}
|
||||
|
||||
float testc = BloomClamp;
|
||||
float3 clamped = (color * contribution);
|
||||
clamped.r = min(clamped.r, testc);
|
||||
clamped.g = min(clamped.g, testc);
|
||||
clamped.b = min(clamped.b, testc);
|
||||
|
||||
// Store threshold result in alpha for downsample chain
|
||||
return float4(clamped, luminance);
|
||||
}
|
||||
|
||||
// Uses hw bilinear filtering for upscaling or downscaling
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_Scale(Quad_VS2PS input) : SV_Target
|
||||
float4 PS_BloomDownsample(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
// TODO: we could use quality switch for bloom effect
|
||||
uint width, height;
|
||||
Input0.GetDimensions(width, height);
|
||||
float2 texelSize = 1.0 / float2(width, height);
|
||||
|
||||
return Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0);
|
||||
/*
|
||||
float3 color;
|
||||
// TODO: use gather for dx11 and dx12??
|
||||
color = Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 0, 0)).rgb;
|
||||
color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 0, 1)).rgb;
|
||||
color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 0,-1)).rgb;
|
||||
color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2(-1, 0)).rgb;
|
||||
color += Input0.SampleLevel(SamplerLinearClamp, input.TexCoord, 0, int2( 1, 0)).rgb;
|
||||
color *= (1.0f / 5.0f);
|
||||
// 9-tap tent filter with fixed weights
|
||||
float3 color = 0;
|
||||
float totalWeight = 0;
|
||||
|
||||
return float4(color, 1);
|
||||
*/
|
||||
// Sample offsets (fixed)
|
||||
const float2 offsets[9] =
|
||||
{
|
||||
float2( 0, 0), // Center
|
||||
float2(-1, -1), // Corners
|
||||
float2( 1, -1),
|
||||
float2(-1, 1),
|
||||
float2( 1, 1),
|
||||
float2( 0, -1), // Cross
|
||||
float2(-1, 0),
|
||||
float2( 1, 0),
|
||||
float2( 0, 1)
|
||||
};
|
||||
|
||||
// Sample weights (fixed)
|
||||
const float weights[9] =
|
||||
{
|
||||
4.0, // Center
|
||||
1.0, // Corners
|
||||
1.0,
|
||||
1.0,
|
||||
1.0,
|
||||
2.0, // Cross
|
||||
2.0,
|
||||
2.0,
|
||||
2.0
|
||||
};
|
||||
|
||||
UNROLL
|
||||
for (int i = 0; i < 9; i++)
|
||||
{
|
||||
float2 offset = offsets[i] * texelSize * 2.0; // Fixed scale factor for stability
|
||||
float4 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + offset);
|
||||
color += sample.rgb * weights[i];
|
||||
totalWeight += weights[i];
|
||||
}
|
||||
|
||||
return float4(color / totalWeight, 1.0);
|
||||
}
|
||||
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_BloomDualFilterUpsample(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
float anisotropy = 1.0;
|
||||
uint width, height;
|
||||
Input0.GetDimensions(width, height);
|
||||
float2 texelSize = 1.0 / float2(width, height);
|
||||
|
||||
// Maintain fixed scale through mip chain
|
||||
float baseOffset = 1.0;
|
||||
float offsetScale = (1.0) * baseOffset;
|
||||
float3 color = 0;
|
||||
float totalWeight = 0;
|
||||
|
||||
// Center
|
||||
float4 center = Input0.Sample(SamplerLinearClamp, input.TexCoord);
|
||||
float centerWeight = 4.0;
|
||||
color += center.rgb * centerWeight;
|
||||
totalWeight += centerWeight;
|
||||
|
||||
// Cross - fixed distance samples
|
||||
float2 crossOffsets[4] = {
|
||||
float2(offsetScale * anisotropy, 0),
|
||||
float2(-offsetScale * anisotropy, 0),
|
||||
float2(0, offsetScale),
|
||||
float2(0, -offsetScale)
|
||||
};
|
||||
|
||||
UNROLL
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float4 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + crossOffsets[i] * texelSize);
|
||||
float weight = 2.0;
|
||||
color += sample.rgb * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
// Corners - fixed distance samples
|
||||
float2 cornerOffsets[4] =
|
||||
{
|
||||
float2(offsetScale * anisotropy, offsetScale),
|
||||
float2(-offsetScale * anisotropy, offsetScale),
|
||||
float2(offsetScale * anisotropy, -offsetScale),
|
||||
float2(-offsetScale * anisotropy, -offsetScale)
|
||||
};
|
||||
|
||||
UNROLL
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
float4 sample = Input0.Sample(SamplerLinearClamp, input.TexCoord + cornerOffsets[j] * texelSize);
|
||||
float weight = 1.0;
|
||||
color += sample.rgb * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
color /= totalWeight;
|
||||
|
||||
uint width1, height1;
|
||||
Input1.GetDimensions(width1, height1);
|
||||
|
||||
// Calculate mip fade factor (0 = smallest mip, 1 = largest mip)
|
||||
float mipFade = BloomLayer / (BloomMipCount - 1);
|
||||
|
||||
// Muzz says:
|
||||
// Lerp between your desired intensity values based on mip level
|
||||
// setting both to 0.6 is a decent default, but playing with these numbers will let you dial in the blending between the lowest and highest mips.
