💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

118 lines
3.2 KiB

/*
* 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-2d.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 rasterizer Rasterizer.
* @param resource_manager Resource manager.
*/
bloom_pass(gl::rasterizer* rasterizer, 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(const 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.
*/
const gl::texture_2d* get_bloom_texture() const;
private:
void rebuild_command_buffer();
const gl::texture_2d* source_texture;
std::unique_ptr<gl::shader_program> downsample_karis_shader;
std::unique_ptr<gl::shader_program> downsample_shader;
std::unique_ptr<gl::shader_program> upsample_shader;
unsigned int mip_chain_length;
std::vector<std::unique_ptr<gl::framebuffer>> framebuffers;
std::vector<std::unique_ptr<gl::texture_2d>> textures;
float filter_radius;
math::fvec2 corrected_filter_radius;
std::vector<std::function<void()>> command_buffer;
};
inline const gl::texture_2d* bloom_pass::get_bloom_texture() const
{
return textures.empty() ? nullptr : textures.front().get();
}
} // namespace render
#endif // ANTKEEPER_RENDER_BLOOM_PASS_HPP