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Added SoftBloomFilter #2229

Merged
merged 18 commits into from
May 15, 2024
Merged
254 changes: 254 additions & 0 deletions jme3-effects/src/main/java/com/jme3/post/filters/PBRBloomFilter.java
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/*
* Copyright (c) 2024 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.post.filters;

import com.jme3.asset.AssetManager;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.material.Material;
import com.jme3.math.FastMath;
import com.jme3.math.Vector2f;
import com.jme3.post.Filter;
import com.jme3.post.filters.BloomFilter.GlowMode;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.texture.Image;
import java.io.IOException;
import java.util.LinkedList;

/**
* Adds a glow effect to the scene.
* <p>
* Compared to {@link BloomFilter}, this filter produces much higher quality
* results that feel much more natural.
* <p>
* This implementation, unlike BloomFilter, has no brightness threshold,
* meaning all aspects of the scene glow, although only very bright areas will
* noticably produce glow. For this reason, this filter should <em>only</em> be used
* if HDR is also being utilized, otherwise BloomFilter should be preferred.
* <p>
* This filter uses the PBR bloom algorithm presented in
* <a href="https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom">this article</a>.
*
* @author codex
*/
public class PBRBloomFilter extends Filter {

private AssetManager assetManager;
private RenderManager renderManager;
private ViewPort viewPort;
private int width, height;
private Pass[] downsamplingPasses;
private Pass[] upsamplingPasses;
private final Image.Format format = Image.Format.RGBA16F;
private boolean initialized = false;
private int numSamplingPasses = 5;
private float glowFactor = 0.05f;

/**
* Creates filter with default settings.
*/
public PBRBloomFilter() {
super("PBRBloomFilter");
}

@Override
protected void initFilter(AssetManager am, RenderManager rm, ViewPort vp, int width, int height) {

assetManager = am;
renderManager = rm;
viewPort = vp;
postRenderPasses = new LinkedList<>();
Renderer renderer = renderManager.getRenderer();
int w = this.width = width;
int h = this.height = height;

downsamplingPasses = new Pass[numSamplingPasses];
upsamplingPasses = new Pass[numSamplingPasses];

// downsampling passes
Material downsampleMat = new Material(assetManager, "Common/MatDefs/Post/Downsample.j3md");
Vector2f initTexelSize = new Vector2f(1f/w, 1f/h);
w /= 2; h /= 2;
Pass initialPass = new Pass() {
@Override
public boolean requiresSceneAsTexture() {
return true;
}
@Override
public void beforeRender() {
downsampleMat.setVector2("TexelSize", initTexelSize);
}
};
initialPass.init(renderer, w, h, format, Image.Format.Depth, 1, downsampleMat);
postRenderPasses.add(initialPass);
downsamplingPasses[0] = initialPass;
for (int i = 1; i < downsamplingPasses.length; i++) {
Vector2f texelSize = new Vector2f(1f/w, 1f/h);
w /= 2; h /= 2;
Pass prev = downsamplingPasses[i-1];
Pass pass = new Pass() {
@Override
public void beforeRender() {
downsampleMat.setTexture("Texture", prev.getRenderedTexture());
downsampleMat.setVector2("TexelSize", texelSize);
}
};
pass.init(renderer, w, h, format, Image.Format.Depth, 1, downsampleMat);
postRenderPasses.add(pass);
downsamplingPasses[i] = pass;
}

// upsampling passes
Material upsampleMat = new Material(assetManager, "Common/MatDefs/Post/Upsample.j3md");
for (int i = 0; i < upsamplingPasses.length; i++) {
Vector2f texelSize = new Vector2f(1f/w, 1f/h);
w *= 2; h *= 2;
Pass prev;
if (i == 0) {
prev = downsamplingPasses[downsamplingPasses.length-1];
} else {
prev = upsamplingPasses[i-1];
}
Pass pass = new Pass() {
@Override
public void beforeRender() {
upsampleMat.setTexture("Texture", prev.getRenderedTexture());
upsampleMat.setVector2("TexelSize", texelSize);
}
};
pass.init(renderer, w, h, format, Image.Format.Depth, 1, upsampleMat);
postRenderPasses.add(pass);
upsamplingPasses[i] = pass;
}

material = new Material(assetManager, "Common/MatDefs/Post/PBRBloomFinal.j3md");
material.setTexture("GlowMap", upsamplingPasses[upsamplingPasses.length-1].getRenderedTexture());
material.setFloat("GlowFactor", glowFactor);

initialized = true;

}

@Override
protected Material getMaterial() {
return material;
}

/**
* Sets the number of sampling passes in each step.
* <p>
* Higher values produce more glow with higher resolution, at the cost
* of more passes. Lower values produce less glow with lower resolution.
* <p>
* The total number of passes is {@code 2n+1}: n passes for downsampling
* (13 texture reads per pass per fragment), n passes for upsampling and blur
* (9 texture reads per pass per fragment), and 1 pass for blending (2 texture reads
* per fragment). Though, it should be noted that for each downsampling pass the
* number of fragments decreases by 75%, and for each upsampling pass, the number
* of fragments quadruples (which restores the number of fragments to the original
* resolution).
* <p>
* Settings this after the filter has been initialized forces reinitialization.
* <p>
* default=5
*
* @param numSamplingPasses number of passes per donwsampling/upsampling step
*/
public void setNumSamplingPasses(int numSamplingPasses) {
if (numSamplingPasses <= 0) {
throw new IllegalArgumentException("Expected number of sampling passes to be greater than zero (found: " + numSamplingPasses + ").");
}
this.numSamplingPasses = numSamplingPasses;
if (initialized) {
initFilter(assetManager, renderManager, viewPort, width, height);
}
}

