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/*
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* Copyright (C) 2021 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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#include "renderer/passes/bloom-pass.hpp"
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#include "resources/resource-manager.hpp"
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#include "gl/rasterizer.hpp"
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#include "gl/framebuffer.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/vertex-attribute-type.hpp"
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#include "gl/drawing-mode.hpp"
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#include "gl/texture-2d.hpp"
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#include "gl/texture-wrapping.hpp"
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#include "gl/texture-filter.hpp"
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#include "renderer/vertex-attributes.hpp"
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#include "renderer/render-context.hpp"
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#include "math/math.hpp"
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#include <cmath>
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#include <glad/glad.h>
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bloom_pass::bloom_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
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render_pass(rasterizer, framebuffer),
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source_texture(nullptr),
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brightness_threshold(1.0f),
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blur_iterations(1)
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{
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// Create clone of framebuffer texture
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const gl::texture_2d* framebuffer_texture = framebuffer->get_color_attachment();
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auto dimensions = framebuffer_texture->get_dimensions();
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auto pixel_type = framebuffer_texture->get_pixel_type();
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auto pixel_format = framebuffer_texture->get_pixel_format();
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auto wrapping = framebuffer_texture->get_wrapping();
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auto filters = framebuffer_texture->get_filters();
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float max_anisotropy = framebuffer_texture->get_max_anisotropy();
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cloned_framebuffer_texture = new gl::texture_2d(std::get<0>(dimensions), std::get<1>(dimensions), pixel_type, pixel_format);
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cloned_framebuffer_texture->set_wrapping(std::get<0>(wrapping), std::get<1>(wrapping));
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cloned_framebuffer_texture->set_filters(std::get<0>(filters), std::get<1>(filters));
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cloned_framebuffer_texture->set_max_anisotropy(max_anisotropy);
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// Create clone of framebuffer
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cloned_framebuffer = new gl::framebuffer(std::get<0>(dimensions), std::get<1>(dimensions));
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cloned_framebuffer->attach(gl::framebuffer_attachment_type::color, cloned_framebuffer_texture);
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// Setup pingponging
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pingpong_textures[0] = framebuffer_texture;
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pingpong_textures[1] = cloned_framebuffer_texture;
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pingpong_framebuffers[0] = framebuffer;
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pingpong_framebuffers[1] = cloned_framebuffer;
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// Load brightness threshold shader
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threshold_shader = resource_manager->load<gl::shader_program>("brightness-threshold.glsl");
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threshold_shader_image_input = threshold_shader->get_input("image");
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threshold_shader_resolution_input = threshold_shader->get_input("resolution");
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threshold_shader_threshold_input = threshold_shader->get_input("threshold");
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// Load blur shader
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blur_shader = resource_manager->load<gl::shader_program>("blur.glsl");
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blur_shader_image_input = blur_shader->get_input("image");
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blur_shader_resolution_input = blur_shader->get_input("resolution");
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blur_shader_direction_input = blur_shader->get_input("direction");
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const float vertex_data[] =
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{
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-1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f
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};
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std::size_t vertex_size = 3;
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std::size_t vertex_stride = sizeof(float) * vertex_size;
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std::size_t vertex_count = 6;
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quad_vbo = new gl::vertex_buffer(sizeof(float) * vertex_size * vertex_count, vertex_data);
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quad_vao = new gl::vertex_array();
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quad_vao->bind_attribute(VERTEX_POSITION_LOCATION, *quad_vbo, 3, gl::vertex_attribute_type::float_32, vertex_stride, 0);
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}
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bloom_pass::~bloom_pass()
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{
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delete cloned_framebuffer;
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delete cloned_framebuffer_texture;
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delete quad_vao;
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delete quad_vbo;
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}
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void bloom_pass::render(render_context* context) const
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{
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// Determine viewport based on framebuffer resolution
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auto viewport = framebuffer->get_dimensions();
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rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
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float2 resolution = {std::get<0>(viewport), std::get<1>(viewport)};
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// Perform brightness threshold subpass, rendering to the first pingpong fbo
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rasterizer->use_framebuffer(*pingpong_framebuffers[0]);
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rasterizer->use_program(*threshold_shader);
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threshold_shader_image_input->upload(source_texture);
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threshold_shader_resolution_input->upload(resolution);
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threshold_shader_threshold_input->upload(brightness_threshold);
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rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6);
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// Perform iterative blur subpass
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const float2 direction_horizontal = {1, 0};
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const float2 direction_vertical = {0, 1};
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rasterizer->use_program(*blur_shader);
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blur_shader_resolution_input->upload(resolution);
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for (int i = 0; i < blur_iterations; ++i)
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{
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// Perform horizontal blur
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rasterizer->use_framebuffer(*pingpong_framebuffers[1]);
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blur_shader_image_input->upload(pingpong_textures[0]);
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blur_shader_direction_input->upload(direction_horizontal);
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rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6);
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// Perform vertical blur
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rasterizer->use_framebuffer(*pingpong_framebuffers[0]);
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blur_shader_image_input->upload(pingpong_textures[1]);
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blur_shader_direction_input->upload(direction_vertical);
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rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6);
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}
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}
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void bloom_pass::set_source_texture(const gl::texture_2d* texture)
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{
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this->source_texture = texture;
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}
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void bloom_pass::set_brightness_threshold(float threshold)
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{
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this->brightness_threshold = threshold;
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}
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void bloom_pass::set_blur_iterations(int iterations)
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{
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this->blur_iterations = iterations;
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}
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