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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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#ifndef ANTKEEPER_RENDER_BLOOM_PASS_HPP
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#define ANTKEEPER_RENDER_BLOOM_PASS_HPP
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#include "render/pass.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/texture-2d.hpp"
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class resource_manager;
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namespace render {
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/**
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*
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*/
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class bloom_pass: public pass
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{
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public:
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bloom_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
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virtual ~bloom_pass();
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virtual void render(const render::context& ctx, render::queue& queue) const final;
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void set_source_texture(const gl::texture_2d* texture);
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void set_brightness_threshold(float threshold);
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void set_blur_iterations(int iterations);
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private:
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gl::vertex_buffer* quad_vbo;
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gl::vertex_array* quad_vao;
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const gl::framebuffer* pingpong_framebuffers[2];
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const gl::texture_2d* pingpong_textures[2];
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gl::texture_2d* cloned_framebuffer_texture;
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gl::framebuffer* cloned_framebuffer;
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gl::shader_program* threshold_shader;
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const gl::shader_input* threshold_shader_image_input;
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const gl::shader_input* threshold_shader_resolution_input;
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const gl::shader_input* threshold_shader_threshold_input;
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gl::shader_program* blur_shader;
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const gl::shader_input* blur_shader_image_input;
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const gl::shader_input* blur_shader_resolution_input;
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const gl::shader_input* blur_shader_direction_input;
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const gl::texture_2d* source_texture;
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float brightness_threshold;
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int blur_iterations;
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};
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} // namespace render
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#endif // ANTKEEPER_RENDER_BLOOM_PASS_HPP
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