/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEPER_RENDER_BLOOM_PASS_HPP
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#define ANTKEEPER_RENDER_BLOOM_PASS_HPP
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#include "render/pass.hpp"
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#include "render/shader-template.hpp"
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#include "gl/shader-program.hpp"
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#include "gl/shader-input.hpp"
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#include "gl/vertex-buffer.hpp"
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#include "gl/vertex-array.hpp"
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#include "gl/texture-2d.hpp"
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class resource_manager;
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namespace render {
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/**
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* Physically-based bloom render pass.
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*
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* @see Jimenez, J. (2014). Next generation post processing in call of duty advanced warfare. SIGGRAPH Advances in Real-Time Rendering.
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* @see https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
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*/
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class bloom_pass: public pass
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{
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public:
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/**
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* Constructs a bloom pass.
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*
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* @param rasterizer Rasterizer.
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* @param resource_manager Resource manager.
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*/
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bloom_pass(gl::rasterizer* rasterizer, resource_manager* resource_manager);
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/**
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* Destructs a bloom pass.
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*/
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virtual ~bloom_pass();
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/**
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* Renders a bloom texture.
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*
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* @param ctx Render context.
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* @param queue Render queue.
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*/
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virtual void render(const render::context& ctx, render::queue& queue) const final;
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/**
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* Resizes the mip chain resolution according to the resolution of the source texture.
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*/
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void resize();
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/**
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* Sets the bloom source texture.
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*
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* @param texture Bloom source texture.
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*/
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void set_source_texture(const gl::texture_2d* texture);
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/**
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* Sets the mip chain length. A length of `1` indicates a single stage bloom.
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*
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* @param length Mip chain length.
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*/
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void set_mip_chain_length(unsigned int length);
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/**
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* Sets the upsample filter radius.
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*
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* @param radius Upsample filter radius, in texture coordinates.
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*/
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void set_filter_radius(float radius);
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/**
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* Returns the texture containing the bloom result.
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*/
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const gl::texture_2d* get_bloom_texture() const;
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private:
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const gl::texture_2d* source_texture;
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shader_template* downsample_shader_template;
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shader_template* upsample_shader_template;
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gl::shader_program* downsample_karis_shader;
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const gl::shader_input* downsample_karis_source_texture_input;
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gl::shader_program* downsample_shader;
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const gl::shader_input* downsample_source_texture_input;
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gl::shader_program* upsample_shader;
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const gl::shader_input* upsample_source_texture_input;
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const gl::shader_input* upsample_filter_radius_input;
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gl::vertex_buffer* quad_vbo;
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gl::vertex_array* quad_vao;
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unsigned int mip_chain_length;
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std::vector<gl::framebuffer*> framebuffers;
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std::vector<gl::texture_2d*> textures;
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float filter_radius;
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float2 corrected_filter_radius;
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};
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inline const gl::texture_2d* bloom_pass::get_bloom_texture() const
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{
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return textures.empty() ? nullptr : textures.front();
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}
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} // namespace render
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#endif // ANTKEEPER_RENDER_BLOOM_PASS_HPP
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