diff --git a/src/game/state/nest-selection.cpp b/src/game/state/nest-selection.cpp index 89c4289..f87a869 100644 --- a/src/game/state/nest-selection.cpp +++ b/src/game/state/nest-selection.cpp @@ -144,7 +144,7 @@ nest_selection::nest_selection(game::context& ctx): first_person_camera_near_fov = math::vertical_fov(math::radians(100.0f), aspect_ratio); first_person_camera_far_fov = math::vertical_fov(math::radians(60.0f), aspect_ratio); first_person_camera_near_speed = 5.0f; - first_person_camera_far_speed = 90.0f; + first_person_camera_far_speed = 140.0f; first_person_camera_rig_pedestal_speed = 2.0f; first_person_camera_rig_pedestal = 0.0f; diff --git a/src/render/passes/bloom-pass.cpp b/src/render/passes/bloom-pass.cpp index 354d463..23f0e91 100644 --- a/src/render/passes/bloom-pass.cpp +++ b/src/render/passes/bloom-pass.cpp @@ -42,7 +42,6 @@ namespace render { bloom_pass::bloom_pass(gl::rasterizer* rasterizer, resource_manager* resource_manager): pass(rasterizer, nullptr), source_texture(nullptr), - source_texel_size{1.0f, 1.0f}, mip_chain_length(0), filter_radius(0.005f), corrected_filter_radius{filter_radius, filter_radius} @@ -50,12 +49,10 @@ bloom_pass::bloom_pass(gl::rasterizer* rasterizer, resource_manager* resource_ma // Load downsample with Karis average shader downsample_karis_shader = resource_manager->load("bloom-downsample-karis.glsl"); downsample_karis_source_texture_input = downsample_karis_shader->get_input("source_texture"); - downsample_karis_texel_size_input = downsample_karis_shader->get_input("texel_size"); // Load downsample shader downsample_shader = resource_manager->load("bloom-downsample.glsl"); downsample_source_texture_input = downsample_shader->get_input("source_texture"); - downsample_texel_size_input = downsample_shader->get_input("texel_size"); // Load upsample shader upsample_shader = resource_manager->load("bloom-upsample.glsl"); @@ -116,7 +113,6 @@ void bloom_pass::render(const render::context& ctx, render::queue& queue) const { rasterizer->use_program(*downsample_karis_shader); downsample_karis_source_texture_input->upload(source_texture); - downsample_karis_texel_size_input->upload(source_texel_size); rasterizer->use_framebuffer(*framebuffers[0]); rasterizer->set_viewport(0, 0, textures[0]->get_width(), textures[0]->get_height()); @@ -133,7 +129,6 @@ void bloom_pass::render(const render::context& ctx, render::queue& queue) const // Use previous downsample texture as downsample source downsample_source_texture_input->upload(textures[i - 1]); - downsample_texel_size_input->upload(texel_sizes[i - 1]); rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6); } @@ -160,21 +155,17 @@ void bloom_pass::render(const render::context& ctx, render::queue& queue) const void bloom_pass::resize() { - unsigned int source_width = 0; - unsigned int source_height = 0; - source_texel_size = {0.0f, 0.0f}; + unsigned int source_width = 1; + unsigned int source_height = 1; if (source_texture) { // Get source texture dimensions source_width = source_texture->get_width(); source_height = source_texture->get_height(); - // Update source texel size - source_texel_size.x() = 1.0f / static_cast(source_texture->get_width()); - source_texel_size.y() = 1.0f / static_cast(source_texture->get_height()); - // Correct filter radius according to source texture aspect ratio - corrected_filter_radius = {filter_radius * (source_texel_size.x() / source_texel_size.y()), filter_radius}; + const float aspect_ratio = static_cast(source_height) / static_cast(source_width); + corrected_filter_radius = {filter_radius * aspect_ratio, filter_radius}; } // Resize mip chain @@ -189,9 +180,6 @@ void bloom_pass::resize() // Resize mip framebuffer framebuffers[i]->resize({(int)mip_width, (int)mip_height}); - - // Update mip texel size - texel_sizes[i] = 1.0f / float2{static_cast(mip_width), static_cast(mip_height)}; } } @@ -228,8 +216,8 @@ void bloom_pass::set_source_texture(const gl::texture_2d* texture) void bloom_pass::set_mip_chain_length(unsigned int length) { - unsigned int source_width = 0; - unsigned int source_height = 0; + unsigned int source_width = 1; + unsigned int source_height = 1; if (source_texture) { // Get source texture dimensions @@ -257,9 +245,6 @@ void bloom_pass::set_mip_chain_length(unsigned int length) gl::framebuffer* framebuffer = new gl::framebuffer(mip_width, mip_height); framebuffer->attach(gl::framebuffer_attachment_type::color, texture); framebuffers.push_back(framebuffer); - - // Calculate mip texel size - texel_sizes.push_back(1.0f / float2{static_cast(mip_width), static_cast(mip_height)}); } } else if (length < mip_chain_length) @@ -272,8 +257,6 @@ void bloom_pass::set_mip_chain_length(unsigned int length) delete textures.back(); textures.pop_back(); - - texel_sizes.pop_back(); } } @@ -281,10 +264,19 @@ void bloom_pass::set_mip_chain_length(unsigned int length) mip_chain_length = length; } -void bloom_pass::set_filter_radius(float radius) noexcept +void bloom_pass::set_filter_radius(float radius) { filter_radius = radius; - corrected_filter_radius = {filter_radius * (source_texel_size.x() / source_texel_size.y()), filter_radius}; + + // Get aspect ratio of source texture + float aspect_ratio = 1.0f; + if (source_texture) + { + aspect_ratio = static_cast(source_texture->get_height()) / static_cast(source_texture->get_width()); + } + + // Correct filter radius according to source texture aspect ratio + corrected_filter_radius = {filter_radius * aspect_ratio, filter_radius}; } } // namespace render diff --git a/src/render/passes/bloom-pass.hpp b/src/render/passes/bloom-pass.hpp index d30c1f7..ea83364 100644 --- a/src/render/passes/bloom-pass.hpp +++ b/src/render/passes/bloom-pass.hpp @@ -85,7 +85,7 @@ public: * * @param radius Upsample filter radius, in texture coordinates. */ - void set_filter_radius(float radius) noexcept; + void set_filter_radius(float radius); /** * Returns the texture containing the bloom result. @@ -94,15 +94,12 @@ public: private: const gl::texture_2d* source_texture; - float2 source_texel_size; gl::shader_program* downsample_karis_shader; const gl::shader_input* downsample_karis_source_texture_input; - const gl::shader_input* downsample_karis_texel_size_input; gl::shader_program* downsample_shader; const gl::shader_input* downsample_source_texture_input; - const gl::shader_input* downsample_texel_size_input; gl::shader_program* upsample_shader; const gl::shader_input* upsample_source_texture_input; @@ -114,7 +111,6 @@ private: unsigned int mip_chain_length; std::vector framebuffers; std::vector textures; - std::vector texel_sizes; float filter_radius; float2 corrected_filter_radius; };