OpenGL 3D Game Tutorial 47: Bloom Effect

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LWJGL tutorial series on how to create a 3D Java game with OpenGL!

Making the world glow with a bloom effect this week!

Bloom code download:

More about Luma conversion:

End of video music- Kai Engel, "Waking Stars":

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You don't even know how helpful these tutorials are, and I am really greatful for them :D! Honestly, can't wait for the Multiple Render Targets tutorial, it has been my bane for a couple months now ._.

GobBobPL
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I see a lot of suggestions for tutorials in the comments but I think people are failing to understand what Karl is making tutorials on. He is focusing on teaching OpenGL related topics so things like multiplayer, collision testing, etc. shouldn't really be expected as they aren't done using OpenGL.

charliethedeveloper
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this was great, originally I was using the method of getting the brightness threshold but then that would mean that some bright fragments would look washed out, because of the tone mapping from HDR to LDR, but using the method of multiplying each fragment by it's own brightness has definitely improved the quality, thanks for this

henryso
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Thank-you ThinMatrix! You are a legend!

lewisb
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Lovely stuff. Can't wait to get this running myself, along with light shafts.

kilroy
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Thank you so much for the tutorials, this is exactly what I was looking for to help make this mech game. Maybe now I can fill that armored core shaped void in my soul, lol.

Cretaal
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Very well done. Even as a novice with opengl I found this tutorial very easy to understand.

nicholasbilyk
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Awesome! This is the tutorial I've been waiting for!

FrancivanBezerra
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What about using a compute shader for getting a coefficient that reflects the average brightness on the rendered fbo, and using that to determine how gloomy the scene should be, or even local parts of the screen?

henrik
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code for brightness calculations:

float brightness = (colour.r * 0.2126) + (colour.g * 0.7152) + (colour.b * 0.0722);

gettbit
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Hi i have a problem but in the older tutorials you dont want to write back i have a problem with the collision detection if i make them it works but the texture is not on the terrain its at the left of the terrain can you help? or someone others?

schlurpunder
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Quick question, what if you wanted the color blue to be bright? Using color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722 wouldnt work then, because assuming 1.0f being the brightest color for blue, 0.0f * 0.2126f + 0.0f * 0.7152 + 1.0f * 0.0722 = 0.0722f which is no where near the brightness value 0.7 or greater.

Psychopathetica
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What are you rendering it out to, an FBO?? I wish you would give a short explanation for this, I have no Idea what you are talking about

neweden
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Hey, Back in 2015 i was a complete newb to Java and OpenGL but with these tutorials ( and other stuff) i feel quite confident in my java skills anyway i am fully updated with your project and was wondering when will we see a multiplayer tutorial or more gameplay features ( i just love watching your videos)

prodbywarman
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Already implemented :P
But great tutorial as always :D

vedran.kapetanic
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can anyone please send the res folder containing all objs and pngs for this tutorial

deepaknr
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Maybe you could use the Eclipse plugin for the GLSL syntax highlighting which you showed in one of your Behind the Scenes videos, so the shader code is a bit more readable :)

scewps
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Loving the tutorials. Any chance of you putting the whole project up on GitHub or something in the future?

godprobablyexists
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So in order to make the terrain smoother I just made it one huge terrain, and I'm currently working on the ability to change screen resolution. So I noticed when I make the screen bigger the terrain really lags out the game, if i don't render it the game runs perfectly fine. Any ideas on how to fix this?

jackshouseofanime
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Hi, I've recently followed all of these tutorials to this point. For some reason when I implement the bright filter, instead of turning the non bright fragments black it is instead making them the same color as the skyColor RED, GREEN, and BLUE, final floats set in the MasterRenderer, no matter what I set it to. I cannot see where this connection comes from or how to fix it.

harryweston