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@ -32,63 +32,47 @@ |
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#include "gl/texture-filter.hpp"
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#include "gl/texture-filter.hpp"
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#include "render/vertex-attribute.hpp"
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#include "render/vertex-attribute.hpp"
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#include "render/context.hpp"
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#include "render/context.hpp"
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#include <algorithm>
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#include <cmath>
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#include <cmath>
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <iostream>
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namespace render { |
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namespace render { |
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bloom_pass::bloom_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager): |
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pass(rasterizer, framebuffer), |
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bloom_pass::bloom_pass(gl::rasterizer* rasterizer, resource_manager* resource_manager): |
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pass(rasterizer, nullptr), |
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source_texture(nullptr), |
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source_texture(nullptr), |
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brightness_threshold(1.0f), |
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blur_iterations(1) |
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source_texel_size{1.0f, 1.0f}, |
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mip_chain_length(0), |
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filter_radius(0.005f), |
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corrected_filter_radius{filter_radius, filter_radius} |
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{ |
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{ |
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// Create clone of framebuffer texture
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const gl::texture_2d* framebuffer_texture = framebuffer->get_color_attachment(); |
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auto dimensions = framebuffer_texture->get_dimensions(); |
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auto pixel_type = framebuffer_texture->get_pixel_type(); |
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auto pixel_format = framebuffer_texture->get_pixel_format(); |
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auto wrapping = framebuffer_texture->get_wrapping(); |
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auto filters = framebuffer_texture->get_filters(); |
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float max_anisotropy = framebuffer_texture->get_max_anisotropy(); |
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cloned_framebuffer_texture = new gl::texture_2d(std::get<0>(dimensions), std::get<1>(dimensions), pixel_type, pixel_format); |
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cloned_framebuffer_texture->set_wrapping(std::get<0>(wrapping), std::get<1>(wrapping)); |
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cloned_framebuffer_texture->set_filters(std::get<0>(filters), std::get<1>(filters)); |
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cloned_framebuffer_texture->set_max_anisotropy(max_anisotropy); |
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// Load downsample with Karis average shader
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downsample_karis_shader = resource_manager->load<gl::shader_program>("bloom-downsample-karis.glsl"); |
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downsample_karis_source_texture_input = downsample_karis_shader->get_input("source_texture"); |
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downsample_karis_texel_size_input = downsample_karis_shader->get_input("texel_size"); |
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// Create clone of framebuffer
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cloned_framebuffer = new gl::framebuffer(std::get<0>(dimensions), std::get<1>(dimensions)); |
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cloned_framebuffer->attach(gl::framebuffer_attachment_type::color, cloned_framebuffer_texture); |
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// Load downsample shader
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downsample_shader = resource_manager->load<gl::shader_program>("bloom-downsample.glsl"); |
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downsample_source_texture_input = downsample_shader->get_input("source_texture"); |
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downsample_texel_size_input = downsample_shader->get_input("texel_size"); |
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// Setup pingponging
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pingpong_textures[0] = framebuffer_texture; |
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pingpong_textures[1] = cloned_framebuffer_texture; |
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pingpong_framebuffers[0] = framebuffer; |
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pingpong_framebuffers[1] = cloned_framebuffer; |
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// Load brightness threshold shader
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threshold_shader = resource_manager->load<gl::shader_program>("brightness-threshold.glsl"); |
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threshold_shader_image_input = threshold_shader->get_input("image"); |
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threshold_shader_resolution_input = threshold_shader->get_input("resolution"); |
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threshold_shader_threshold_input = threshold_shader->get_input("threshold"); |
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// Load blur shader
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blur_shader = resource_manager->load<gl::shader_program>("blur.glsl"); |
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blur_shader_image_input = blur_shader->get_input("image"); |
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blur_shader_resolution_input = blur_shader->get_input("resolution"); |
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blur_shader_direction_input = blur_shader->get_input("direction"); |
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// Load upsample shader
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upsample_shader = resource_manager->load<gl::shader_program>("bloom-upsample.glsl"); |
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upsample_source_texture_input = upsample_shader->get_input("source_texture"); |
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upsample_filter_radius_input = upsample_shader->get_input("filter_radius"); |
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const float vertex_data[] = |
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const float vertex_data[] = |
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{ |
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{ |
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-1.0f, 1.0f, 0.0f, |
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-1.0f, -1.0f, 0.0f, |
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1.0f, 1.0f, 0.0f, |
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1.0f, 1.0f, 0.0f, |
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-1.0f, -1.0f, 0.0f, |
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1.0f, -1.0f, 0.0f |
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-1.0f, 1.0f, |
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-1.0f, -1.0f, |
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1.0f, 1.0f, |
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1.0f, 1.0f, |
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-1.0f, -1.0f, |
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1.0f, -1.0f |
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}; |
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}; |
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std::size_t vertex_size = 3; |
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std::size_t vertex_size = 2; |
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std::size_t vertex_stride = sizeof(float) * vertex_size; |
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std::size_t vertex_stride = sizeof(float) * vertex_size; |
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std::size_t vertex_count = 6; |
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std::size_t vertex_count = 6; |
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@ -101,7 +85,7 @@ bloom_pass::bloom_pass(gl::rasterizer* rasterizer, const gl::framebuffer* frameb |
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position_attribute.offset = 0; |
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position_attribute.offset = 0; |
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position_attribute.stride = vertex_stride; |
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position_attribute.stride = vertex_stride; |
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position_attribute.type = gl::vertex_attribute_type::float_32; |
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position_attribute.type = gl::vertex_attribute_type::float_32; |
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position_attribute.components = 3; |
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position_attribute.components = 2; |
