💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2020 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #ifndef ANTKEEPER_BLOOM_PASS_HPP
  20. #define ANTKEEPER_BLOOM_PASS_HPP
  21. #include "renderer/render-pass.hpp"
  22. #include "math/math.hpp"
  23. class shader_program;
  24. class shader_input;
  25. class vertex_buffer;
  26. class vertex_array;
  27. class texture_2d;
  28. class resource_manager;
  29. /**
  30. *
  31. */
  32. class bloom_pass: public render_pass
  33. {
  34. public:
  35. bloom_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager);
  36. virtual ~bloom_pass();
  37. virtual void render(render_context* context) const final;
  38. void set_source_texture(const texture_2d* texture);
  39. void set_brightness_threshold(float threshold);
  40. void set_blur_iterations(int iterations);
  41. private:
  42. vertex_buffer* quad_vbo;
  43. vertex_array* quad_vao;
  44. const ::framebuffer* pingpong_framebuffers[2];
  45. const texture_2d* pingpong_textures[2];
  46. texture_2d* cloned_framebuffer_texture;
  47. ::framebuffer* cloned_framebuffer;
  48. shader_program* threshold_shader;
  49. const shader_input* threshold_shader_image_input;
  50. const shader_input* threshold_shader_resolution_input;
  51. const shader_input* threshold_shader_threshold_input;
  52. shader_program* blur_shader;
  53. const shader_input* blur_shader_image_input;
  54. const shader_input* blur_shader_resolution_input;
  55. const shader_input* blur_shader_direction_input;
  56. const texture_2d* source_texture;
  57. float brightness_threshold;
  58. int blur_iterations;
  59. };
  60. #endif // ANTKEEPER_BLOOM_PASS_HPP