diff --git a/qglview/mainwindow.h b/qglview/mainwindow.h index edfda0c..244ee3a 100644 --- a/qglview/mainwindow.h +++ b/qglview/mainwindow.h @@ -76,6 +76,8 @@ private slots: void on_spinHaloFillAlpha_valueChanged(double val) {view->setSelectionHaloFillAlpha(val);} void on_spinMotionBlurFactor_valueChanged(double val) {view->setMotionBlurFactor(val);} void on_spinMotionBlurSteps_valueChanged(int val) {view->setMotionBlurSteps(val);} + void on_spinMotionBloomFactor_valueChanged(double val) {view->setBloomFactor(val);} + void on_spinMotionBloomRadius_valueChanged(int val) {view->setBloomRadius(val);} //void on_spinSliderShine_valueChanged(double val) {obj->material().shine_strength = val; obj->setMaterial(obj->material(), true);} //void on_spinSliderRough_valueChanged(double val) {obj->material().shine = val; obj->setMaterial(obj->material(), true);} void on_pushButton_clicked() {view->removeLight(view->lightsCount() - 1); setWindowTitle(QString::number(view->lightsCount()));} diff --git a/qglview/mainwindow.ui b/qglview/mainwindow.ui index 65dec03..bf3fc4e 100644 --- a/qglview/mainwindow.ui +++ b/qglview/mainwindow.ui @@ -108,14 +108,14 @@ - + motion blur factor - + motion blur steps @@ -213,7 +213,7 @@ - + 0.000000000000000 @@ -238,7 +238,7 @@ - + 1.000000000000000 @@ -263,6 +263,70 @@ + + + + bloom factor + + + + + + + bloom radius + + + + + + + 0.000000000000000 + + + 100.000000000000000 + + + 1.000000000000000 + + + 1 + + + 0.100000000000000 + + + 1.000000000000000 + + + false + + + + + + + 1.000000000000000 + + + 128.000000000000000 + + + 8.000000000000000 + + + 0 + + + 1.000000000000000 + + + 4.000000000000000 + + + false + + + @@ -588,7 +652,6 @@ - @@ -644,11 +707,11 @@ 112 - 611 + 570 111 - 632 + 593 @@ -660,11 +723,11 @@ 167 - 611 + 570 163 - 653 + 616 @@ -676,11 +739,11 @@ 126 - 737 + 708 128 - 758 + 731 diff --git a/qglview/qglview.cpp b/qglview/qglview.cpp index 94c7c1e..373c625 100644 --- a/qglview/qglview.cpp +++ b/qglview/qglview.cpp @@ -55,6 +55,8 @@ QGLView::QGLView(QWidget * parent): QGraphicsView(parent), fbo_selection(3) { //lmode = Simple; shader_select = shader_halo = 0; cur_luminance = 1.; + m_bloomFactor = 0.5; + m_bloomRadius = 8; accom_time = 16.; accom_max_speed = 0.2; m_motionBlurFactor = 1.; diff --git a/qglview/qglview.h b/qglview/qglview.h index 48b4f04..93cd415 100644 --- a/qglview/qglview.h +++ b/qglview/qglview.h @@ -75,6 +75,8 @@ class QGLView: public QGraphicsView, public QGLViewBase Q_PROPERTY (int dynamicReflectionsMapSize READ dynamicReflectionsMapSize WRITE setDynamicReflectionsMapSize) Q_PROPERTY (bool HDREnabled READ isHDREnabled WRITE setHDREnabled) Q_PROPERTY (bool bloomEnabled READ isBloomEnabled WRITE setBloomEnabled) + Q_PROPERTY (double bloomFactor READ bloomFactor WRITE setBloomFactor) + Q_PROPERTY (int bloomRadius READ bloomRadius WRITE setBloomRadius) Q_PROPERTY (bool multisamplingEnabled READ isMultisamplingEnabled WRITE