/*
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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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#include <engine/render/passes/bloom-pass.hpp>
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#include <engine/resources/resource-manager.hpp>
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#include <engine/gl/rasterizer.hpp>
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#include <engine/gl/framebuffer.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/vertex-attribute.hpp>
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#include <engine/gl/drawing-mode.hpp>
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#include <engine/gl/texture-2d.hpp>
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#include <engine/gl/texture-wrapping.hpp>
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#include <engine/gl/texture-filter.hpp>
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#include <engine/render/vertex-attribute.hpp>
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#include <engine/render/context.hpp>
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#include <algorithm>
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#include <cmath>
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#include <glad/glad.h>
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namespace render {
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bloom_pass::bloom_pass(gl::rasterizer* rasterizer, resource_manager* resource_manager):
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pass(rasterizer, nullptr),
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source_texture(nullptr),
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mip_chain_length(0),
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filter_radius(0.005f),
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corrected_filter_radius{filter_radius, filter_radius}
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{
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// Load downsample shader template
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auto downsample_shader_template = resource_manager->load<gl::shader_template>("bloom-downsample.glsl");
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// Build downsample shader program with Karis averaging
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downsample_karis_shader = downsample_shader_template->build
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(
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{
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{"KARIS_AVERAGE", std::string()}
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}
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);
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// Build downsample shader program without Karis averaging
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downsample_shader = downsample_shader_template->build();
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// Load upsample shader template
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auto upsample_shader_template = resource_manager->load<gl::shader_template>("bloom-upsample.glsl");
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// Build upsample shader program
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upsample_shader = upsample_shader_template->build();
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}
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void bloom_pass::render(render::context& ctx)
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{
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// Execute command buffer
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for (const auto& command: command_buffer)
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{
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command();
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}
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}
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void bloom_pass::resize()
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{
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unsigned int source_width = 1;
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unsigned int source_height = 1;
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if (source_texture)
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{
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// Get source texture dimensions
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source_width = source_texture->get_width();
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source_height = source_texture->get_height();
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// Correct filter radius according to source texture aspect ratio
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const float aspect_ratio = static_cast<float>(source_height) / static_cast<float>(source_width);
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corrected_filter_radius = {filter_radius * aspect_ratio, filter_radius};
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}
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// Resize mip chain
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for (unsigned int i = 0; i < mip_chain_length; ++i)
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{
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// Calculate mip dimensions
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unsigned int mip_width = std::max<unsigned int>(1, source_width >> (i + 1));
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unsigned int mip_height = std::max<unsigned int>(1, source_height >> (i + 1));
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// Resize mip texture
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textures[i]->resize(mip_width, mip_height, nullptr);
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// Resize mip framebuffer
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framebuffers[i]->resize({(int)mip_width, (int)mip_height});
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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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if (texture != source_texture)
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{
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if (texture)
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{
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if (source_texture)
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{
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if (texture->get_width() != source_texture->get_width() || texture->get_height() != source_texture->get_height())
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{
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source_texture = texture;
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resize();
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}
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else
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{
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source_texture = texture;
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}
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}
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else
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{
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source_texture = texture;
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resize();
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rebuild_command_buffer();
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}
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}
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else
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{
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source_texture = nullptr;
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rebuild_command_buffer();
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}
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}
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}
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void bloom_pass::set_mip_chain_length(unsigned int length)
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{
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unsigned int source_width = 1;
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unsigned int source_height = 1;
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if (source_texture)
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{
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// Get source texture dimensions
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source_width = source_texture->get_width();
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source_height = source_texture->get_height();
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}
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if (length > mip_chain_length)
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{
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// Generate additional framebuffers
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for (unsigned int i = mip_chain_length; i < length; ++i)
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{
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// Calculate mip resolution
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unsigned int mip_width = std::max<unsigned int>(1, source_width >> (i + 1));
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unsigned int mip_height = std::max<unsigned int>(1, source_height >> (i + 1));
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// Generate mip texture
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auto texture = std::make_unique<gl::texture_2d>(mip_width, mip_height, gl::pixel_type::float_16, gl::pixel_format::rgb);
