|
|
- /*
- * Copyright (C) 2021 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/>.
- */
-
- #include "renderer/passes/bloom-pass.hpp"
- #include "resources/resource-manager.hpp"
- #include "gl/rasterizer.hpp"
- #include "gl/framebuffer.hpp"
- #include "gl/shader-program.hpp"
- #include "gl/shader-input.hpp"
- #include "gl/vertex-buffer.hpp"
- #include "gl/vertex-array.hpp"
- #include "gl/vertex-attribute-type.hpp"
- #include "gl/drawing-mode.hpp"
- #include "gl/texture-2d.hpp"
- #include "gl/texture-wrapping.hpp"
- #include "gl/texture-filter.hpp"
- #include "renderer/vertex-attributes.hpp"
- #include "renderer/render-context.hpp"
- #include "math/math.hpp"
- #include <cmath>
- #include <glad/glad.h>
-
- bloom_pass::bloom_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
- render_pass(rasterizer, framebuffer),
- source_texture(nullptr),
- brightness_threshold(1.0f),
- blur_iterations(1)
- {
- // Create clone of framebuffer texture
- const gl::texture_2d* framebuffer_texture = framebuffer->get_color_attachment();
- auto dimensions = framebuffer_texture->get_dimensions();
- auto pixel_type = framebuffer_texture->get_pixel_type();
- auto pixel_format = framebuffer_texture->get_pixel_format();
- auto wrapping = framebuffer_texture->get_wrapping();
- auto filters = framebuffer_texture->get_filters();
- float max_anisotropy = framebuffer_texture->get_max_anisotropy();
- cloned_framebuffer_texture = new gl::texture_2d(std::get<0>(dimensions), std::get<1>(dimensions), pixel_type, pixel_format);
- cloned_framebuffer_texture->set_wrapping(std::get<0>(wrapping), std::get<1>(wrapping));
- cloned_framebuffer_texture->set_filters(std::get<0>(filters), std::get<1>(filters));
- cloned_framebuffer_texture->set_max_anisotropy(max_anisotropy);
-
- // Create clone of framebuffer
- cloned_framebuffer = new gl::framebuffer(std::get<0>(dimensions), std::get<1>(dimensions));
- cloned_framebuffer->attach(gl::framebuffer_attachment_type::color, cloned_framebuffer_texture);
-
- // Setup pingponging
- pingpong_textures[0] = framebuffer_texture;
- pingpong_textures[1] = cloned_framebuffer_texture;
- pingpong_framebuffers[0] = framebuffer;
- pingpong_framebuffers[1] = cloned_framebuffer;
-
- // Load brightness threshold shader
- threshold_shader = resource_manager->load<gl::shader_program>("brightness-threshold.glsl");
- threshold_shader_image_input = threshold_shader->get_input("image");
- threshold_shader_resolution_input = threshold_shader->get_input("resolution");
- threshold_shader_threshold_input = threshold_shader->get_input("threshold");
-
- // Load blur shader
- blur_shader = resource_manager->load<gl::shader_program>("blur.glsl");
- blur_shader_image_input = blur_shader->get_input("image");
- blur_shader_resolution_input = blur_shader->get_input("resolution");
- blur_shader_direction_input = blur_shader->get_input("direction");
-
- const float vertex_data[] =
- {
- -1.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 0.0f,
- 1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 0.0f,
- 1.0f, -1.0f, 0.0f
- };
-
- std::size_t vertex_size = 3;
- std::size_t vertex_stride = sizeof(float) * vertex_size;
- std::size_t vertex_count = 6;
-
- quad_vbo = new gl::vertex_buffer(sizeof(float) * vertex_size * vertex_count, vertex_data);
- quad_vao = new gl::vertex_array();
- quad_vao->bind_attribute(VERTEX_POSITION_LOCATION, *quad_vbo, 3, gl::vertex_attribute_type::float_32, vertex_stride, 0);
- }
-
- bloom_pass::~bloom_pass()
- {
- delete cloned_framebuffer;
- delete cloned_framebuffer_texture;
- delete quad_vao;
- delete quad_vbo;
- }
-
- void bloom_pass::render(render_context* context) const
- {
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
-
- // Determine viewport based on framebuffer resolution
- auto viewport = framebuffer->get_dimensions();
- rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
- float2 resolution = {std::get<0>(viewport), std::get<1>(viewport)};
-
- // Perform brightness threshold subpass, rendering to the first pingpong fbo
- rasterizer->use_framebuffer(*pingpong_framebuffers[0]);
- rasterizer->use_program(*threshold_shader);
- threshold_shader_image_input->upload(source_texture);
- threshold_shader_resolution_input->upload(resolution);
- threshold_shader_threshold_input->upload(brightness_threshold);
- rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6);
-
- // Perform iterative blur subpass
- const float2 direction_horizontal = {1, 0};
- const float2 direction_vertical = {0, 1};
- rasterizer->use_program(*blur_shader);
- blur_shader_resolution_input->upload(resolution);
- for (int i = 0; i < blur_iterations; ++i)
- {
- // Perform horizontal blur
- rasterizer->use_framebuffer(*pingpong_framebuffers[1]);
- blur_shader_image_input->upload(pingpong_textures[0]);
- blur_shader_direction_input->upload(direction_horizontal);
- rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6);
-
- // Perform vertical blur
- rasterizer->use_framebuffer(*pingpong_framebuffers[0]);
- blur_shader_image_input->upload(pingpong_textures[1]);
- blur_shader_direction_input->upload(direction_vertical);
- rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6);
- }
- }
-
- void bloom_pass::set_source_texture(const gl::texture_2d* texture)
- {
- this->source_texture = texture;
- }
-
- void bloom_pass::set_brightness_threshold(float threshold)
- {
- this->brightness_threshold = threshold;
- }
-
- void bloom_pass::set_blur_iterations(int iterations)
- {
- this->blur_iterations = iterations;
- }
-
|