setMultisamplingEnabled) Q_PROPERTY (bool FXAAEnabled READ isFXAAEnabled WRITE setFXAAEnabled) Q_PROPERTY (bool accomodationEnabled READ isAccomodationEnabled WRITE setAccomodationEnabled) @@ -154,6 +156,8 @@ public: int renderMode() const {return (int)rmode;} void setRenderMode(int mode) {rmode = (GLObjectBase::RenderMode)mode;} + double bloomFactor() const {return m_bloomFactor;} + int bloomRadius() const {return m_bloomRadius;} double accomodationTime() const {return accom_time;} double accomodationMaxSpeed() const {return accom_max_speed;} double motionBlurFactor() const {return m_motionBlurFactor;} @@ -261,9 +265,9 @@ private: Qt::MouseButton sel_button; Qt::KeyboardModifier sel_mod; GLRendererBase::RenderingParameters start_rp; - double lineWidth_, linearFiltering_, accom_time, accom_max_speed, cur_luminance; + double lineWidth_, linearFiltering_, accom_time, accom_max_speed, cur_luminance, m_bloomFactor; double fogDensity_, fogStart_, fogEnd_, fps_, fps_tm, hoverHaloFill_, selectionHaloFill_, m_motionBlurFactor; - int timer, fps_cnt, sh_id_loc, shadow_map_size, dynamic_cubemap_size, motion_blur_steps, m_motionBlurSteps; + int timer, fps_cnt, sh_id_loc, shadow_map_size, dynamic_cubemap_size, motion_blur_steps, m_motionBlurSteps, m_bloomRadius; bool is_init, fogEnabled_, lightEnabled_, grabMouse_, mouse_first, mouseRotate_, mouseSelect_, customMouseMove_; bool shaders_supported, changed_, cameraOrbit_; bool hoverHalo_, selectionHalo_, mouseThis_, shaders_bind, shadows_, shadows_soft, selecting_; @@ -309,6 +313,8 @@ public slots: void setMultisamplingEnabled(const bool & arg) {msaa_ = arg;} void setFXAAEnabled(const bool & arg) {fxaa_ = arg;} void setAccomodationEnabled(const bool & arg) {accomodation_ = arg;} + void setBloomFactor(double bloomFactor) {m_bloomFactor = bloomFactor;} + void setBloomRadius(int bloomRadius) {m_bloomRadius = bloomRadius;} void setMotionBlurEnabled(bool motionBlurEnabled) {m_motionBlurEnabled = motionBlurEnabled;} void setMotionBlurFactor(double motionBlurFactor) {m_motionBlurFactor = motionBlurFactor;} void setMotionBlurSteps(int motionBlurSteps) {m_motionBlurSteps = motionBlurSteps;} diff --git a/qglview/renderer_deferred_shading.cpp b/qglview/renderer_deferred_shading.cpp index 7ad8af8..d9757bb 100644 --- a/qglview/renderer_deferred_shading.cpp +++ b/qglview/renderer_deferred_shading.cpp @@ -21,12 +21,15 @@ RendererDeferredShading::RendererDeferredShading(QGLView * view_): GLRendererBase(view_), -fbo_g(5, true, GL_RGBA16F), fbo_out(2, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) { +fbo_g(5, true, GL_RGBA16F), fbo_out(3, false, GL_RGB16F), fbo_hsmall(1, false, GL_RGB16F) { shaders << ShaderPair("FXAA", &shader_fxaa) << ShaderPair("dsl_pass_0", &shader_ds_0) << ShaderPair("dsl_pass_1", &shader_ds_1) << ShaderPair("hdr", &shader_hdr) << ShaderPair("downscale", &shader_small) + << ShaderPair("bloom_pass_0", &shader_bloom_0) + << ShaderPair("bloom_pass_1", &shader_bloom_1) + << ShaderPair("fbo_add", &shader_fbo_add) << ShaderPair("motion_blur", &shader_motion_blur); for (int i = 0; i < shaders.size(); ++i) *(shaders[i].second) = 0; @@ -212,6 +215,50 @@ void RendererDeferredShading::renderScene() { piSwap(wi, ri); } + if (view.isBloomEnabled()) { + fbo_out.setWriteBuffer(2); + fbo_out.setReadBuffer(ri); + glBlitFramebuffer(0, 0, fbo_out.width(), fbo_out.height(), 0, 0, fbo_out.width(), fbo_out.