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// Bind vertex attributes to VAO
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// Bind vertex attributes to VAO
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quad_vao->bind(render::vertex_attribute::position, position_attribute); |
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quad_vao->bind(render::vertex_attribute::position, position_attribute); |
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@ -109,67 +93,198 @@ bloom_pass::bloom_pass(gl::rasterizer* rasterizer, const gl::framebuffer* frameb |
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bloom_pass::~bloom_pass() |
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bloom_pass::~bloom_pass() |
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{ |
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{ |
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delete cloned_framebuffer; |
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delete cloned_framebuffer_texture; |
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delete quad_vao; |
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delete quad_vbo; |
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set_mip_chain_length(0); |
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} |
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} |
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void bloom_pass::render(const render::context& ctx, render::queue& queue) const |
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void bloom_pass::render(const render::context& ctx, render::queue& queue) const |
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{ |
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glDisable(GL_BLEND); |
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{ |
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if (!source_texture || !mip_chain_length) |
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return; |
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// Disable depth testing
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glDisable(GL_DEPTH_TEST); |
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glDisable(GL_DEPTH_TEST); |
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glDepthMask(GL_FALSE); |
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glDepthMask(GL_FALSE); |
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// Enable back-face culling
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glEnable(GL_CULL_FACE); |
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glEnable(GL_CULL_FACE); |
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glCullFace(GL_BACK); |
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glCullFace(GL_BACK); |
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// Determine viewport based on framebuffer resolution
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auto viewport = framebuffer->get_dimensions(); |
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rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport)); |
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float2 resolution = {std::get<0>(viewport), std::get<1>(viewport)}; |
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// Perform brightness threshold subpass, rendering to the first pingpong fbo
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rasterizer->use_framebuffer(*pingpong_framebuffers[0]); |
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rasterizer->use_program(*threshold_shader); |
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threshold_shader_image_input->upload(source_texture); |
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threshold_shader_resolution_input->upload(resolution); |
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threshold_shader_threshold_input->upload(brightness_threshold); |
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rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6); |
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// Disable blending
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glDisable(GL_BLEND); |
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// Perform iterative blur subpass
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const float2 direction_horizontal = {1, 0}; |
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const float2 direction_vertical = {0, 1}; |
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rasterizer->use_program(*blur_shader); |
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blur_shader_resolution_input->upload(resolution); |
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for (int i = 0; i < blur_iterations; ++i) |
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// Downsample first mip with Karis average
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{ |
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{ |
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// Perform horizontal blur
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rasterizer->use_framebuffer(*pingpong_framebuffers[1]); |
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blur_shader_image_input->upload(pingpong_textures[0]); |
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blur_shader_direction_input->upload(direction_horizontal); |
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rasterizer->use_program(*downsample_karis_shader); |
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downsample_karis_source_texture_input->upload(source_texture); |
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downsample_karis_texel_size_input->upload(source_texel_size); |
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rasterizer->use_framebuffer(*framebuffers[0]); |
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rasterizer->set_viewport(0, 0, textures[0]->get_width(), textures[0]->get_height()); |
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rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6); |
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rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6); |
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} |
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// Downsample remaining mips
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rasterizer->use_program(*downsample_shader); |
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for (int i = 1; i < static_cast<int>(mip_chain_length); ++i) |
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{ |
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rasterizer->use_framebuffer(*framebuffers[i]); |
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rasterizer->set_viewport(0, 0, textures[i]->get_width(), textures[i]->get_height()); |
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// Use previous downsample texture as downsample source
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downsample_source_texture_input->upload(textures[i - 1]); |
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downsample_texel_size_input->upload(texel_sizes[i - 1]); |
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rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6); |
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} |
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// Enable additive blending
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glEnable(GL_BLEND); |
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glBlendFunc(GL_ONE, GL_ONE); |
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glBlendEquation(GL_FUNC_ADD); |
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// Upsample
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rasterizer->use_program(*upsample_shader); |
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upsample_filter_radius_input->upload(corrected_filter_radius); |
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for (int i = static_cast<int>(mip_chain_length) - 1; i > 0; --i) |
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{ |
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const int j = i - 1; |
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rasterizer->use_framebuffer(*framebuffers[j]); |
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rasterizer->set_viewport(0, 0, textures[j]->get_width(), textures[j]->get_height()); |
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upsample_source_texture_input->upload(textures[i]); |
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// Perform vertical blur
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rasterizer->use_framebuffer(*pingpong_framebuffers[0]); |
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blur_shader_image_input->upload(pingpong_textures[1]); |
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blur_shader_direction_input->upload(direction_vertical); |
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rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6); |
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rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6); |
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} |
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} |
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} |
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} |
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void bloom_pass::resize() |
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{ |
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unsigned int source_width = 0; |
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unsigned int source_height = 0; |
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source_texel_size = {0.0f, 0.0f}; |
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if (source_texture) |
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{ |
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// Get source texture dimensions
