💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_BLOOM_PASS_HPP
#define ANTKEEPER_BLOOM_PASS_HPP
#include "renderer/render-pass.hpp"
#include "math/math.hpp"
#include "gl/shader-program.hpp"
#include "gl/shader-input.hpp"
#include "gl/vertex-buffer.hpp"
#include "gl/vertex-array.hpp"
#include "gl/texture-2d.hpp"
class resource_manager;
/**
*
*/
class bloom_pass: public render_pass
{
public:
bloom_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
virtual ~bloom_pass();
virtual void render(render_context* context) const final;
void set_source_texture(const gl::texture_2d* texture);
void set_brightness_threshold(float threshold);
void set_blur_iterations(int iterations);
private:
gl::vertex_buffer* quad_vbo;
gl::vertex_array* quad_vao;
const gl::framebuffer* pingpong_framebuffers[2];
const gl::texture_2d* pingpong_textures[2];
gl::texture_2d* cloned_framebuffer_texture;
gl::framebuffer* cloned_framebuffer;
gl::shader_program* threshold_shader;
const gl::shader_input* threshold_shader_image_input;
const gl::shader_input* threshold_shader_resolution_input;
const gl::shader_input* threshold_shader_threshold_input;
gl::shader_program* blur_shader;
const gl::shader_input* blur_shader_image_input;
const gl::shader_input* blur_shader_resolution_input;
const gl::shader_input* blur_shader_direction_input;
const gl::texture_2d* source_texture;
float brightness_threshold;
int blur_iterations;
};
#endif // ANTKEEPER_BLOOM_PASS_HPP