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST); + + fbo_out.setWriteBuffer(wi); + shader_bloom_0->bind(); + shader_bloom_0->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); + shader_bloom_0->setUniformValue("factor", GLfloat(view.bloomFactor())); + shader_bloom_0->setUniformValue("t0", 0); + glDrawQuad(shader_bloom_0); + glActiveTextureChannel(0); + piSwap(wi, ri); + + shader_bloom_1->bind(); + shader_bloom_1->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); + shader_bloom_1->setUniformValue("t0", 0); + int radius = view.bloomRadius(); + int passes = qMax(int(ceil(log2(radius))), 1); + int crad = 1; + for (int p = 0; p < passes; ++p) { + glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); + fbo_out.setWriteBuffer(wi); + shader_bloom_1->setUniformValue("radius", crad); + glDrawQuad(shader_bloom_1); + piSwap(wi, ri); + crad *= 2; + } + + fbo_out.setWriteBuffer(wi); + glActiveTextureChannel(0); + glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(ri)); + glActiveTextureChannel(1); + glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(2)); + shader_fbo_add->bind(); + shader_fbo_add->setUniformValue("qgl_ModelViewProjectionMatrix", QMatrix4x4()); + shader_fbo_add->setUniformValue("t0", 0); + shader_fbo_add->setUniformValue("t1", 1); + glDrawQuad(shader_fbo_add); + glActiveTextureChannel(0); + glBindTexture(GL_TEXTURE_2D, fbo_out.colorTexture(wi)); + piSwap(wi, ri); + } + glReleaseShaders(); fbo_out.release(); diff --git a/qglview/renderer_deferred_shading.h b/qglview/renderer_deferred_shading.h index 6d69338..c00dc50 100644 --- a/qglview/renderer_deferred_shading.h +++ b/qglview/renderer_deferred_shading.h @@ -45,7 +45,8 @@ private: int cplc, BUG[8], lights_per_pass; double exposure_; GLFramebuffer fbo_g, fbo_out, fbo_hsmall; - QGLShaderProgram * shader_fxaa, * shader_ds_0, * shader_ds_1, * shader_hdr, * shader_small, * shader_motion_blur; + QGLShaderProgram * shader_fxaa, * shader_ds_0, * shader_ds_1, * shader_hdr, * shader_small; + QGLShaderProgram * shader_bloom_0, * shader_bloom_1, * shader_motion_blur, * shader_fbo_add; QVector shaders; QMatrix4x4 prev_view, prev_proj; diff --git a/qglview/shaders/bloom_pass_0.frag b/qglview/shaders/bloom_pass_0.frag new file mode 100644 index 0000000..da476dc --- /dev/null +++ b/qglview/shaders/bloom_pass_0.frag @@ -0,0 +1,8 @@ +#version 150 + +uniform sampler2D t0; +uniform float factor = 1.; + +void main(void) { + qgl_FragData[0].rgb = max(texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb - vec3(0.8), vec3(0.)) * factor; +} diff --git a/qglview/shaders/bloom_pass_0.vert b/qglview/shaders/bloom_pass_0.vert new file mode 100644 index 0000000..6bc001e --- /dev/null +++ b/qglview/shaders/bloom_pass_0.vert @@ -0,0 +1,6 @@ +#version 150 + +void main(void) { + qgl_FragTexture = qgl_Texture; + gl_Position = qgl_ftransform(); +} diff --git a/qglview/shaders/bloom_pass_1.frag b/qglview/shaders/bloom_pass_1.frag new file mode 100644 index 0000000..da79a3b --- /dev/null +++ b/qglview/shaders/bloom_pass_1.frag @@ -0,0 +1,33 @@ +#version 150 + +uniform sampler2D t0; +uniform int radius = 2; + +void main(void) { + ivec2 tc = ivec2(gl_FragCoord.xy); + float r = float(radius); + int o = radius, o2 = radius * 2; + vec3 scol = (texelFetch(t0, tc, 0).rgb * 3. + + texelFetch(t0, tc + ivec2( o, 0 ), 0).rgb * 2. + + texelFetch(t0, tc + ivec2( 0, o ), 0).rgb * 2. + + texelFetch(t0, tc + ivec2( -o, 0 ), 0).rgb * 2. + + texelFetch(t0, tc + ivec2( 0, -o), 0).rgb * 2. + + texelFetch(t0, tc + ivec2( o, o ), 0).rgb * 1.5 + + texelFetch(t0, tc + ivec2( o, -o), 0).rgb * 1.5 + + texelFetch(t0, tc + ivec2( -o, -o ), 0).rgb * 1.5 + + texelFetch(t0, tc + ivec2( -o, o ), 0).rgb * 1.5 + + texelFetch(t0, tc + ivec2( o2, 0 ), 0).rgb + + texelFetch(t0, tc + ivec2( 0, o2), 0).rgb + + texelFetch(t0, tc + ivec2(-o2, 0 ), 0).rgb + + texelFetch(t0, tc + ivec2( 0, -o2), 0).rgb + + texelFetch(t0, tc + ivec2( o2, o ), 0).rgb + + texelFetch(t0, tc + ivec2( o2, -o), 0).rgb + + texelFetch(t0, tc + ivec2(-o2, -o ), 0).rgb + + texelFetch(t0, tc + ivec2(-o2, o ), 0).rgb + + texelFetch(t0, tc + ivec2( o, o2), 0).rgb + + texelFetch(t0, tc + ivec2( o, -o2), 0).rgb + + texelFetch(t0, tc + ivec2( -o, -o2), 0).rgb + + texelFetch(t0, tc + ivec2( -o, o2), 0).rgb) / 29.; + qgl_FragData[0].rgb = scol; + //qgl_FragData[0].rgb = vec3(r/10.); +} diff --git a/qglview/shaders/bloom_pass_1.vert b/qglview/shaders/bloom_pass_1.vert new file mode 100644 index 0000000..6bc001e --- /dev/null +++ b/qglview/shaders/bloom_pass_1.vert @@ -0,0 +1,6 @@ +#version 150 + +void main(void) { + qgl_FragTexture = qgl_Texture; + gl_Position = qgl_ftransform(); +} diff --git a/qglview/shaders/dsl_pass_1.frag b/qglview/shaders/dsl_pass_1.frag index 8765588..3e590ff 100644 --- a/qglview/shaders/dsl_pass_1.frag +++ b/qglview/shaders/dsl_pass_1.frag @@ -55,13 +55,16 @@ void calcLight(in int index, in vec3 n, in vec3 v, in vec4 v2) { void main(void) { //if (d == 1.) discard; - vec2 tc = qgl_FragTexture.xy; - vec4 v0 = texture2D(t0, tc); + ivec2 tc = ivec2(gl_FragCoord.xy); + vec4 v0 = texture2D(t0, qgl_FragTexture.xy); if (v0.w == 0.) { qgl_FragData[0] = back_color; return; } - vec4 v1 = texture2D(t1, tc), v2 = texture2D(t2, tc), v3 = texture2D(t3, tc), v4 = texture2D(t4, tc); + vec4 v1 = texelFetch(t1, tc, 0), + v2 = texelFetch(t2, tc, 0), + v3 = texelFetch(t3, tc, 0), + v4 = texelFetch(t4, tc, 0); vec2 sp = gl_FragCoord.xy * dt * 2 - vec2(1, 