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/*
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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 <engine/render/pass.hpp>
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#include <engine/gl/shader-template.hpp>
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#include <engine/gl/shader-program.hpp>
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#include <engine/gl/shader-variable.hpp>
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#include <engine/gl/vertex-buffer.hpp>
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#include <engine/gl/vertex-array.hpp>
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#include <engine/gl/texture.hpp>
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#include <engine/gl/sampler.hpp>
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#include <memory>
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#include <functional>
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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 pipeline Graphics pipeline.
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* @param resource_manager Resource manager.
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*/
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bloom_pass(gl::pipeline* pipeline, resource_manager* resource_manager);
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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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void render(render::context& ctx) override;
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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(std::shared_ptr<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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[[nodiscard]] inline std::shared_ptr<gl::texture_2d> get_bloom_texture() const
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{
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return m_target_textures.empty() ? nullptr : m_target_textures.front();
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}
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private:
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void rebuild_mip_chain();
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void correct_filter_radius();
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void rebuild_command_buffer();
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std::shared_ptr<gl::texture_2d> m_source_texture;
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std::shared_ptr<gl::image_2d> m_target_image;
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std::vector<std::shared_ptr<gl::texture_2d>> m_target_textures;
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std::vector<std::shared_ptr<gl::framebuffer>> m_target_framebuffers;
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std::unique_ptr<gl::shader_program> m_downsample_karis_shader;
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std::unique_ptr<gl::shader_program> m_downsample_shader;
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std::unique_ptr<gl::shader_program> m_upsample_shader;
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std::shared_ptr<gl::sampler> m_sampler;
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std::unique_ptr<gl::vertex_array> m_vertex_array;
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unsigned int m_mip_chain_length{0};
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float m_filter_radius{0.005f};
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math::fvec2 m_corrected_filter_radius{0.005f, 0.005f};
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std::vector<std::function<void()>> m_command_buffer;
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};
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} // namespace render
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#endif // ANTKEEPER_RENDER_BLOOM_PASS_HPP
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