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8h 3m 8s logged

Today’s work focused primarily on the implementation of the bloom post-processing system, specifically the initial setup and functionality of the bloom2 module. This subsystem is essential for enhancing the visual quality of the rendered scene by simulating the effect of light bleeding and softening bright areas.

bloom2_pass: Implemented the initial pass for the bloom effect, which includes setting up the framebuffer and rendering targets to capture bright sections of the scene.bloom2_target_bind: Defined the binding process for the bloom render target, ensuring that the correct framebuffers are activated during the bloom rendering sequence.bloom2_blur_v: Stubbed out the vertical blur function, which will be responsible for processing the intermediate bloom render results, preparing for the subsequent blur pass.bloom2_gauss_eval: Added an evaluation function for Gaussian weights, which will be used in the blur calculations to create a smooth transition effect.bloom2_quad: Set up a quad for rendering the bloom effect onto the screen, which serves as the final output display of the bloom post-processing.bloom2_params: Began the definition of parameters for the bloom effect, including thresholds for bright areas and intensity settings, allowing for future adjustments.upload_taps: Implemented the upload process for the sampling taps used in the Gaussian blur, ensuring efficient access to texture samples during rendering.
The bloom post-processing pipeline is now in its early stages, with the foundational components established. The next step will be to flesh out the blur functionality and integrate it with the bloom pass for a complete visual effect.

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