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- /*
- * 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/>.
- */
-
- #ifndef ANTKEEPER_BLOOM_PASS_HPP
- #define ANTKEEPER_BLOOM_PASS_HPP
-
- #include "renderer/render-pass.hpp"
- #include "math/math.hpp"
- #include "gl/shader-program.hpp"
- #include "gl/shader-input.hpp"
- #include "gl/vertex-buffer.hpp"
- #include "gl/vertex-array.hpp"
- #include "gl/texture-2d.hpp"
-
- class resource_manager;
-
- /**
- *
- */
- class bloom_pass: public render_pass
- {
- public:
- bloom_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
- virtual ~bloom_pass();
- virtual void render(render_context* context) const final;
-
- void set_source_texture(const gl::texture_2d* texture);
- void set_brightness_threshold(float threshold);
- void set_blur_iterations(int iterations);
-
- private:
- gl::vertex_buffer* quad_vbo;
- gl::vertex_array* quad_vao;
-
- const gl::framebuffer* pingpong_framebuffers[2];
- const gl::texture_2d* pingpong_textures[2];
- gl::texture_2d* cloned_framebuffer_texture;
- gl::framebuffer* cloned_framebuffer;
-
- gl::shader_program* threshold_shader;
- const gl::shader_input* threshold_shader_image_input;
- const gl::shader_input* threshold_shader_resolution_input;
- const gl::shader_input* threshold_shader_threshold_input;
-
- gl::shader_program* blur_shader;
- const gl::shader_input* blur_shader_image_input;
- const gl::shader_input* blur_shader_resolution_input;
- const gl::shader_input* blur_shader_direction_input;
-
- const gl::texture_2d* source_texture;
- float brightness_threshold;
- int blur_iterations;
- };
-
- #endif // ANTKEEPER_BLOOM_PASS_HPP
-
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