/* * 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 . */ #ifndef ANTKEEPER_RENDER_BLOOM_PASS_HPP #define ANTKEEPER_RENDER_BLOOM_PASS_HPP #include #include #include #include #include #include #include #include #include #include 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 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 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 m_source_texture; std::shared_ptr m_target_image; std::vector> m_target_textures; std::vector> m_target_framebuffers; std::unique_ptr m_downsample_karis_shader; std::unique_ptr m_downsample_shader; std::unique_ptr m_upsample_shader; std::shared_ptr m_sampler; std::unique_ptr 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> m_command_buffer; }; } // namespace render #endif // ANTKEEPER_RENDER_BLOOM_PASS_HPP