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texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
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texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
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texture->set_max_anisotropy(0.0f);
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// Generate mip framebuffer
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auto framebuffer = std::make_unique<gl::framebuffer>(mip_width, mip_height);
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framebuffer->attach(gl::framebuffer_attachment_type::color, texture.get());
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textures.push_back(std::move(texture));
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framebuffers.emplace_back(std::move(framebuffer));
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}
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}
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else if (length < mip_chain_length)
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{
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framebuffers.resize(length);
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textures.resize(length);
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}
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// Update mip chain length
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mip_chain_length = length;
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// Rebuild command buffer
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rebuild_command_buffer();
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}
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void bloom_pass::set_filter_radius(float radius)
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{
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filter_radius = radius;
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// Get aspect ratio of source texture
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float aspect_ratio = 1.0f;
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if (source_texture)
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{
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aspect_ratio = static_cast<float>(source_texture->get_height()) / static_cast<float>(source_texture->get_width());
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}
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// Correct filter radius according to source texture aspect ratio
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corrected_filter_radius = {filter_radius * aspect_ratio, filter_radius};
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}
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void bloom_pass::rebuild_command_buffer()
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{
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command_buffer.clear();
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if (!source_texture ||
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!mip_chain_length ||
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!downsample_karis_shader ||
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!downsample_shader ||
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!upsample_shader)
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{
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return;
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}
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// Setup downsample state
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command_buffer.emplace_back
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(
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[]()
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{
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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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glDisable(GL_BLEND);
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}
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);
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// Downsample first mip with Karis average
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if (auto source_texture_var = downsample_karis_shader->variable("source_texture"))
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{
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command_buffer.emplace_back
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(
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[&, source_texture_var]()
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{
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rasterizer->use_program(*downsample_karis_shader);
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rasterizer->use_framebuffer(*framebuffers[0]);
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rasterizer->set_viewport(0, 0, textures[0]->get_width(), textures[0]->get_height());
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source_texture_var->update(*source_texture);
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rasterizer->draw_arrays(gl::drawing_mode::triangles, 0, 3);
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}
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);
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}
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// Downsample remaining mips
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if (mip_chain_length > 1)
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{
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if (auto source_texture_var = downsample_shader->variable("source_texture"))
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{
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command_buffer.emplace_back([&](){rasterizer->use_program(*downsample_shader);});
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for (int i = 1; i < static_cast<int>(mip_chain_length); ++i)
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{
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command_buffer.emplace_back
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(
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[&, source_texture_var, i]()
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{
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rasterizer->use_framebuffer(*framebuffers[i]);
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rasterizer->set_viewport(0, 0, textures[i]->get_width(), textures[i]->get_height());
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// Use previous downsample texture as downsample source
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source_texture_var->update(*textures[i - 1]);
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rasterizer->draw_arrays(gl::drawing_mode::triangles, 0, 3);
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}
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);
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}
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}
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}
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// Setup upsample state
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command_buffer.emplace_back
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(
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[&]()
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{
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// Enable additive blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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// Bind upsample shader
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rasterizer->use_program(*upsample_shader);
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}
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);
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// Update upsample filter radius
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if (auto filter_radius_var = upsample_shader->variable("filter_radius"))
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{
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command_buffer.emplace_back([&, filter_radius_var](){filter_radius_var->update(corrected_filter_radius);});
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}
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// Upsample
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if (auto source_texture_var = upsample_shader->variable("source_texture"))
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{
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for (int i = static_cast<int>(mip_chain_length) - 1; i > 0; --i)
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{
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const int j = i - 1;
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command_buffer.emplace_back
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(
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[&, source_texture_var, i, j]()
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{
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rasterizer->use_framebuffer(*framebuffers[j]);
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rasterizer->set_viewport(0, 0, textures[j]->get_width(), textures[j]->get_height());
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source_texture_var->update(*textures[i]);
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rasterizer->draw_arrays(gl::drawing_mode::triangles, 0, 3);
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}
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);
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}
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}
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}
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} // namespace render
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