Bloom OpenGL
/*
* Copyright (c) 2007, Romain Guy
* 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 the TimingFramework project 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.
*/
import java.awt.Dimension;
import java.awt.FlowLayout;
import java.awt.BorderLayout;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLJPanel;
import javax.media.opengl.glu.GLU;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
import javax.swing.JPanel;
import javax.swing.JLabel;
import javax.swing.JSlider;
import javax.swing.event.ChangeListener;
import javax.swing.event.ChangeEvent;
import com.sun.opengl.util.BufferUtil;
import com.sun.opengl.util.texture.Texture;
import com.sun.opengl.util.texture.TextureIO;
/**
* THIS DEMO REQUIRES THE JOGL LIBRARY TO COMPILE AND EXECUTE !
*
* JOGL can be found at http://jogl.dev.java.net for your OS.
*
* /!\ The rendering happens in FBOs so that you can get the result back into
* a Java 2D image without displaying it on screen through a GLJPanel. This
* implementation does not offer the conversion from FBO to a BufferedImage
* but you can do it by reading the texture data from frameBufferTexture2.
*
* @author Romain Guy <romain.guy@mac.com>
*/
public class BloomOpenGL extends GLJPanel implements GLEventListener {
private int frameBufferObject1 = -1;
private int frameBufferTexture1 = -1;
private int frameBufferObject2 = -1;
private int frameBufferTexture2 = -1;
private Texture texture;
private BufferedImage image;
private GLU glu = new GLU();
private String blurShaderSource =
"const int MAX_KERNEL_SIZE = 25;" +
"uniform sampler2D baseImage;" +
"uniform vec2 offsets[MAX_KERNEL_SIZE];" +
"uniform float kernelVals[MAX_KERNEL_SIZE];" +
"" +
"void main(void) {" +
" int i;" +
" vec4 sum = vec4(0.0);" +
"" +
" for (i = 0; i < MAX_KERNEL_SIZE; i++) {" +
" vec4 tmp = texture2D(baseImage," +
" gl_TexCoord[0].st + offsets[i]);" +
" sum += tmp * kernelVals[i];" +
" }" +
"" +
" gl_FragColor = sum;" +
"}";
private int blurShader;
private String brightPassShaderSource =
"uniform sampler2D baseImage;" +
"uniform float brightPassThreshold;" +
"" +
"void main(void) {" +
" vec3 luminanceVector = vec3(0.2125, 0.7154, 0.0721);" +
" vec4 sample = texture2D(baseImage, gl_TexCoord[0].st);" +
"" +
" float luminance = dot(luminanceVector, sample.rgb);" +
" luminance = max(0.0, luminance - brightPassThreshold);" +
" sample.rgb *= sign(luminance);" +
" sample.a = 1.0;" +
"" +
" gl_FragColor = sample;" +
"}";
private int brightPassShader;
private float threshold = 0.3f;
public BloomOpenGL() {
super(new GLCapabilities());
addGLEventListener(this);
try {
image = ImageIO.read(getClass().getResource("screen.png"));
} catch (IOException e) {
e.printStackTrace();
}
}
public void init(GLAutoDrawable glAutoDrawable) {
GL gl = glAutoDrawable.getGL();
if (texture == null) {
texture = TextureIO.newTexture(image, false);
}
// create the blur shader
blurShader = createFragmentProgram(gl, new String[] { blurShaderSource });
gl.glUseProgramObjectARB(blurShader);
int loc = gl.glGetUniformLocationARB(blurShader, "baseImage");
gl.glUniform1iARB(loc, 0);
gl.glUseProgramObjectARB(0);
// create the bright-pass shader
brightPassShader = createFragmentProgram(gl, new String[] { brightPassShaderSource });
gl.glUseProgramObjectARB(brightPassShader);
loc = gl.glGetUniformLocationARB(brightPassShader, "baseImage");
gl.glUniform1iARB(loc, 0);
gl.glUseProgramObjectARB(0);
// create the FBOs
if (gl.isExtensionAvailable("GL_EXT_framebuffer_object")) {
int[] fboId = new int[1];
