bloom: improve blur/exposure constants

This commit is contained in:
Zack Buhman 2026-01-09 20:11:30 -06:00
parent 0c27a5aeac
commit 7939bb8b97
2 changed files with 85 additions and 42 deletions

View File

@ -1,5 +1,6 @@
float2 vInvScreenSize;
float2 vDir;
float fExposure;
Texture2D txDiffuseA;
SamplerState samPoint {
@ -29,38 +30,28 @@ PS_INPUT VS(VS_INPUT input)
return output;
}
static const float offset[11] = {
-9.406430666971303,
-7.425801606895373,
-5.445401742210555,
-3.465172537482815,
-1.485055021558738,
0.4950160492928826,
2.4751038298192056,
4.455269417428358,
6.435576703455285,
8.41608382089975,
10
static const float offset[6] = {
-4.1802892785260735,
-2.3013875682370335,
-0.45807799821605544,
1.3765284379445557,
3.2355245111649937,
5
};
static const float weight[11] = {
0.0276904183309881,
0.05417056378718292,
0.09049273288108622,
0.12908964856395883,
0.15725301673321052,
0.16358389071865348,
0.14531705460040129,
0.11023607138371759,
0.0714102715628023,
0.03950209624702099,
0.011254235190977919
static const float weight[6] = {
0.019171156084708173,
0.16924312602932176,
0.4273923867820408,
0.31401440082441,
0.06672257638049649,
0.003456353899022774
};
float4 PS(PS_INPUT input) : SV_Target
{
float4 texColor = float4(0, 0, 0, 0);
for (int i = 0; i < 11; i++) {
for (int i = 0; i < 6; i++) {
float2 texOffset = vDir * offset[i] * vInvScreenSize;
texColor += txDiffuseA.Sample(samPoint, input.Tex + texOffset) * weight[i];
}
@ -91,14 +82,8 @@ DepthStencilState DisableDepth
float4 PSBlend(PS_INPUT input) : SV_Target
{
float4 texColor = float4(0, 0, 0, 0);
for (int i = 0; i < 11; i++) {
float2 texOffset = vDir * offset[i] * vInvScreenSize;
texColor += txDiffuseA.Sample(samPoint, input.Tex + texOffset) * weight[i];
}
texColor = float4(1, 1, 1, 1) - exp2(-texColor * 3.0);
float4 texColor = PS(input);
texColor = float4(1, 1, 1, 1) - exp2(-texColor * fExposure);
return float4(texColor.xyz, 1);
}

View File

@ -2,6 +2,7 @@
#include <d3d10.h>
#include <d3dx10.h>
#include <assert.h>
#include <strsafe.h>
#include "globals.hpp"
#include "print.hpp"
@ -57,6 +58,14 @@ ID3D10Buffer * g_pVertexBuffersBloom[g_dwVertexBufferCountBloom];
ID3D10EffectShaderResourceVariable * g_pDiffuseAVariableBloom = NULL;
ID3D10EffectVectorVariable * g_pInvScreenSizeVariableBloom = NULL;
ID3D10EffectVectorVariable * g_pDirVariableBloom = NULL;
ID3D10EffectScalarVariable * g_pExposureVariableBloom = NULL;
#ifdef _DEBUG
int g_bloomPasses = 0;
float g_exposure = 3.7f;
#else
int g_bloomPasses = 4;
float g_exposure = 3.4f;
#endif
typedef D3DXVECTOR2 BloomVertex;
@ -150,6 +159,21 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
MSG msg = {};
while (msg.message != WM_QUIT) {
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_KEYDOWN) {
} else if (msg.message == WM_CHAR) {
switch (msg.wParam) {
case 'q': g_bloomPasses -= 1; break;
case 'w': g_bloomPasses += 1; break;
case 'a': g_exposure -= 0.1f; break;
case 's': g_exposure += 0.1f; break;
case 'z': g_exposure -= 0.5f; break;
case 'x': g_exposure += 0.5f; break;
default: break;
}
}
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
@ -538,6 +562,7 @@ HRESULT InitBloomBuffers()
g_pTechniqueBloomBlend = g_pEffectBloom->GetTechniqueByName("BloomBlend");
g_pInvScreenSizeVariableBloom = g_pEffectBloom->GetVariableByName("vInvScreenSize")->AsVector();
g_pDirVariableBloom = g_pEffectBloom->GetVariableByName("vDir")->AsVector();
g_pExposureVariableBloom = g_pEffectBloom->GetVariableByName("fExposure")->AsScalar();
g_pDiffuseAVariableBloom = g_pEffectBloom->GetVariableByName("txDiffuseA")->AsShaderResource();
//////////////////////////////////////////////////////////////////////
@ -1196,6 +1221,24 @@ void RenderMeshStatic(const Mesh * mesh, float t)
}
}
static char sprintbuf[512];
static inline int sprint(LPCSTR fmt, ...)
{
va_list args;
va_start(args, fmt);
char * end;
StringCbVPrintfExA(sprintbuf,
(sizeof (sprintbuf)),
&end,
NULL,
0,
fmt,
args);
va_end(args);
int length = (int)(end - sprintbuf);
return length;
}
void RenderFont()
{
//////////////////////////////////////////////////////////////////////
@ -1211,27 +1254,40 @@ void RenderFont()
print("g_pVertexBuffersFont->Map");
}
int advance = 10;
const char * s = "asdf";
int length = sprint("bloomPasses: %d\n"
" exposure: %f",
g_bloomPasses,
g_exposure);
const char start_advance = 10;
int hadvance = start_advance;
int vadvance = -10;
const char * s = sprintbuf;
int ix = 0;
const int charStride = (int)(g_FontSize.Texture.Width / g_FontSize.Glyph.Width);
while (ix < g_iFontBufferLength && *s) {
char c = *s++;
float px = (float)advance;
float py = -10.0;
float px = (float)hadvance;
float py = (float)vadvance;
float cx = 0;
float cy = 0;
if (c >= 0x20 && c <= 0x7f) {
if (c == '\n') {
hadvance = start_advance;
vadvance -= g_FontSize.Glyph.Height;
continue;
} else if (c == ' ') {
hadvance += g_FontSize.Glyph.Width;
continue;
} else if (c >= 0x20 && c <= 0x7f) {
c -= 0x20;
cx = (float)(c % charStride);
cy = (float)(c / charStride);
}
pData[ix++] = FontVertex(px, py, cx, cy);
advance += g_FontSize.Glyph.Width;
hadvance += g_FontSize.Glyph.Width;
}
g_pVertexBuffersFont[0]->Unmap();
@ -1270,7 +1326,7 @@ void RenderFont()
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueFont->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(4, 0);
g_pd3dDevice->Draw(length, 0);
}
}
@ -1298,6 +1354,8 @@ void RenderBloom()
D3D10_TECHNIQUE_DESC techDesc;
g_pTechniqueBloom->GetDesc(&techDesc);
g_pExposureVariableBloom->SetFloat(g_exposure);
D3DXVECTOR2 dirHorizontal = D3DXVECTOR2(1.0, 0.0);
D3DXVECTOR2 dirVertical = D3DXVECTOR2(0.0, 1.0);
@ -1313,7 +1371,7 @@ void RenderBloom()
ID3D10ShaderResourceView * srv[] = { NULL };
for (int i = 0; i < 2; i++) {
for (int i = 0; i < g_bloomPasses; i++) {
g_pd3dDevice->PSSetShaderResources(0, 1, srv);
// vertical