Experiment with bloom

This commit is contained in:
jgk
2021-07-05 19:39:34 +02:00
parent 2d94e50e3a
commit 77d93fabeb
6 changed files with 93 additions and 10 deletions
+17 -2
View File
@@ -77,8 +77,22 @@ doDrawing pdata w = do
_ <- renderFoldable pdata $ picToLTree (Just 3) pic
_ <- renderFoldable pdata $ picToLTree (Just 4) pic
_ <- renderFoldable pdata $ picToLTree (Just 5) pic
depthMask $= Enabled
bindFramebuffer Framebuffer $= (fst3 $ _fbo3 pdata)
clear [ColorBuffer]
bindFramebuffer Framebuffer $= (fst3 $ _fbo2 pdata)
depthFunc $= Just Always
--blend $= Disabled
textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
clear [ColorBuffer]
--blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
blendFunc $= (One,Zero)
bindShaderBuffers [_boxBlurShader pdata] [4]
drawShader (_boxBlurShader pdata) 4
pingPongBlur pdata
--blend $= Enabled
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
bindFramebuffer Framebuffer $= (fst $ _fboLighting pdata)
let scPol = screenPolygon w
@@ -106,7 +120,8 @@ doDrawing pdata w = do
blendFunc $= (Zero, OneMinusSrcAlpha)
drawShader (_fullscreenShader pdata) 4
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
--textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
drawShader (_fullscreenShader pdata) 4
depthFunc $= Just Lequal
+1 -1
View File
@@ -51,7 +51,7 @@ preloadRender = do
fsShad <- makeShader "texture/simple" [vert,frag] [2,2] ETriangleStrip $ const cornerList
-- note we directly poke the shader vertex data here
pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO fsShad) $ concat cornerList
boxBlurShad <- makeShader "texture/boxBlur" [vert,frag] [2,2] ETriangleStrip $ const cornerList
boxBlurShad <- makeShader "texture/bloomBlur" [vert,frag] [2,2] ETriangleStrip $ const cornerList
pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO boxBlurShad) $ concat cornerList
grayscaleShad <- makeShader "texture/grayscale" [vert,frag] [2,2] ETriangleStrip $ const cornerList
pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO grayscaleShad) $ concat cornerList
+3 -5
View File
@@ -61,17 +61,15 @@ createLightMap
-> [Point2]
-> IO ()
createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
depthFunc $= Just Less
-- get viewport size so we can reset it later
(vppos,vpsize) <- get viewport
-- set the viewport size to desired fidelity
let vsize = divideSize resDiv vpsize
viewport $= (vppos, vsize)
textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
-- this is a problem! it should be resized once on screen/parameter resize
--texImage2D Texture2D NoProxy 0 RGBA8 (sizeToTexSize vsize) 0 (PixelData RGBA UnsignedByte nullPtr)
textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
generateMipmap' Texture2D
-- bindFramebuffer Framebuffer $= _spareFBO pdata
--textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
--generateMipmap' Texture2D
-- store wall and light positions into buffer
nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
bindShaderBuffers [_lightingWallShader pdata] [nWallLights]