int[] texId = new int[1];
createFrameBufferObject(gl, fboId, texId,
image.getWidth(), image.getHeight());
frameBufferObject1 = fboId[0];
frameBufferTexture1 = texId[0];
createFrameBufferObject(gl, fboId, texId,
image.getWidth(), image.getHeight());
frameBufferObject2 = fboId[0];
frameBufferTexture2 = texId[0];
}
}
private static void createFrameBufferObject(GL gl, int[] frameBuffer,
int[] colorBuffer, int width,
int height) {
gl.glGenFramebuffersEXT(1, frameBuffer, 0);
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, frameBuffer[0]);
gl.glGenTextures(1, colorBuffer, 0);
gl.glBindTexture(GL.GL_TEXTURE_2D, colorBuffer[0]);
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA,
width, height,
0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE,
BufferUtil.newByteBuffer(width * height * 4));
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
gl.glFramebufferTexture2DEXT(GL.GL_FRAMEBUFFER_EXT,
GL.GL_COLOR_ATTACHMENT0_EXT,
GL.GL_TEXTURE_2D, colorBuffer[0], 0);
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
int status = gl.glCheckFramebufferStatusEXT(GL.GL_FRAMEBUFFER_EXT);
if (status == GL.GL_FRAMEBUFFER_COMPLETE_EXT) {
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0);
} else {
throw new IllegalStateException("Frame Buffer Oject not created.");
}
}
private static void viewOrtho(GL gl, int width, int height) {
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glOrtho(0, width, height, 0, -1, 1);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glPushMatrix();
gl.glLoadIdentity();
}
private static void renderTexturedQuad(GL gl, float width, float height,
boolean flip) {
gl.glBegin(GL.GL_QUADS);
gl.glTexCoord2f(0.0f, flip ? 1.0f : 0.0f);
gl.glVertex2f(0.0f, 0.0f);
gl.glTexCoord2f(1.0f, flip ? 1.0f : 0.0f);
gl.glVertex2f(width, 0.0f);
gl.glTexCoord2f(1.0f, flip ? 0.0f : 1.0f);
gl.glVertex2f(width, height);
gl.glTexCoord2f(0.0f, flip ? 0.0f : 1.0f);
gl.glVertex2f(0.0f, height);
gl.glEnd();
}
private static int createFragmentProgram(GL gl, String[] fragmentShaderSource) {
int fragmentShader, fragmentProgram;
int[] success = new int[1];
// create the shader object and compile the shader source code
fragmentShader = gl.glCreateShaderObjectARB(GL.GL_FRAGMENT_SHADER_ARB);
gl.glShaderSourceARB(fragmentShader, 1, fragmentShaderSource, null);
gl.glCompileShaderARB(fragmentShader);
gl.glGetObjectParameterivARB(fragmentShader,
GL.GL_OBJECT_COMPILE_STATUS_ARB,
success, 0);
// print the compiler messages, if necessary
int[] infoLogLength = new int[1];
int[] length = new int[1];
gl.glGetObjectParameterivARB(fragmentShader,
GL.GL_OBJECT_INFO_LOG_LENGTH_ARB,
infoLogLength, 0);
if (infoLogLength[0] > 1) {
byte[] b = new byte[1024];
gl.glGetInfoLogARB(fragmentShader, 1024, length, 0, b, 0);
System.out.println("Fragment compile phase = " + new String(b, 0, length[0]));
}
if (success[0] == 0) {
gl.glDeleteObjectARB(fragmentShader);
return -1;
}
// create the program object and attach it to the shader
fragmentProgram = gl.glCreateProgramObjectARB();
gl.glAttachObjectARB(fragmentProgram, fragmentShader);
// it is now safe to delete the shader object
gl.glDeleteObjectARB(fragmentShader);
// link the program
gl.glLinkProgramARB(fragmentProgram);
gl.glGetObjectParameterivARB(fragmentProgram,
GL.GL_OBJECT_LINK_STATUS_ARB,
success, 0);
gl.glGetObjectParameterivARB(fragmentShader,
GL.GL_OBJECT_INFO_LOG_LENGTH_ARB,
infoLogLength, 0);
if (infoLogLength[0] > 1) {
byte[] b = new byte[1024];
gl.glGetInfoLogARB(fragmentShader, 1024, length, 0, b, 0);
