Good looking blur, need some fixes, but framerates takes a huge hit.
This commit is contained in:
@@ -8,6 +8,7 @@
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#include "ShaderProgram.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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#include "imgui/imgui.h"
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class DrawBloomPass
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{
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@@ -26,27 +27,36 @@ public:
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//Getters
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
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GLuint GaussianTexture() const { return m_FinalBlurTexture; }
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void BlurOneMipMapLevel(GLuint* texture, GLint iterations, GLint mipMapLevel);
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Texture* m_WhiteTexture;
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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//const LightCullingPass* m_LightCullingPass
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GLuint m_iterations = 9;
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//GLuint m_iterations = 5;
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GLint m_DebugTextureToDraw = 0;
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GLint m_Iterations = 3;
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float m_ScreenSizes[10];
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GLuint m_FinalBlurTexture;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_vert;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer m_BlurredFinalTexture;
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ShaderProgram* m_GaussianProgram_horiz;
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ShaderProgram* m_GaussianProgram_vert;
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ShaderProgram* m_GaussianProgram_both;
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ShaderProgram* m_CombineProgram;
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};
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@@ -0,0 +1,36 @@
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#version 430
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#extension GL_EXT_gpu_shader4 : enable
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uniform int MipMapLevel;
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uniform bool Horizontal;
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uniform vec2 ScreenSize[5];
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layout (binding = 0) uniform sampler2D Texture;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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uniform float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
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uniform float weight[5] = float[]( 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 );
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void main()
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{
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//vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
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vec3 result = textureLod(Texture, vec2(gl_FragCoord)/ScreenSize[0], MipMapLevel ).rgb * weight[0];
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if(Horizontal) {
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for( int i = 1; i<3; i++) {
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result += textureLod( Texture, Input.TextureCoordinate + vec2(offset[i], 0.0), MipMapLevel ).rgb * weight[i];
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result += textureLod( Texture, Input.TextureCoordinate - vec2(offset[i], 0.0), MipMapLevel ).rgb * weight[i];
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}
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} else {
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for( int i = 1; i<3; i++) {
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result += textureLod( Texture, Input.TextureCoordinate + vec2(0.0, offset[i]), MipMapLevel ).rgb * weight[i];
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result += textureLod( Texture, Input.TextureCoordinate - vec2(0.0, offset[i]), MipMapLevel ).rgb * weight[i];
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}
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}
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fragmentColor = vec4(result, 1.0);
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}
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@@ -0,0 +1,13 @@
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#version 430
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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@@ -1,6 +1,7 @@
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#version 430
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#extension GL_EXT_gpu_shader4 : enable
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uniform int MipMapLevel;
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layout (binding = 0) uniform sampler2D Texture;
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in VertexData{
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@@ -14,11 +15,14 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
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vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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vec3 result = textureLod(Texture, Input.TextureCoordinate, MipMapLevel).rgb * weight[0];
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//vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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for(int i = 1; i < 5; ++i) {
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result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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result += textureLod(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0), MipMapLevel).rgb * weight[i];
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result += textureLod(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0), MipMapLevel).rgb * weight[i];
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//result += texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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//result += texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
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}
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fragmentColor = vec4(result, 1.0);
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}
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@@ -1,6 +1,7 @@
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#version 430
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#extension GL_EXT_gpu_shader4 : enable
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uniform int MipMapLevel;
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layout (binding = 0) uniform sampler2D Texture;
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in VertexData{
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@@ -14,11 +15,14 @@ uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.01
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void main()
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{
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vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
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vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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//vec3 result = texture(Texture, Input.TextureCoordinate).rgb * weight[0];
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vec3 result = textureLod(Texture, Input.TextureCoordinate, MipMapLevel).rgb * weight[0];
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for(int i = 1; i < 5; ++i) {
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result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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result += textureLod(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i), MipMapLevel).rgb * weight[i];
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result += textureLod(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i), MipMapLevel).rgb * weight[i];
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//result += texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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//result += texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
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}
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fragmentColor = vec4(result, 1.0);
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}
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@@ -0,0 +1,21 @@
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#version 430
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layout (binding = 0) uniform sampler2D Texture0;
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layout (binding = 1) uniform sampler2D Texture1;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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void main()
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{
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vec4 texel0 = texture(Texture0, Input.TextureCoordinate);
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vec4 texel1 = texture(Texture1, Input.TextureCoordinate);
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fragmentColor = texel0 + texel1;
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//fragmentColor = vec4(1,0.5,0.7,1);
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}
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@@ -0,0 +1,13 @@
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#version 430
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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@@ -6,6 +6,18 @@ DrawBloomPass::DrawBloomPass(IRenderer* renderer)
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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m_ScreenSizes[0] = 1920.f;
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m_ScreenSizes[1] = 1053.f;
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m_ScreenSizes[2] = 959.f;
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m_ScreenSizes[3] = 525.f;
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m_ScreenSizes[4] = 479.f;
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m_ScreenSizes[5] = 262.f;
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m_ScreenSizes[6] = 239.f;
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m_ScreenSizes[7] = 130.f;
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m_ScreenSizes[8] = 119.f;
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m_ScreenSizes[9] = 64.f;
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InitializeTextures();
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InitializeBuffers();
