Experiment with bloom
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@@ -0,0 +1,57 @@
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#version 430 core
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in vec2 vTexPos;
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out vec4 fColor;
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uniform vec2 winSize;
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uniform sampler2D screenTexture;
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const float hOff = 2.0 / 600;
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const float vOff = 2.0 / 600;
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const float frac = 1.0 / 9;
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const vec2 off[9] = vec2[]
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( vec2( vOff,hOff )
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, vec2( vOff,0.0 )
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, vec2( vOff,-hOff )
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, vec2( 0.0,hOff )
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, vec2( 0.0,0.0 )
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, vec2( 0.0,-hOff )
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, vec2( -vOff,hOff )
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, vec2( -vOff,0.0 )
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, vec2( -vOff,-hOff )
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);
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const vec2 fiveOff[5] = vec2[]
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( vec2( vOff,0.0 )
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, vec2( 0.0,hOff )
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, vec2( 0.0,0.0 )
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, vec2( 0.0,-hOff )
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, vec2( -vOff,0.0 )
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);
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vec4 combinef (vec4 ac, vec4 bc)
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//{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w -
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// ac.w*bc.w);
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//{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w);
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{ return vec4 (ac.rgb + bc.rgb * bc.a , ac.a + bc.a );
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}
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void main()
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{
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vec4 sampleTex[9];
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for(int i=0; i<9; i++)
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{
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sampleTex[i] = vec4(texture(screenTexture, vTexPos + off[i]));
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}
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vec4 col = vec4(0,0,0,0);
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for (int i = 0; i < 9; i++)
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col = combinef(col,sampleTex[i]);
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//col += sampleTex[i] * frac;
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float alph = 0.0;
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for (int i = 0; i < 9; i++)
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alph += sampleTex[i].a;
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alph = sampleTex[5].a + alph/9.0;
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//
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//fColor = col;
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fColor = vec4(col.rgb/col.a,alph);
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//if (col.a == 0.0)
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//{ fColor = vec4(0,0,0,0); }
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//else
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//{ fColor = vec4( col.r/col.a , col.g/col.a , col.b/col.a, col.a/9.0); }
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}
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@@ -0,0 +1,9 @@
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#version 430 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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@@ -19,7 +19,10 @@ const vec2 off[9] = vec2[](
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, vec2( -vOff,0.0 )
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, vec2( -vOff,-hOff )
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);
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vec4 combinef (vec4 ac, vec4 bc)
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//{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),max(ac.w,bc.w));
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{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w +bc.w*frac);
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}
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void main()
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{
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vec4 sampleTex[9];
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@@ -29,6 +32,7 @@ void main()
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}
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vec4 col = vec4(0,0,0,0);
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for (int i = 0; i < 9; i++)
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col += sampleTex[i] * frac;
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col = combinef(col,sampleTex[i]);
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//col += sampleTex[i] * frac;
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fColor = col;
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}
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+17
-2
@@ -77,8 +77,22 @@ doDrawing pdata w = do
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_ <- renderFoldable pdata $ picToLTree (Just 3) pic
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_ <- renderFoldable pdata $ picToLTree (Just 4) pic
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_ <- renderFoldable pdata $ picToLTree (Just 5) pic
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depthMask $= Enabled
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bindFramebuffer Framebuffer $= (fst3 $ _fbo3 pdata)
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clear [ColorBuffer]
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bindFramebuffer Framebuffer $= (fst3 $ _fbo2 pdata)
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depthFunc $= Just Always
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--blend $= Disabled
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textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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clear [ColorBuffer]
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--blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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blendFunc $= (One,Zero)
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bindShaderBuffers [_boxBlurShader pdata] [4]
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drawShader (_boxBlurShader pdata) 4
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pingPongBlur pdata
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--blend $= Enabled
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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bindFramebuffer Framebuffer $= (fst $ _fboLighting pdata)
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let scPol = screenPolygon w
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@@ -106,7 +120,8 @@ doDrawing pdata w = do
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blendFunc $= (Zero, OneMinusSrcAlpha)
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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--textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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drawShader (_fullscreenShader pdata) 4
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depthFunc $= Just Lequal
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@@ -51,7 +51,7 @@ preloadRender = do
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fsShad <- makeShader "texture/simple" [vert,frag] [2,2] ETriangleStrip $ const cornerList
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-- note we directly poke the shader vertex data here
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pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO fsShad) $ concat cornerList
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boxBlurShad <- makeShader "texture/boxBlur" [vert,frag] [2,2] ETriangleStrip $ const cornerList
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boxBlurShad <- makeShader "texture/bloomBlur" [vert,frag] [2,2] ETriangleStrip $ const cornerList
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pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO boxBlurShad) $ concat cornerList
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grayscaleShad <- makeShader "texture/grayscale" [vert,frag] [2,2] ETriangleStrip $ const cornerList
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pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO grayscaleShad) $ concat cornerList
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+3
-5
@@ -61,17 +61,15 @@ createLightMap
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-> [Point2]
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-> IO ()
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createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
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depthFunc $= Just Less
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-- get viewport size so we can reset it later
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(vppos,vpsize) <- get viewport
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-- set the viewport size to desired fidelity
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let vsize = divideSize resDiv vpsize
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viewport $= (vppos, vsize)
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textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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-- this is a problem! it should be resized once on screen/parameter resize
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--texImage2D Texture2D NoProxy 0 RGBA8 (sizeToTexSize vsize) 0 (PixelData RGBA UnsignedByte nullPtr)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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-- bindFramebuffer Framebuffer $= _spareFBO pdata
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--textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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--generateMipmap' Texture2D
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-- store wall and light positions into buffer
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nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
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