Good looking blur, need some fixes, but framerates takes a huge hit.
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@@ -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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