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source_width = source_texture->get_width(); |
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source_height = source_texture->get_height(); |
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// Update source texel size
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source_texel_size.x() = 1.0f / static_cast<float>(source_texture->get_width()); |
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source_texel_size.y() = 1.0f / static_cast<float>(source_texture->get_height()); |
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// Correct filter radius according to source texture aspect ratio
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corrected_filter_radius = {filter_radius * (source_texel_size.x() / source_texel_size.y()), filter_radius}; |
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} |
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// Resize mip chain
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for (unsigned int i = 0; i < mip_chain_length; ++i) |
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{ |
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// Calculate mip dimensions
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unsigned int mip_width = std::max<unsigned int>(1, source_width >> (i + 1)); |
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unsigned int mip_height = std::max<unsigned int>(1, source_height >> (i + 1)); |
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// Resize mip texture
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textures[i]->resize(mip_width, mip_height, nullptr); |
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// Resize mip framebuffer
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framebuffers[i]->resize({(int)mip_width, (int)mip_height}); |
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// Update mip texel size
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texel_sizes[i] = 1.0f / float2{static_cast<float>(mip_width), static_cast<float>(mip_height)}; |
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} |
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} |
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void bloom_pass::set_source_texture(const gl::texture_2d* texture) |
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void bloom_pass::set_source_texture(const gl::texture_2d* texture) |
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{ |
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{ |
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this->source_texture = texture; |
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if (texture != source_texture) |
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{ |
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if (texture) |
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{ |
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if (source_texture) |
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{ |
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if (texture->get_width() != source_texture->get_width() || texture->get_height() != source_texture->get_height()) |
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{ |
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source_texture = texture; |
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resize(); |
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} |
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else |
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{ |
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source_texture = texture; |
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} |
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} |
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else |
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{ |
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source_texture = texture; |
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resize(); |
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} |
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} |
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else |
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{ |
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source_texture = texture; |
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} |
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} |
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} |
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} |
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void bloom_pass::set_brightness_threshold(float threshold) |
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void bloom_pass::set_mip_chain_length(unsigned int length) |
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{ |
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{ |
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this->brightness_threshold = threshold; |
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unsigned int source_width = 0; |
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unsigned int source_height = 0; |
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if (source_texture) |
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{ |
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// Get source texture dimensions
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source_width = source_texture->get_width(); |
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source_height = source_texture->get_height(); |
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} |
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if (length > mip_chain_length) |
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{ |
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// Generate additional framebuffers
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for (unsigned int i = mip_chain_length; i < length; ++i) |
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{ |
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// Calculate mip resolution
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unsigned int mip_width = std::max<unsigned int>(1, source_width >> (i + 1)); |
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unsigned int mip_height = std::max<unsigned int>(1, source_height >> (i + 1)); |
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// Generate mip texture
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gl::texture_2d* texture = new gl::texture_2d(mip_width, mip_height, gl::pixel_type::float_16, gl::pixel_format::rgb); |
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texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend); |
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texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear); |
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texture->set_max_anisotropy(0.0f); |
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textures.push_back(texture); |
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// Generate mip framebuffer
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gl::framebuffer* framebuffer = new gl::framebuffer(mip_width, mip_height); |
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framebuffer->attach(gl::framebuffer_attachment_type::color, texture); |
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framebuffers.push_back(framebuffer); |
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// Calculate mip texel size
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texel_sizes.push_back(1.0f / float2{static_cast<float>(mip_width), static_cast<float>(mip_height)}); |
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} |
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} |
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else if (length < mip_chain_length) |
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{ |
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// Free excess framebuffers
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while (framebuffers.size() > length) |
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{ |
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delete framebuffers.back(); |
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framebuffers.pop_back(); |
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delete textures.back(); |
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textures.pop_back(); |
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texel_sizes.pop_back(); |
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} |
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} |
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// Update mip chain length
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mip_chain_length = length; |
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} |
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} |
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void bloom_pass::set_blur_iterations(int iterations) |
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void bloom_pass::set_filter_radius(float radius) noexcept |
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{ |
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{ |
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this->blur_iterations = iterations; |
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filter_radius = radius; |
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corrected_filter_radius = {filter_radius * (source_texel_size.x() / source_texel_size.y()), filter_radius}; |
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} |
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} |
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} // namespace render
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} // namespace render
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