/**
* Sets the factor at which the glow result texture is merged with
* the scene texture.
* <p>
* Low values favor the scene texture more, while high values make
* glow more noticable. This value is clamped between 0 and 1.
* <p>
* default=0.05f
*
* @param factor
*/
public void setGlowFactor(float factor) {
this.glowFactor = FastMath.clamp(factor, 0, 1);
if (material != null) {
material.setFloat("GlowFactor", glowFactor);
}
}

/**
* Gets the number of downsampling/upsampling passes per step.
*
* @return number of downsampling/upsampling passes
* @see #setNumSamplingPasses(int)
*/
public int getNumSamplingPasses() {
return numSamplingPasses;
}

/**
* Gets the glow factor.
*
* @return glow factor
* @see #setGlowFactor(float)
*/
public float getGlowFactor() {
return glowFactor;
}

@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(numSamplingPasses, "numSamplingPasses", 5);
oc.write(glowFactor, "glowFactor", 0.05f);
}

@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
numSamplingPasses = ic.readInt("numSamplingPasses", numSamplingPasses);
glowFactor = ic.readFloat("glowFactor", glowFactor);
}

}
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#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/MultiSample.glsllib"

uniform COLORTEXTURE m_Texture;
uniform vec2 m_TexelSize;
varying vec2 texCoord;

void main() {

// downsampling code: https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom

float x = m_TexelSize.x;
float y = m_TexelSize.y;

// Take 13 samples around current texel
// a - b - c
// - j - k -
// d - e - f
// - l - m -
// g - h - i
// === ('e' is the current texel) ===
vec3 a = getColor(m_Texture, vec2(texCoord.x - 2*x, texCoord.y + 2*y)).rgb;
vec3 b = getColor(m_Texture, vec2(texCoord.x, texCoord.y + 2*y)).rgb;
vec3 c = getColor(m_Texture, vec2(texCoord.x + 2*x, texCoord.y + 2*y)).rgb;

vec3 d = getColor(m_Texture, vec2(texCoord.x - 2*x, texCoord.y)).rgb;
vec3 e = getColor(m_Texture, vec2(texCoord.x, texCoord.y)).rgb;
vec3 f = getColor(m_Texture, vec2(texCoord.x + 2*x, texCoord.y)).rgb;

vec3 g = getColor(m_Texture, vec2(texCoord.x - 2*x, texCoord.y - 2*y)).rgb;
vec3 h = getColor(m_Texture, vec2(texCoord.x, texCoord.y - 2*y)).rgb;
vec3 i = getColor(m_Texture, vec2(texCoord.x + 2*x, texCoord.y - 2*y)).rgb;

vec3 j = getColor(m_Texture, vec2(texCoord.x - x, texCoord.y + y)).rgb;
vec3 k = getColor(m_Texture, vec2(texCoord.x + x, texCoord.y + y)).rgb;
vec3 l = getColor(m_Texture, vec2(texCoord.x - x, texCoord.y - y)).rgb;
vec3 m = getColor(m_Texture, vec2(texCoord.x + x, texCoord.y - y)).rgb;

// Apply weighted distribution:
// 0.5 + 0.125 + 0.125 + 0.125 + 0.125 = 1
// a,b,d,e * 0.125
// b,c,e,f * 0.125
// d,e,g,h * 0.125
// e,f,h,i * 0.125
// j,k,l,m * 0.5
// This shows 5 square areas that are being sampled. But some of them overlap,
// so to have an energy preserving downsample we need to make some adjustments.
// The weights are the distributed, so that the sum of j,k,l,m (e.g.)
// contribute 0.5 to the final color output. The code below is written
// to effectively yield this sum. We get:
// 0.125*5 + 0.03125*4 + 0.0625*4 = 1
vec3 downsample = e*0.125;
downsample += (a+c+g+i)*0.03125;
downsample += (b+d+f+h)*0.0625;
downsample += (j+k+l+m)*0.125;

gl_FragColor = vec4(downsample, 1.0);

}
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MaterialDef Downsample {

MaterialParameters {
Texture2D Texture
Vector2 TexelSize
Int BoundDrawBuffer
Int NumSamples
}

Technique {
VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Post/Post.vert
FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Post/Downsample.frag

WorldParameters {
}

Defines {
BOUND_DRAW_BUFFER: BoundDrawBuffer
RESOLVE_MS : NumSamples
}
}
}
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#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/MultiSample.glsllib"

uniform COLORTEXTURE m_Texture;
uniform sampler2D m_GlowMap;
uniform float m_GlowFactor;
varying vec2 texCoord;

void main() {

gl_FragColor = mix(getColor(m_Texture, texCoord), texture2D(m_GlowMap, texCoord), m_GlowFactor);

}

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MaterialDef PBRBloomFinal {

MaterialParameters {
Texture2D Texture
Texture2D GlowMap
Float GlowFactor : 0.05
Int BoundDrawBuffer
Int NumSamples
}

Technique {
VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Post/Post.vert
FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Post/PBRBloomFinal.frag

WorldParameters {
}

Defines {
BOUND_DRAW_BUFFER: BoundDrawBuffer
RESOLVE_MS : NumSamples
}
}
}
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