/* * 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 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 rasterizer Rasterizer. * @param resource_manager Resource manager. */ bloom_pass(gl::rasterizer* rasterizer, 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(const 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. */ const gl::texture_2d* get_bloom_texture() const; private: void rebuild_command_buffer(); const gl::texture_2d* source_texture; std::unique_ptr downsample_karis_shader; std::unique_ptr downsample_shader; std::unique_ptr upsample_shader; unsigned int mip_chain_length; std::vector> framebuffers; std::vector> textures; float filter_radius; math::fvec2 corrected_filter_radius; std::vector> command_buffer; }; inline const gl::texture_2d* bloom_pass::get_bloom_texture() const { return textures.empty() ? nullptr : textures.front().get(); } } // namespace render #endif // ANTKEEPER_RENDER_BLOOM_PASS_HPP