System.out.println("Fragment link phase = " + new String(b, 0, length[0]));
}
if (success[0] == 0) {
gl.glDeleteObjectARB(fragmentProgram);
return -1;
}
return fragmentProgram;
}
private static void enableBlurFragmentProgram(GL gl, int program,
float textureWidth,
float textureHeight) {
gl.glUseProgramObjectARB(program);
int kernelWidth = 5;
int kernelHeight = 5;
float xoff = 1.0f / textureWidth;
float yoff = 1.0f / textureHeight;
float[] offsets = new float[kernelWidth * kernelHeight * 2];
int offsetIndex = 0;
for (int i = -kernelHeight / 2; i < kernelHeight / 2 + 1; i++) {
for (int j = -kernelWidth / 2; j < kernelWidth / 2 + 1; j++) {
offsets[offsetIndex++] = j * xoff;
offsets[offsetIndex++] = i * yoff;
}
}
int loc = gl.glGetUniformLocationARB(program, "offsets");
gl.glUniform2fv(loc, offsets.length, offsets, 0);
float[] values = createGaussianBlurFilter(2);
loc = gl.glGetUniformLocationARB(program, "kernelVals");
gl.glUniform1fvARB(loc, values.length, values, 0);
}
private static float[] createGaussianBlurFilter(int radius) {
if (radius < 1) {
throw new IllegalArgumentException("Radius must be >= 1");
}
int size = radius * 2 + 1;
float[] data = new float[size * size];
float sigma = radius / 3.0f;
float twoSigmaSquare = 2.0f * sigma * sigma;
float sigmaRoot = (float) Math.sqrt(twoSigmaSquare * Math.PI);
float total = 0.0f;
int index = 0;
for (int y = -radius; y <= radius; y++) {
for (int x = -radius; x <= radius; x++) {
float distance = x * x + y * y;
data[index] = (float) Math.exp(-distance / twoSigmaSquare) / sigmaRoot;
total += data[index];
index++;
}
}
for (int i = 0; i < data.length; i++) {
data[i] /= total;
}
return data;
}
private static void enableBrightPassFragmentProgram(GL gl, int program,
float threshold) {
gl.glUseProgramObjectARB(program);
int loc = gl.glGetUniformLocationARB(program, "brightPassThreshold");
gl.glUniform1fARB(loc, threshold);
}
private static void disableFragmentProgram(GL gl) {
gl.glUseProgramObjectARB(0);
}
public void display(GLAutoDrawable glAutoDrawable) {
GL gl = glAutoDrawable.getGL();
gl.glLoadIdentity();
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
viewOrtho(gl, image.getWidth(), image.getHeight());
gl.glEnable(GL.GL_TEXTURE_2D);
int width = image.getWidth();
int height = image.getHeight();
// Source Image/bright pass on FBO1
renderBrightPass(gl, width, height);
// Source image on FBO2
renderImage(gl, width, height);
// On screen
renderTextureOnScreen(gl, width, height);
//render5x5(gl, width, height);
render11x11(gl, width, height);
render21x21(gl, width, height);
render41x41(gl, width, height);
gl.glDisable(GL.GL_TEXTURE_2D);
gl.glFlush();
}
private void render41x41(GL gl, int width, int height) {
// FBO1/blur on FBO2
renderBlur(gl, width / 8.0f, height / 8.0f);
// Add on screen
gl.glPushMatrix();
gl.glTranslatef(0.0f, -height * 7.0f, 0.0f);
renderAddTextureOnScreen(gl, width * 8.0f, height * 8.0f);
gl.glPopMatrix();
}
private void render21x21(GL gl, int width, int height) {
// FBO1/blur on FBO2
renderBlur(gl, width / 4.0f, height / 4.0f);
// Add on screen
gl.glPushMatrix();
gl.glTranslatef(0.0f, -height * 3.0f, 0.0f);
renderAddTextureOnScreen(gl, width * 4.0f, height * 4.0f);
gl.glPopMatrix();
}
private void render11x11(GL gl, int width, int height) {
// FBO1/blur on FBO2
renderBlur(gl, width / 2.0f, height / 2.0f);
// Add on screen
gl.glPushMatrix();
gl.glTranslatef(0.0f, -height, 0.0f);
renderAddTextureOnScreen(gl, width * 2.0f, height * 2.0f);
gl.glPopMatrix();
}
private void render5x5(GL gl, int width, int height) {