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InitializeShaderPrograms();
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@@ -18,31 +30,51 @@ void DrawBloomPass::InitializeTextures()
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void DrawBloomPass::InitializeShaderPrograms()
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{
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m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
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m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("#GaussianProgramHoriz");
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
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m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
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m_GaussianProgram_horiz->Compile();
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m_GaussianProgram_horiz->Link();
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
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m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("#GaussianProgramVert");
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
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m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
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m_GaussianProgram_vert->Compile();
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m_GaussianProgram_vert->Link();
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m_GaussianProgram_both = ResourceManager::Load<ShaderProgram>("#GaussianProgramBoth");
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m_GaussianProgram_both->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_both.vert.glsl")));
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m_GaussianProgram_both->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_both.frag.glsl")));
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m_GaussianProgram_both->Compile();
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m_GaussianProgram_both->Link();
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m_CombineProgram = ResourceManager::Load<ShaderProgram>("#CombineProgram");
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m_CombineProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/TextureCombine.vert.glsl")));
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m_CombineProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/TextureCombine.frag.glsl")));
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m_CombineProgram->Compile();
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m_CombineProgram->Link();
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//Fixa nya combine shadern
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}
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void DrawBloomPass::InitializeBuffers()
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{
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GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
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m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
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m_GaussianFrameBuffer_horiz.Generate();
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GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_HALF_FLOAT);
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m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
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m_GaussianFrameBuffer_vert.Generate();
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GenerateTexture(&m_FinalBlurTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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m_BlurredFinalTexture.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalBlurTexture, GL_COLOR_ATTACHMENT0)));
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m_BlurredFinalTexture.Generate();
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}
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@@ -60,65 +92,123 @@ void DrawBloomPass::ClearBuffer()
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void DrawBloomPass::Draw(GLuint texture)
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{
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GLERROR("DrawBloomPass::Draw: Pre");
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ImGui::Combo("DebugBloom", &m_DebugTextureToDraw, "ALL\0First\0SEcond\0Third\0Fourth\0Fifth");
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ImGui::SliderInt("Iterations", &m_Iterations, 0, 10);
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if (m_DebugTextureToDraw == 1)
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BlurOneMipMapLevel(&texture, m_Iterations, 0);
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else if (m_DebugTextureToDraw == 2)
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BlurOneMipMapLevel(&texture, m_Iterations, 1);
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else if (m_DebugTextureToDraw == 3)
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BlurOneMipMapLevel(&texture, m_Iterations, 2);
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else if (m_DebugTextureToDraw == 4)
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BlurOneMipMapLevel(&texture, m_Iterations, 3);
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else if (m_DebugTextureToDraw == 0) {
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BlurOneMipMapLevel(&texture, m_Iterations, 0);
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BlurOneMipMapLevel(&texture, m_Iterations, 1);
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BlurOneMipMapLevel(&texture, m_Iterations, 2);
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BlurOneMipMapLevel(&texture, m_Iterations, 3);
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}
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}
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void DrawBloomPass::BlurOneMipMapLevel(GLuint* texture, GLint iterations, GLint mipMapLevel)
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{
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GLERROR("PRE");
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//new code
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DrawBloomPassState state;
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//Loop through and blur texture at mipmap level
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GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
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GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
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//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
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//First horiz pass
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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GLERROR("Bind");
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glUniform1i(glGetUniformLocation(shaderHandle_horiz, "MipMapLevel"), mipMapLevel);
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//glUniform2fv(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "ScreenSize"), 5, m_ScreenSizes);
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//glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), true);
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GLERROR("1");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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GLERROR("2");
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//Iterate some times to make it more gaussian.
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for (int i = 1; i < m_iterations; i++) {
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//Loop through vert, then horiz and save to respective textures X number of times.
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for (int i = 1; i < iterations; i++) {
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//Vertical pass
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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//glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), false);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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GLERROR("3");
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//horizontal pass
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m_GaussianFrameBuffer_horiz.Bind();
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m_GaussianProgram_horiz->Bind();
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//glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), true);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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GLERROR("4");
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}
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//final vertical gaussian after the iterations are done
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//the final vertical iteration.
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m_GaussianFrameBuffer_vert.Bind();
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m_GaussianProgram_vert->Bind();
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//glUniform1i(glGetUniformLocation(m_GaussianProgram_both->GetHandle(), "Horizontal"), false);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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GLERROR("5");
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GLERROR("DrawBloomPass::Draw: END");
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//Combine the the new blurred texture into the final texture
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m_BlurredFinalTexture.Bind();
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m_CombineProgram->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_FinalBlurTexture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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GLERROR("END");
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}
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void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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@@ -132,3 +222,5 @@ void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum fil
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
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GLERROR("Texture initialization failed");
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -216,11 +216,11 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
|
||||
|
||||
glGenTextures(1, texture);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //TODO: THIS SHIS IS BROKEN WHY YOU NO LINEAR MIPMAP? SHITTY FUCK
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //TODO: THIS SHIS IS BROKEN WHY YOU NO LINEAR MIPMAP? SHITTY FUCK
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
GLERROR("MipMap Texture initialization failed");
|
||||
|
||||
@@ -324,6 +324,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
||||
}
|
||||
}
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BloomTexture);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user