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- /*
- * Copyright (C) 2023 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef ANTKEEPER_RENDER_BLOOM_PASS_HPP
- #define ANTKEEPER_RENDER_BLOOM_PASS_HPP
-
- #include <engine/render/pass.hpp>
- #include <engine/gl/shader-template.hpp>
- #include <engine/gl/shader-program.hpp>
- #include <engine/gl/shader-variable.hpp>
- #include <engine/gl/vertex-buffer.hpp>
- #include <engine/gl/vertex-array.hpp>
- #include <engine/gl/texture.hpp>
- #include <engine/gl/sampler.hpp>
- #include <memory>
- #include <functional>
-
- class resource_manager;
-
- namespace render {
-
- /**
- * Physically-based bloom render pass.
- *
- * @see Jimenez, J. (2014). Next generation post processing in call of duty advanced warfare. SIGGRAPH Advances in Real-Time Rendering.
- * @see https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
- */
- class bloom_pass: public pass
- {
- public:
- /**
- * Constructs a bloom pass.
- *
- * @param pipeline Graphics pipeline.
- * @param resource_manager Resource manager.
- */
- bloom_pass(gl::pipeline* pipeline, resource_manager* resource_manager);
-
- /**
- * Renders a bloom texture.
- *
- * @param ctx Render context.
- * @param queue Render queue.
- */
- void render(render::context& ctx) override;
-
- /**
- * Resizes the mip chain resolution according to the resolution of the source texture.
- */
- void resize();
-
- /**
- * Sets the bloom source texture.
- *
- * @param texture Bloom source texture.
- */
- void set_source_texture(std::shared_ptr<gl::texture_2d> texture);
-
- /**
- * Sets the mip chain length. A length of `1` indicates a single stage bloom.
- *
- * @param length Mip chain length.
- */
- void set_mip_chain_length(unsigned int length);
-
- /**
- * Sets the upsample filter radius.
- *
- * @param radius Upsample filter radius, in texture coordinates.
- */
- void set_filter_radius(float radius);
-
- /**
- * Returns the texture containing the bloom result.
- */
- [[nodiscard]] inline std::shared_ptr<gl::texture_2d> get_bloom_texture() const
- {
- return m_target_textures.empty() ? nullptr : m_target_textures.front();
- }
-
- private:
- void rebuild_mip_chain();
- void correct_filter_radius();
- void rebuild_command_buffer();
-
- std::shared_ptr<gl::texture_2d> m_source_texture;
- std::shared_ptr<gl::image_2d> m_target_image;
- std::vector<std::shared_ptr<gl::texture_2d>> m_target_textures;
- std::vector<std::shared_ptr<gl::framebuffer>> m_target_framebuffers;
-
- std::unique_ptr<gl::shader_program> m_downsample_karis_shader;
- std::unique_ptr<gl::shader_program> m_downsample_shader;
- std::unique_ptr<gl::shader_program> m_upsample_shader;
-
- std::shared_ptr<gl::sampler> m_sampler;
- std::unique_ptr<gl::vertex_array> m_vertex_array;
- unsigned int m_mip_chain_length{0};
- float m_filter_radius{0.005f};
- math::fvec2 m_corrected_filter_radius{0.005f, 0.005f};
-
- std::vector<std::function<void()>> m_command_buffer;
- };
-
- } // namespace render
-
- #endif // ANTKEEPER_RENDER_BLOOM_PASS_HPP
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