1); vec3 dc = v0.rgb, n = v1.xyz * 2. - vec3(1.); float height = v2.w; diff --git a/qglview/shaders/fbo_add.frag b/qglview/shaders/fbo_add.frag new file mode 100644 index 0000000..764fc65 --- /dev/null +++ b/qglview/shaders/fbo_add.frag @@ -0,0 +1,7 @@ +#version 150 + +uniform sampler2D t0, t1; + +void main(void) { + qgl_FragData[0].rgb = texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb + texelFetch(t1, ivec2(gl_FragCoord.xy), 0).rgb; +} diff --git a/qglview/shaders/fbo_add.vert b/qglview/shaders/fbo_add.vert new file mode 100644 index 0000000..6bc001e --- /dev/null +++ b/qglview/shaders/fbo_add.vert @@ -0,0 +1,6 @@ +#version 150 + +void main(void) { + qgl_FragTexture = qgl_Texture; + gl_Position = qgl_ftransform(); +} diff --git a/qglview/shaders/hdr.frag b/qglview/shaders/hdr.frag index 8692043..52196d1 100644 --- a/qglview/shaders/hdr.frag +++ b/qglview/shaders/hdr.frag @@ -16,7 +16,7 @@ vec3 Uncharted2Tonemap(vec3 x) { } void main(void) { - vec3 inColor = texture(t0, qgl_FragTexture.xy).rgb; + vec3 inColor = texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb; inColor *= exposure; float ExposureBias = 1; vec3 curr = Uncharted2Tonemap(ExposureBias*inColor); diff --git a/qglview/shaders/motion_blur.frag b/qglview/shaders/motion_blur.frag index 23e4761..3a758c4 100644 --- a/qglview/shaders/motion_blur.frag +++ b/qglview/shaders/motion_blur.frag @@ -8,7 +8,7 @@ uniform int steps = 8; void main(void) { vec2 cdt = dt / steps; vec2 ct = qgl_FragTexture.xy; - vec3 speed = texture(ts, ct).rgb * 256 * factor; + vec3 speed = texelFetch(ts, ivec2(gl_FragCoord.xy), 0).rgb * 256 * factor; int hsteps = steps / 2; ct -= speed.xy * cdt * hsteps; vec3 scol = vec3(0);//texture(t0, ct).rgb; diff --git a/qglview/shaders/selection_halo.frag b/qglview/shaders/selection_halo.frag index 9ae4416..fde3b0c 100644 --- a/qglview/shaders/selection_halo.frag +++ b/qglview/shaders/selection_halo.frag @@ -6,11 +6,11 @@ uniform sampler2D t0; uniform float fill; void main(void) { - vec2 tc = qgl_FragTexture.xy; - vec4 ds0 = abs(textureLodOffset(t0, tc, 0., ivec2(-1, 0)) - selected); - vec4 ds1 = abs(textureLodOffset(t0, tc, 0., ivec2( 1, 0)) - selected); - vec4 ds2 = abs(textureLodOffset(t0, tc, 0., ivec2(0, -1)) - selected); - vec4 ds3 = abs(textureLodOffset(t0, tc, 0., ivec2(0, 1)) - selected); + ivec2 tc = ivec2(gl_FragCoord.xy); + vec4 ds0 = abs(texelFetchOffset(t0, tc, 0, ivec2(-1, 0)) - selected); + vec4 ds1 = abs(texelFetchOffset(t0, tc, 0, ivec2( 1, 0)) - selected); + vec4 ds2 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, -1)) - selected); + vec4 ds3 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, 1)) - selected); float d0 = dot(ds0, vec4(1., 1., 1., 1.)), d1 = dot(ds1, vec4(1., 1., 1., 1.)), d2 = dot(ds2, vec4(1., 1., 1., 1.)), d3 = dot(ds3, vec4(1., 1., 1., 1.)); float vs = step(1e-6, d0 + d1 + d2 + d3); float vm = step(1e-3, (d0 * 255.) * (d1 * 255.) * (d2 * 255.) * (d3 * 255.));