/*
* 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 .
*/
#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
#include
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("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("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;
}