|
||||
// you can make some really ugly bloom if you go too far.
|
||||
// note this does change the intensity of the bloom.
|
||||
// This was my own invention
|
||||
|
||||
float mipIntensity = lerp(BloomBaseMix, BloomHighMix, mipFade);
|
||||
color *= mipIntensity;
|
||||
|
||||
BRANCH
|
||||
if (width1 > 0)
|
||||
{
|
||||
float3 previousMip = Input1.Sample(SamplerLinearClamp, input.TexCoord).rgb;
|
||||
color += previousMip;
|
||||
}
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
// Horizontal gaussian blur
|
||||
@@ -286,13 +490,11 @@ META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_GaussainBlurH(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
float4 color = 0;
|
||||
|
||||
UNROLL
|
||||
for (int i = 0; i < GB_KERNEL_SIZE; i++)
|
||||
{
|
||||
color += Input0.Sample(SamplerLinearClamp, input.TexCoord + float2(GaussianBlurCache[i].y, 0.0)) * GaussianBlurCache[i].x;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
@@ -301,13 +503,11 @@ META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_GaussainBlurV(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
float4 color = 0;
|
||||
|
||||
UNROLL
|
||||
for (int i = 0; i < GB_KERNEL_SIZE; i++)
|
||||
{
|
||||
color += Input0.Sample(SamplerLinearClamp, input.TexCoord + float2(0.0, GaussianBlurCache[i].y)) * GaussianBlurCache[i].x;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
@@ -471,18 +671,16 @@ float4 PS_Composite(Quad_VS2PS input) : SV_Target
|
||||
color.rgb += lensFlares;
|
||||
}
|
||||
|
||||
// Bloom
|
||||
BRANCH
|
||||
if (BloomMagnitude > 0)
|
||||
{
|
||||
// Sample the bloom
|
||||
float3 bloom = Input2.SampleLevel(SamplerLinearClamp, uv, 0).rgb;
|
||||
bloom = bloom * BloomMagnitude;
|
||||
|
||||
// Accumulate final bloom lght
|
||||
lensLight += max(0, bloom * 3.0f + (- 1.0f * 3.0f));
|
||||
color.rgb += bloom;
|
||||
}
|
||||
// Bloom
|
||||
BRANCH
|
||||
if (BloomIntensity > 0)
|
||||
{
|
||||
// Sample the final bloom result
|
||||
float3 bloom = Input2.Sample(SamplerLinearClamp, input.TexCoord).rgb;
|
||||
bloom = bloom * BloomIntensity;
|
||||
lensLight += max(0, bloom * 3.0f + (-1.0f * 3.0f));
|
||||
color.rgb += bloom;
|
||||
}
|
||||
|
||||
// Lens Dirt
|
||||
float3 lensDirt = LensDirt.SampleLevel(SamplerLinearClamp, uv, 0).rgb;
|
||||
|
||||
Reference in New Issue
Block a user