So how is this done, well the first part is to know that bloom
has 2 main parts, one is the creation of something called a glowmap. A glowmap
is just a texture used to map the parts of the scene which will emit light.
Remember to disable the colour writes then draw all the non-lighting stuff to
the frame buffer object. The GPU will write the depth values to the FBO. The
other part of bloom is the enabling of the colour writes again and drawing of
all the glowing parts of the scene. So to reiterate, to create bloom render the
glowmap then blur it using a Gaussian blur. Once this is done blend it the
rendered scene using additive blending. This matches the edited scene perfectly
as I used semitransparent layers coloured white to increase the brightness of
the colours.
Sources
http://devmaster.net/posts/3100/shader-effects-glow-bloom
Sources
http://devmaster.net/posts/3100/shader-effects-glow-bloom
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