💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_RENDER_BLOOM_PASS_HPP
#define ANTKEEPER_RENDER_BLOOM_PASS_HPP
#include <engine/render/pass.hpp>
#include <engine/gl/shader-template.hpp>
#include <engine/gl/shader-program.hpp>
#include <engine/gl/shader-variable.hpp>
#include <engine/gl/vertex-buffer.hpp>
#include <engine/gl/vertex-array.hpp>
#include <engine/gl/texture.hpp>
#include <engine/gl/sampler.hpp>
#include <memory>
#include <functional>
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<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.
*/
[[nodiscard]] inline std::shared_ptr<gl::texture_2d> 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<gl::texture_2d> m_source_texture;
std::shared_ptr<gl::image_2d> m_target_image;
std::vector<std::shared_ptr<gl::texture_2d>> m_target_textures;
std::vector<std::shared_ptr<gl::framebuffer>> m_target_framebuffers;
std::unique_ptr<gl::shader_program> m_downsample_karis_shader;
std::unique_ptr<gl::shader_program> m_downsample_shader;
std::unique_ptr<gl::shader_program> m_upsample_shader;
std::shared_ptr<gl::sampler> m_sampler;
std::unique_ptr<gl::vertex_array> 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<std::function<void()>> m_command_buffer;
};
} // namespace render
#endif // ANTKEEPER_RENDER_BLOOM_PASS_HPP