// FBO1/blur on FBO2
renderBlur(gl, width, height);
// Add on screen
renderAddTextureOnScreen(gl, width, height);
}
private void renderAddTextureOnScreen(GL gl, float width, float height) {
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE);
renderTextureOnScreen(gl, width, height);
gl.glDisable(GL.GL_BLEND);
}
private void renderTextureOnScreen(GL gl, float width, float height) {
// Draw the texture on a quad
gl.glBindTexture(GL.GL_TEXTURE_2D, frameBufferTexture2);
renderTexturedQuad(gl, width, height, false);
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
}
private void renderBrightPass(GL gl, float width, float height) {
// Draw into the FBO
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, frameBufferObject1);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
enableBrightPassFragmentProgram(gl, brightPassShader, threshold);
gl.glBindTexture(GL.GL_TEXTURE_2D, texture.getTextureObject());
renderTexturedQuad(gl, width, height, texture.getMustFlipVertically());
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
disableFragmentProgram(gl);
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0);
}
private void renderImage(GL gl, float width, float height) {
// Draw into the FBO
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, frameBufferObject2);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glBindTexture(GL.GL_TEXTURE_2D, texture.getTextureObject());
renderTexturedQuad(gl, width, height, texture.getMustFlipVertically());
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0);
}
private void renderBlur(GL gl, float width, float height) {
// Draw into the FBO
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, frameBufferObject2);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
enableBlurFragmentProgram(gl, blurShader, width, height);
gl.glBindTexture(GL.GL_TEXTURE_2D, frameBufferTexture1);
renderTexturedQuad(gl, width, height, texture.getMustFlipVertically());
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
disableFragmentProgram(gl);
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0);
}
@Override
public Dimension getPreferredSize() {
return new Dimension(image.getWidth(), image.getHeight());
}
public void reshape(GLAutoDrawable glAutoDrawable, int x, int y,
int width, int height) {
GL gl = glAutoDrawable.getGL();
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(50, (float) width / height, 5, 2000);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void displayChanged(GLAutoDrawable glAutoDrawable, boolean modeChanged,
boolean deviceChanged) {
}
public float getThreshold() {
return threshold;
}
public void setThreshold(float threshold) {
this.threshold = threshold;
repaint();
}
public static void main(String[] args) {
SwingUtilities.invokeLater(new Runnable() {
public void run() {
final BloomOpenGL bloom;
final JSlider slider;
JFrame f = new JFrame("Bloom OpenGL");
f.add(bloom = new BloomOpenGL());
JPanel controls = new JPanel(new FlowLayout(FlowLayout.LEADING));
controls.add(new JLabel("Bloom: 0.0"));
controls.add(slider = new JSlider(0, 100, 30));
slider.addChangeListener(new ChangeListener() {
public void stateChanged(ChangeEvent e) {
JSlider slider = (JSlider) e.getSource();
float threshold = slider.getValue() / 100.0f;
bloom.setThreshold(threshold);
}
});
controls.add(new JLabel("1.0"));
f.add(controls, BorderLayout.SOUTH);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.pack();
f.setLocationRelativeTo(null);
f.setResizable(false);
f.setVisible(true);
}
});
}
}
Related examples in the same category